void processLightEvents(int id) {\r
switch (id) {\r
case M_LIGHT_MOVE_LIGHT_1:\r
- // Do stuff\r
+ manipulateState = STATE_LIGHT_1_MOVE;\r
break;\r
\r
case M_LIGHT_RGBALL_LIGHT_1:\r
break;\r
\r
case M_LIGHT_MOVE_LIGHT_2:\r
- // Do stuff\r
+ manipulateState = STATE_LIGHT_2_MOVE;\r
break;\r
\r
case M_LIGHT_RGBALL_LIGHT_2:\r
\r
break;\r
\r
+ case STATE_LIGHT_1_MOVE:\r
+ case STATE_LIGHT_2_MOVE:;\r
+ \r
+ int i = 0;\r
+ if ( manipulateState == STATE_LIGHT_2_MOVE ) i = 1;\r
+\r
+ if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
+ float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
+ lightObjs[i].position[0] += diffx * cos(angler) * leftrightFactor + diffy * cos(M_PI/2 + angler) * nearfarFactor;\r
+ lightObjs[i].position[2] += diffx * sin(angler) * leftrightFactor + diffy * sin(M_PI/2 + angler) * nearfarFactor;\r
+ \r
+\r
+ } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
+\r
+ }\r
+\r
+ break;\r
+\r
}\r
\r
starty = y;\r
\r
glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); // Set camera angle upward\r
\r
- /* Reposition the light source 0. */\r
- lightObjs[0].position[0] = 4;\r
- lightObjs[0].position[1] = 5;\r
- lightObjs[0].position[2] = 6;//12*sin(0);\r
- lightObjs[0].position[3] = 0.0;\r
-\r
- /* Reposition the light source 1. */\r
- lightObjs[1].position[0] = -4;\r
- lightObjs[1].position[1] = 5;\r
- lightObjs[1].position[2] = -6;//12*sin(90);\r
- lightObjs[1].position[3] = 0.0;\r
-\r
- //direction0[0] = lightPosition0[0];\r
- //direction0[2] = lightPosition0[2];\r
-\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
\r
initializeLights();\r
\r
+ /* Initial light 0 position. */\r
+ lightObjs[0].position[0] = 4;\r
+ lightObjs[0].position[1] = 5;\r
+ lightObjs[0].position[2] = 6;\r
+ lightObjs[0].position[3] = 0.0;\r
+\r
+ /* Initial light 1 position. */\r
+ lightObjs[1].position[0] = -4;\r
+ lightObjs[1].position[1] = 5;\r
+ lightObjs[1].position[2] = -6;\r
+ lightObjs[1].position[3] = 0.0;\r
+\r
glutMainLoop();\r
}
\ No newline at end of file