-// compile this program using:\r
-// gcc -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut\r
-// Or, with cygwin: (-mno-cygwin is only so the executable runs from windows)\r
-// gcc -mno-cygwin -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut32 -lglu32 -lopengl32\r
-// Or, use make via the supplied Makefile: (For cygwin, install the package for make)\r
-// make\r
+/**\r
+ * CITS2231 Graphics Scene Editor\r
+ * @author Ashley Tyndall (20915779)\r
+ */\r
\r
#include <stdlib.h>\r
#include <stdio.h>\r
glutAttachMenu(GLUT_RIGHT_BUTTON);\r
}\r
\r
+/**\r
+ * Called when window is resized\r
+ * @param w New width\r
+ * @param h New height\r
+ */\r
+void windowReshape(int w, int h) {\r
+ glViewport(0, 0, w, h); // Reset The Current Viewport\r
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix\r
+ glLoadIdentity(); // Reset The Projection Matrix\r
+\r
+ // Calculate The Aspect Ratio Of The Window\r
+ gluPerspective(45.0f,45.0f,0.1f,100.0f);\r
+\r
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
+ glLoadIdentity(); // Reset The Modelview Matrix\r
+\r
+ /*glViewport(0, 0, w, h);\r
+ glMatrixMode(GL_PROJECTION); /* switch matrix mode\r
+ glLoadIdentity();\r
+ if (w <= h)\r
+ gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);\r
+ else\r
+ gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);\r
+ glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
+}\r
+\r
+/**\r
+ * Called when mouse event occurs\r
+ * @param btn Mouse button\r
+ * @param state State of mouse button\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
+ \r
+}\r
+\r
/**\r
* Display function\r
*/\r
void display() {\r
- // You probably want to change both of the following.\r
- glClear(GL_COLOR_BUFFER_BIT);\r
- glFlush();\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
+\r
+ glTranslatef(-1.5f, 0.0f, -6.0f);\r
+\r
+ glBegin(GL_QUADS);\r
+ glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
+ glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r
+ glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right\r
+ glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right\r
+ glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left\r
+ glEnd();\r
+\r
+ glutSwapBuffers();\r
}\r
\r
/**\r
for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- // The following is enough to run the program, but you'll\r
- // need to change it significantly.\r
-\r
glutInit(&argc, argv);\r
+\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
+\r
+ glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+ glClearDepth(1.0f); // Depth Buffer Setup\r
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do\r
+\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
\r
makeMenu();\r
glutMainLoop();\r