\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, 1, 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
\r
}\r
\r
+static GLfloat floorVertices[4][3] = {\r
+ { -20.0, 0.0, 20.0 },\r
+ { 20.0, 0.0, 20.0 },\r
+ { 20.0, 0.0, -20.0 },\r
+ { -20.0, 0.0, -20.0 },\r
+};\r
+\r
+/* Draw a floor (possibly textured). */\r
+static void\r
+drawFloor(void)\r
+{\r
+ glDisable(GL_LIGHTING);\r
+\r
+ //if (useTexture) {\r
+ // glEnable(GL_TEXTURE_2D);\r
+ //}\r
+\r
+ glBegin(GL_QUADS);\r
+ glTexCoord2f(0.0, 0.0);\r
+ glVertex3fv(floorVertices[0]);\r
+ glTexCoord2f(0.0, 16.0);\r
+ glVertex3fv(floorVertices[1]);\r
+ glTexCoord2f(16.0, 16.0);\r
+ glVertex3fv(floorVertices[2]);\r
+ glTexCoord2f(16.0, 0.0);\r
+ glVertex3fv(floorVertices[3]);\r
+ glEnd();\r
+\r
+ /*if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
+ }*/\r
+\r
+ glEnable(GL_LIGHTING);\r
+}\r
+\r
+\r
+static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
+static GLfloat lightPosition[4];\r
+static float lightAngle = 0.0, lightHeight = 20;\r
+\r
+\r
/**\r
* Display function\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
+\r
+\r
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ //if (directionalLight) {\r
+ lightPosition[3] = 0.0;\r
+ //} else {\r
+ // lightPosition[3] = 1.0;\r
+ //}\r
+\r
+ glPushMatrix();\r
\r
- glutSolidTeapot(1);\r
+ /* Tell GL new light source position. */\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
+ /* Draw "bottom" of floor in blue. */\r
+ glFrontFace(GL_CW); /* Switch face orientation. */\r
+ glColor4f(0.1, 0.1, 0.7, 1.0);\r
+ drawFloor();\r
+ glFrontFace(GL_CCW);\r
+\r
+ /* Draw "top" of floor. Use blending to blend in reflection. */\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glColor4f(0.7, 0.0, 0.0, 0.3);\r
+ glColor4f(1.0, 1.0, 1.0, 0.3);\r
+ drawFloor();\r
+ glDisable(GL_BLEND);\r
+\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+\r
+ /* Draw a yellow ball at the light source. */\r
+ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glutSolidSphere(1.0, 5, 5);\r
+\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ drawFloor();\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
/**\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
+ // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
\r
makeMenu();\r
+\r
+ init();\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective( /* field of view in degree */ 40.0,\r
+ /* aspect ratio */ 1.0,\r
+ /* Z near */ 20.0, /* Z far */ 100.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
+ 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
+\r
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
+ glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
+ glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHTING);\r
+\r
glutMainLoop();\r
}\r