* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
-\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
+ 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
/**\r
* Display function\r
*/\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef(-1.5f, 0.0f, -6.0f);\r
-\r
+ /*glTranslatef( 0.0f, 0.0f, 0.0f);\r
glBegin(GL_QUADS);\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
- glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left\r
- glEnd();\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
- glFlush();\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();*/\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
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\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
+\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
glutMainLoop();\r
}\r