X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=e9b4c796193e71f8d5dcc048e73c61a400deb316;hb=00f9bfb76669b8b6061be500b96125ed4c29dcb7;hp=166cf8c9bd09c1f7c23c53fa9a4133d8ade0861a;hpb=b5bd8adb4a5e60d470e04288ece0ee98e214fb3e;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index 166cf8c..e9b4c79 100644 --- a/scene.c +++ b/scene.c @@ -460,11 +460,24 @@ 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) { - +void windowReshape(int width, int height) { + glViewport(0, 0, (GLsizei)width, (GLsizei)height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.0, 1000.0); + + /*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 */ } /** @@ -485,16 +498,18 @@ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - glTranslatef(-1.5f, 0.0f, -6.0f); + glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 + 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(); - glFlush(); + glutSwapBuffers(); } /** @@ -521,10 +536,18 @@ 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();