* @param w New width\r
* @param h New height\r
*/\r
-void windowReshape(int w, int h) {\r
+/*void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
- );\r
- /*if (w <= h)\r
+ if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW); */\r
+ glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
-}\r
+}*/\r
\r
/**\r
* Called when mouse event occurs\r
}\r
}\r
\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
+ camz = camz - 1;\r
+ break;\r
+ case 'a':\r
+ camx = camx - 1;\r
+ break;\r
+ case 's':\r
+ camz = camz + 1;\r
+ break;\r
+ case 'd':\r
+ camx = camx + 1;\r
+ break;\r
+ case 'q':\r
+ camy = camy + 1;\r
+ break;\r
+ case 'e':\r
+ camy = camy - 1;\r
+ break;\r
+ }\r
+ printf("Camera is now at (%f, %f, %f)\n", camx, camy, camz);\r
+ glutPostRedisplay();\r
+}\r
+\r
/**\r
* Called when motion event occurs\r
* @param x Mouse x position\r
gluLookAt(\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
- );\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
+ 0.0, -1.0, 0.0 /* up is in postivie Y direction */\r
);\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
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
+ gluPerspective(\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ nearClip, /* Z near */\r
+ farClip /* Z far */\r
+ );\r
\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
\r
\r
\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
}\r
\r
/**\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- glutReshapeFunc(windowReshape);\r
+ //glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
+ glutKeyboardFunc(keyboard);\r
glutMotionFunc(motion);\r
\r
makeMenu();\r