X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=4fea15a9586f97fff5809ab65c8f86e35d5a0738;hb=1fbbf873ce0993536eafe9f9f01eb0ca24fececa;hp=457e23d679e43e1a049f7a3c98bec65098555248;hpb=7e5c9a1278e56a10870f26ca4f31359b4697e9a3;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index 457e23d..4fea15a 100644 --- a/scene.c +++ b/scene.c @@ -460,28 +460,34 @@ void makeMenu() { /** * Called when window is resized - * @param w New width - * @param h New height + * @param width New width + * @param height New height */ void windowReshape(int w, int h) { - glViewport(0, 0, w, h); // Reset The Current Viewport - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - - // Calculate The Aspect Ratio Of The Window - gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); - - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - - /*glViewport(0, 0, w, h); - glMatrixMode(GL_PROJECTION); /* switch matrix mode - glLoadIdentity(); - if (w <= h) - gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w); - else - gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0); - glMatrixMode(GL_MODELVIEW); /* return to modelview mode */ + /*glViewport(0, 0, (GLsizei)width, (GLsizei)height); + printf("Width: %d, height: %d\n", width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective( 60 * ((GLfloat)height/(GLfloat)width), (GLfloat)width/(GLfloat)height, 0.1, 1000.0); + glMatrixMode(GL_MODELVIEW); + + GLdouble near = 0.1; + GLdouble far = 1000.0; + GLdouble a = (GLfloat)height/(GLfloat)width; + GLdouble fov = 60; + glFrustum( -a*near*tan(fov/2), a*near*tan(fov/2), -a*near*tan(fov/2), a*near*tan(fov/2), near, far )*/ + glViewport(0, 0, (GLsizei) w, (GLsizei) h); // what's GLsizei? Why is it called inside glViewPort? + glMatrixMode(GL_PROJECTION); // is it necessary to reset the projection matrix? + glLoadIdentity(); + if (w <= h) // is this calculation universal, could I use it on another program? + glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w, + 5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0); + + else + glOrtho(-5.0*(GLfloat)w/(GLfloat)h, + 5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0); + glMatrixMode(GL_MODELVIEW); // why do I set to GL_MODELVIEW at the end? + glLoadIdentity(); // why does it get a reset? } /** @@ -502,15 +508,9 @@ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - glTranslatef(-1.5f, 0.0f, -6.0f); + glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0 - glBegin(GL_QUADS); - glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red - glVertex3f(-1.0f, 1.0f, 0.0f); // Top left - glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right - glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right - glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left - glEnd(); + glutSolidTeapot(1); glutSwapBuffers(); } @@ -553,5 +553,11 @@ int main(int argc, char **argv) { glutMouseFunc(mouse); makeMenu(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective( 60, 1, 0.1, 1000.0); + glMatrixMode(GL_MODELVIEW); + glutMainLoop(); }