glutSwapBuffers();\r
}\r
\r
+/**\r
+ * init function; sets initial OpenGL state\r
+ */\r
+void init() {\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_DEPTH_TEST);\r
+ glEnable(GL_TEXTURE_2D);\r
+ glLineWidth(3.0);\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective(\r
+ 40.0, /* field of view in degree */ \r
+ 1.0, /* aspect ratio */ \r
+ 20.0, /* Z near */\r
+ 100.0 /* Z far */ \r
+ );\r
+ \r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(\r
+ 0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
+ 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ ); \r
+\r
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
+ glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
+ glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHTING);\r
+}\r
\r
/**\r
* Main function\r
* @return Program exit code\r
*/\r
int main(int argc, char **argv) {\r
+ if(argc>1)\r
+ strcpy(dataDir, argv[1]);\r
+ else if(opendir(dirDefault1))\r
+ strcpy(dataDir, dirDefault1);\r
+ else if(opendir(dirDefault2))\r
+ strcpy(dataDir, dirDefault2);\r
+ else fileErr(dirDefault1);\r
\r
- if(argc>1)\r
- strcpy(dataDir, argv[1]);\r
- else if(opendir(dirDefault1))\r
- strcpy(dataDir, dirDefault1);\r
- else if(opendir(dirDefault2))\r
- strcpy(dataDir, dirDefault2);\r
- else fileErr(dirDefault1);\r
+ for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
+ for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
- for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
+ glutInit(&argc, argv);\r
\r
- glutInit(&argc, argv);\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\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\r
\r
- glutInitWindowSize(500, 500);\r
- glutCreateWindow("Scene Editor");\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\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\r
+ glutReshapeFunc(windowReshape);\r
+ glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
\r
- // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+ makeMenu();\r
\r
- glutReshapeFunc(windowReshape);\r
- glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
-\r
- makeMenu();\r
-\r
- //init();\r
-\r
-\r
- glEnable(GL_CULL_FACE);\r
- glEnable(GL_DEPTH_TEST);\r
- glEnable(GL_TEXTURE_2D);\r
- glLineWidth(3.0);\r
-\r
-glMatrixMode(GL_PROJECTION);\r
- gluPerspective( /* field of view in degree */ 40.0,\r
- /* aspect ratio */ 1.0,\r
- /* Z near */ 20.0, /* Z far */ 100.0);\r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
- 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
- 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
-\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
- glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHTING);\r
+ init();\r
\r
- glutMainLoop();\r
+ glutMainLoop();\r
}\r