#include <math.h>\r
#include <GL/gl.h>\r
#include <GL/glut.h>\r
+#include <time.h>\r
\r
#include "bitmap.h"\r
\r
\r
char dataDir[200]; // Stores the directory name for the meshes and textures.\r
\r
+static GLfloat floorVertices[4][3] = {\r
+ { -1000.0, 0.0, 1000.0 },\r
+ { 1000.0, 0.0, 1000.0 },\r
+ { 1000.0, 0.0, -1000.0 },\r
+ { -1000.0, 0.0, -1000.0 },\r
+};\r
+\r
+static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
+static GLfloat lightPosition[4];\r
+\r
+int moving, startx, starty;\r
+int lightMoving = 0, lightStartX, lightStartY;\r
+\r
+/* Time varying or user-controled variables. */\r
+static float jump = 0.0;\r
+static float lightAngle = 0.0, lightHeight = 20;\r
+GLfloat angle = -150; /* in degrees */\r
+GLfloat angle2 = 30; /* in degrees */\r
+\r
/**\r
* Prints out error message when file cannot be read\r
* @param fileName Name of file that could not be read\r
* @param x Mouse x position\r
* @param y Mouse y position\r
*/\r
-void mouse(int btn, int state, int x, int y) {\r
+/*void mouse(int btn, int state, int x, int y) {\r
\r
+}*//*\r
+static void\r
+mouse(int button, int state, int x, int y)\r
+{\r
+ if (button == GLUT_LEFT_BUTTON) {\r
+ if (state == GLUT_DOWN) {\r
+ moving = 1;\r
+ startx = x;\r
+ starty = y;\r
+ }\r
+ if (state == GLUT_UP) {\r
+ moving = 0;\r
+ }\r
+ }\r
+ if (button == GLUT_MIDDLE_BUTTON) {\r
+ if (state == GLUT_DOWN) {\r
+ lightMoving = 1;\r
+ lightStartX = x;\r
+ lightStartY = y;\r
+ }\r
+ if (state == GLUT_UP) {\r
+ lightMoving = 0;\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
+motion(int x, int y)\r
{\r
+ if (moving) {\r
+ angle = angle + (x - startx);\r
+ angle2 = angle2 + (y - starty);\r
+ startx = x;\r
+ starty = y;\r
+ glutPostRedisplay();\r
+ }\r
+ if (lightMoving) {\r
+ lightAngle += (x - lightStartX)/40.0;\r
+ lightHeight += (lightStartY - y)/20.0;\r
+ lightStartX = x;\r
+ lightStartY = y;\r
+ glutPostRedisplay();\r
+ }\r
+}*/\r
+\r
+void idle() {\r
+ angle = (int)(angle + 10) % 360;\r
+ //angle2 = (int)(angle2 + 10) % 360;\r
+ printf("Angle 1: %d, Angle 2: %d", angle, angle2);\r
+ sleep(2);\r
+ glutPostRedisplay();\r
+}\r
+\r
+/**\r
+ * Draw a floor.\r
+ */\r
+void drawFloor() {\r
glDisable(GL_LIGHTING);\r
\r
//if (useTexture) {\r
// glEnable(GL_TEXTURE_2D);\r
//}\r
\r
- glBegin(GL_QUADS);\r
+ /*glBegin(GL_QUADS);\r
glTexCoord2f(0.0, 0.0);\r
glVertex3fv(floorVertices[0]);\r
glTexCoord2f(0.0, 16.0);\r
glVertex3fv(floorVertices[2]);\r
glTexCoord2f(16.0, 0.0);\r
glVertex3fv(floorVertices[3]);\r
- glEnd();\r
+ glEnd();*/\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
glEnable(GL_LIGHTING);\r
}\r
\r
-\r
-static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */\r
-static GLfloat lightPosition[4];\r
-static float lightAngle = 10.0, lightHeight = 20;\r
-\r
-\r
/**\r
* Display function\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
+ gluLookAt(\r
+ 0.0, 0.0, 60.0, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[3] = 0.0;\r
\r
glPushMatrix();\r
+ /* Perform scene rotations based on user mouse input. */\r
+ glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glRotatef(angle, 0.0, 1.0, 0.0);\r
+\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
glEnable(GL_BLEND);\r
drawFloor();\r
glDisable(GL_BLEND);\r
\r
- glutSolidTeapot(1); // Draw teapot for test\r
+ glPushMatrix();\r
+ \r
+ glTranslatef(0.0, 0.0, 0.0);\r
+ glutWireTeapot(30); // Draw teapot for test\r
+ glPopMatrix();\r
\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glEnable(GL_CULL_FACE);\r
- glEnable(GL_DEPTH_TEST);\r
- glEnable(GL_TEXTURE_2D);\r
- glLineWidth(3.0);\r
-\r
glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+\r
gluPerspective(\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */ \r
0.0, /* Z near */\r
900.0 /* Z far */\r
- );\r
- \r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(\r
- 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, 0.0 /* up is in postivie Y direction */\r
- ); \r
-\r
- glTranslatef( 0.0f, 0.0f, -25.0f); // Move into the Screen 10.0\r
+ ); \r
\r
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
}\r
\r
/**\r
glClearDepth(1.0f); // Depth Buffer Setup\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_TEXTURE_2D);\r
+ glLineWidth(1.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
+ //glutMouseFunc(mouse);\r
+ //glutMotionFunc(motion);\r
+ glutIdleFunc(idle);\r
\r
makeMenu();\r
\r