\r
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
static GLfloat lightPosition[4];\r
-static float lightAngle = 10.0, lightHeight = 20;\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 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 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
+\r
/**\r
* Draw a floor.\r
*/\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
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 180.0, 60.0, /* eye is at (x,y,z) */\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
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
glDisable(GL_BLEND);\r
\r
glPushMatrix();\r
- glLoadIdentity();\r
- glTranslatef(0.0, 0.0, 0.0);\r
-\r
- glutSolidTeapot(5); // Draw teapot for test\r
+ \r
+ //glTranslatef(0.0, 0.0, 0.0);\r
+ \r
+ glutSolidTeapot(30); // Draw teapot for test\r
glPopMatrix();\r
\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glLoadIdentity();\r
glColor3f(1.0, 1.0, 1.0);\r
\r
/* Draw a yellow ball at the light source. */\r
*/\r
void init() {\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 near */\r
900.0 /* Z far */\r
); \r
\r
glEnable(GL_LIGHTING);\r
\r
glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
}\r
\r
/**\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
+ glutMotionFunc(motion);\r
\r
makeMenu();\r
\r