* @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
if (w <= h) \r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ glFrustum(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
+ glFrustum(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
-}*/\r
+}\r
\r
/**\r
* Called when mouse event occurs\r
* w/s increase/decrease the z\r
* a/d increase/decrease the x\r
* q/e increase/decrease the y\r
+ * z/x increase/decrease the angle\r
* @param key Key pressed\r
* @param x x co-ordinate of mouse\r
* @param y y co-ordinate of mouse\r
case 'e':\r
camy = camy - 1;\r
break;\r
+ case 'z':\r
+ rot = rot + 1;\r
+ break;\r
+ case 'x':\r
+ rot = rot - 1;\r
+ break;\r
}\r
- printf("Camera is now at (%f, %f, %f)\n", camx, camy, camz);\r
+ printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot);\r
glutPostRedisplay();\r
}\r
\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
+ glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
\r
/* Perform scene rotations based on user mouse input. */\r
glRotatef(angle, 0.0, 1.0, 0.0);\r
- //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom\r
+ glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
glPushMatrix();\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
glColor3f(0.5, 0.5, 0.5);\r
- glutSolidTeapot(1);\r
+ glutSolidTeapot(25);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\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
+ //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