}\r
}\r
\r
-void keyboard(unsigned char key, int x1, int y1) {\r
+/**\r
+ * Keybord event handler\r
+ * w/s increase/decrease the z\r
+ * a/d increase/decrease the x\r
+ * q/e increase/decrease the y\r
+ * @param key Key pressed\r
+ * @param x x co-ordinate of mouse\r
+ * @param y y co-ordinate of mouse\r
+ */\r
+void keyboard(unsigned char key, int x, int y) {\r
switch(key) {\r
case 'w':\r
- z = z - 1;\r
+ camz = camz - 1;\r
break;\r
case 'a':\r
- x = x - 1;\r
+ camx = camx - 1;\r
break;\r
case 's':\r
- z = z + 1;\r
+ camz = camz + 1;\r
break;\r
case 'd':\r
- x = x + 1;\r
+ camx = camx + 1;\r
break;\r
case 'q':\r
- y = y + 1;\r
+ camy = camy + 1;\r
break;\r
case 'e':\r
- y = y - 1;\r
+ camy = camy - 1;\r
break;\r
}\r
- printf("Camera is now at (%f, %f, %f)\n", x, y, z);\r
+ printf("Camera is now at (%f, %f, %f)\n", camx, camy, camz);\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- x, y, z, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 10.0, /* 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
+ 0.0, -1.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
+ glTranslatef(camx, camy, camz);\r
+ \r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
glRotatef(30.0, 1.0, 0.0, 0.0);\r