X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=9e434eb35cf6ee26eb00921f7fdbaa4b9f30f0b1;hb=8a3b27cf7fd3d88a2882449eb0ea8b2c21c7bfae;hp=49782affe5cbfff2ad1f5923a6ca4175c648c5c1;hpb=1e95989edd005627e67b3ef02810c584e6a98895;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index 49782af..9e434eb 100644 --- a/scene.c +++ b/scene.c @@ -460,19 +460,17 @@ 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 +void windowReshape(int width, int height) { + glViewport(0, 0, (GLsizei)width, (GLsizei)height); + printf("Width: %d, height: %d\n", width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective( 60 * ((GLfloat)width/(GLfloat)height), (GLfloat)width/(GLfloat)height, 0.1, 1000.0); + glMatrixMode(GL_MODELVIEW); - // 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 } /** @@ -493,15 +491,9 @@ 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(); } @@ -530,10 +522,18 @@ int main(int argc, char **argv) { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); 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 + + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations + glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); - glEnable(GL_DEPTH_TEST); // Enable hidden surface removal makeMenu(); glutMainLoop();