\r
/**\r
* Called when window is resized\r
- * @param width New width\r
- * @param height New height\r
+ * @param w New width\r
+ * @param h New height\r
*/\r
-void windowReshape(int width, int height) {\r
- glViewport(0, 0, (GLsizei)width, (GLsizei)height);\r
- printf("Width: %d, height: %d\n", width, height);\r
+void windowReshape(int w, int h) {\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
+\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- gluPerspective(60 / height, (GLfloat)width / (GLfloat)height, 0.1, 1000.0);\r
- glMatrixMode(GL_MODELVIEW);\r
+ if (w <= h) \r
+ glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ far*(GLfloat)h/(GLfloat)w, near, far);\r
+ else\r
+ glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+ glMatrixMode(GL_MODELVIEW); \r
+ glLoadIdentity();\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0\r
+ glTranslatef( 0.0f, 0.0f, 0.0f);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f( 0.0f, 1.0f, -1.0f);\r
+ glVertex3f( 0.0f, 1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, -1.0f);\r
+ glEnd();\r
\r
+\r
+ glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
glutSolidTeapot(1);\r
\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+ gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
+\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
glutSwapBuffers();\r
}\r
\r
+/**\r
+ * init function, sets OpenGL's starting state\r
+ */\r
+void init() {\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ gluPerspective( 60, 1, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+}\r
+\r
/**\r
* Main function\r
* @param argc Number of arguments\r
glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
\r
- glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
- glClearDepth(1.0f); // Depth Buffer Setup\r
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do\r
+ glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+ glClearDepth(1.0f); // Depth Buffer Setup\r
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r
glutMouseFunc(mouse);\r
\r
makeMenu();\r
+\r
+ init();\r
+\r
glutMainLoop();\r
}\r