void processLightEvents(int id) {\r
switch (id) {\r
case M_LIGHT_MOVE_LIGHT_1:\r
- // Do stuff\r
+ manipulateState = STATE_LIGHT_1_MOVE;\r
break;\r
\r
case M_LIGHT_RGBALL_LIGHT_1:\r
break;\r
\r
case M_LIGHT_MOVE_LIGHT_2:\r
- // Do stuff\r
+ manipulateState = STATE_LIGHT_2_MOVE;\r
break;\r
\r
case M_LIGHT_RGBALL_LIGHT_2:\r
// Construct light menu\r
int lightMenu = glutCreateMenu(processLightEvents);\r
glutAddMenuEntry("Move Light 1", M_LIGHT_MOVE_LIGHT_1);\r
- glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1);\r
+ //glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1);\r
glutAddMenuEntry("Move Light 2", M_LIGHT_MOVE_LIGHT_2);\r
- glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2);\r
+ //glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2);\r
\r
// Construct object menu\r
int objectMenu = makeSubmenuFromArray( objectMenuEntries, NMESH, processObjectEvents );\r
//glutAddSubMenu("Material", materialMenu);\r
glutAddSubMenu("Texture", textureMenu);\r
glutAddSubMenu("Ground texture", gTextureMenu);\r
- //glutAddSubMenu("Lights", lightMenu);\r
+ glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
// Bind to right mouse button\r
\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
-\r
- // **NOTE: Currently a work in progress, does not work correctly\r
- printf("cam angle: %f\n", rotate*camRotateFactor);\r
- sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
- sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+ float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
+ sceneObjs[curObject].x += diffx * cos(angler) * leftrightFactor + diffy * cos(M_PI/2 + angler) * nearfarFactor;\r
+ sceneObjs[curObject].z += diffx * sin(angler) * leftrightFactor + diffy * sin(M_PI/2 + angler) * nearfarFactor;\r
\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: big/small\r
\r
case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r
\r
- // FML DOES NOT ROTATE PROPERLY\r
-\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: rotate on y\r
sceneObjs[curObject].rotation.y += diffx * rotateFactor;\r
\r
break;\r
\r
+ case STATE_LIGHT_1_MOVE:\r
+ case STATE_LIGHT_2_MOVE:\r
+ ; // Semi-colon required to allow variable declaration below\r
+ \r
+ int i = 0;\r
+ if ( manipulateState == STATE_LIGHT_2_MOVE ) i = 1;\r
+\r
+ if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
+ // w: left/right, h: near/far\r
+ float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
+ lightObjs[i].position[0] += diffx * cos(angler) * lleftrightFactor + diffy * cos(M_PI/2 + angler) * lnearfarFactor;\r
+ lightObjs[i].position[2] += diffx * sin(angler) * lleftrightFactor + diffy * sin(M_PI/2 + angler) * lnearfarFactor;\r
+\r
+ } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
+ // w: increase/decrease some light param\r
+ // **NOTE: Currently not implemented\r
+\r
+ // h: up/down\r
+ lightObjs[i].position[1] -= diffy * updownFactor;\r
+ }\r
+\r
+ break;\r
+\r
}\r
\r
starty = y;\r
\r
glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); // Set camera angle upward\r
\r
- /* Reposition the light source 0. */\r
- lightPosition0[0] = 12*cos(lightAngle0);\r
- lightPosition0[1] = lightHeight0;\r
- lightPosition0[2] = 12*sin(lightAngle0);\r
- lightPosition0[3] = 0.0;\r
-\r
- direction0[0] = lightPosition0[0];\r
- direction0[2] = lightPosition0[2];\r
-\r
- /* Reposition the light source 1. */\r
- lightPosition1[0] = 12*cos(lightAngle1);\r
- lightPosition1[1] = lightHeight1;\r
- lightPosition1[2] = 12*sin(lightAngle1);\r
- lightPosition1[3] = 0.0;\r
-\r
- direction1[0] = lightPosition1[0];\r
- direction1[2] = lightPosition1[2];\r
-\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
glTranslatef(camx, camy, camz);\r
glRotatef(keyrot, 1.0, 0.0, 0.0);\r
\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0);\r
- glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1);\r
-\r
drawFloor();\r
\r
// Draw sceneObjs array\r
glPopMatrix();\r
}\r
\r
- // Draw a white ball over the light sources\r
- glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 1.0);\r
-\r
- glPushMatrix();\r
- glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]);\r
- glutSolidSphere(0.5, 50, 50);\r
- glPopMatrix();\r
-\r
- glPushMatrix();\r
- glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]);\r
- glutSolidSphere(0.5, 50, 50);\r
- glPopMatrix();\r
-\r
- glEnable(GL_LIGHTING);\r
+ updateLights();\r
\r
drawAxisLines();\r
\r
glutSwapBuffers();\r
}\r
\r
-/**\r
- * init function; sets initial OpenGL state\r
- */\r
-void init() {\r
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
- glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
- glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
-\r
- glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
- glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
-\r
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
-\r
- glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHT1);\r
- glEnable(GL_LIGHTING);\r
-}\r
-\r
/**\r
* Main function\r
* @param argc Number of arguments\r
\r
makeMenu();\r
\r
- init();\r
+ initializeLights();\r
+\r
+ /* Initial light 0 position. */\r
+ lightObjs[0].position[0] = 4;\r
+ lightObjs[0].position[1] = 5;\r
+ lightObjs[0].position[2] = 6;\r
+ lightObjs[0].position[3] = 0.0;\r
+\r
+ /* Initial light 1 position. */\r
+ lightObjs[1].position[0] = -4;\r
+ lightObjs[1].position[1] = 5;\r
+ lightObjs[1].position[2] = -6;\r
+ lightObjs[1].position[3] = 0.0;\r
\r
glutMainLoop();\r
}
\ No newline at end of file