X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=327467df2b33e03481744a1bc736481be9207461;hb=610f7d0fe55f083c89382619a2cb72180dc9973a;hp=d5b5fe40fabed3aa84feb616b16df493fa5b1f98;hpb=0dfc3eda3d8d6d33c1c38c2a3b2d438fe25315c9;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index d5b5fe4..327467d 100644 --- a/scene.c +++ b/scene.c @@ -460,16 +460,24 @@ void makeMenu() { /** * Called when window is resized - * @param width New width - * @param height New height + * @param w New width + * @param h New height */ -void windowReshape(int width, int height) { - glViewport(0, 0, (GLsizei)width, (GLsizei)height); - printf("Width: %d, height: %d\n", width, height); +void windowReshape(int w, int h) { + GLdouble near = -10.0; + GLdouble far = 10.0; + + glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); - gluPerspective(60, (GLfloat)height / (GLfloat)width, 0.1, 1000.0); - glMatrixMode(GL_MODELVIEW); + if (w <= h) + glOrtho(near, far, near*(GLfloat)h/(GLfloat)w, + far*(GLfloat)h/(GLfloat)w, near, far); + else + glOrtho(near*(GLfloat)w/(GLfloat)h, + far*(GLfloat)w/(GLfloat)h, near, far, near, far); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } /** @@ -490,8 +498,16 @@ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0 + glTranslatef(0.0f, 0.0f, 0.0f); + glBegin(GL_QUADS); + glVertex3f(0.0f, 1.0f, -1.0f); + glVertex3f(0.0f, 1.0f, 1.0f); + glVertex3f(0.0f,-1.0f, 1.0f); + glVertex3f(0.0f,-1.0f, -1.0f); + glEnd(); + + glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0 glutSolidTeapot(1); glutSwapBuffers(); @@ -522,11 +538,11 @@ int main(int argc, char **argv) { glutInitWindowSize(500, 500); glutCreateWindow("Scene Editor"); - glShadeModel(GL_SMOOTH); // Enables Smooth Shading - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background - glClearDepth(1.0f); // Depth Buffer Setup - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do + glShadeModel(GL_SMOOTH); // Enables Smooth Shading + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background + glClearDepth(1.0f); // Depth Buffer Setup + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glDepthFunc(GL_LEQUAL); // the type glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations @@ -535,5 +551,11 @@ int main(int argc, char **argv) { glutMouseFunc(mouse); makeMenu(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective( 60, 1, 0.1, 1000.0); + glMatrixMode(GL_MODELVIEW); + glutMainLoop(); }