* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
-\r
+ glViewport(0, 0, w, h); // Reset The Current Viewport\r
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix\r
+ glLoadIdentity(); // Reset The Projection Matrix\r
+\r
+ // Calculate The Aspect Ratio Of The Window\r
+ gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);\r
+\r
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
+ glLoadIdentity(); // Reset The Modelview Matrix\r
+\r
+ /*glViewport(0, 0, w, h);\r
+ glMatrixMode(GL_PROJECTION); /* switch matrix mode\r
+ glLoadIdentity();\r
+ if (w <= h)\r
+ gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);\r
+ else\r
+ gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);\r
+ glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
}\r
\r
/**\r
glTranslatef(-1.5f, 0.0f, -6.0f);\r
\r
glBegin(GL_QUADS);\r
-\r
- glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
+ glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right\r
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right\r
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\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
+\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
- glEnable(GL_DEPTH_TEST); // Enable hidden surface removal\r
\r
makeMenu();\r
glutMainLoop();\r