// 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("Move Light 2", M_LIGHT_MOVE_LIGHT_2);\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
\r
// Construct object menu\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
float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
- printf("cam angle: %f\n", rotate*camRotateFactor);\r
- // float arc = arctan()\r
- sceneObjs[curObject].x += diffx * sin(angler) * 0.3;\r
- sceneObjs[curObject].z += diffx * cos(angler) * 0.3;\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
glPushMatrix();\r
glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]);\r
- glutSolidSphere(0.5, 50, 50);\r
+ glutSolidSphere(lightBallSize, 20, 20);\r
glPopMatrix();\r
\r
glPushMatrix();\r
glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]);\r
- glutSolidSphere(0.5, 50, 50);\r
+ glutSolidSphere(lightBallSize, 20, 20);\r
glPopMatrix();\r
\r
glEnable(GL_LIGHTING);\r