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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
9889ce1
..
1cc9122
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-182,7
+182,7
@@
void makeMenu() {
* @param w New width
\r
* @param h New height
\r
*/
\r
* @param w New width
\r
* @param h New height
\r
*/
\r
-
/*
void windowReshape(int w, int h) {
\r
+void windowReshape(int w, int h) {
\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
\r
glMatrixMode(GL_PROJECTION);
\r
glLoadIdentity();
\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
\r
glMatrixMode(GL_PROJECTION);
\r
glLoadIdentity();
\r
@@
-194,7
+194,7
@@
void makeMenu() {
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);
\r
glMatrixMode(GL_MODELVIEW);
\r
glLoadIdentity();
\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);
\r
glMatrixMode(GL_MODELVIEW);
\r
glLoadIdentity();
\r
-}
*/
\r
+}
\r
\r
/**
\r
* Called when mouse event occurs
\r
\r
/**
\r
* Called when mouse event occurs
\r
@@
-231,6
+231,7
@@
void mouse(int button, int state, int x, int y) {
* w/s increase/decrease the z
\r
* a/d increase/decrease the x
\r
* q/e increase/decrease the y
\r
* w/s increase/decrease the z
\r
* a/d increase/decrease the x
\r
* q/e increase/decrease the y
\r
+ * z/x increase/decrease the angle
\r
* @param key Key pressed
\r
* @param x x co-ordinate of mouse
\r
* @param y y co-ordinate of mouse
\r
* @param key Key pressed
\r
* @param x x co-ordinate of mouse
\r
* @param y y co-ordinate of mouse
\r
@@
-255,8
+256,14
@@
void keyboard(unsigned char key, int x, int y) {
case 'e':
\r
camy = camy - 1;
\r
break;
\r
case 'e':
\r
camy = camy - 1;
\r
break;
\r
+ case 'z':
\r
+ rot = rot + 1;
\r
+ break;
\r
+ case 'x':
\r
+ rot = rot - 1;
\r
+ break;
\r
}
\r
}
\r
- printf("Camera is now at (%f, %f, %f)
\n", camx, camy, camz
);
\r
+ printf("Camera is now at (%f, %f, %f)
, angle %f\n", camx, camy, camz, rot
);
\r
glutPostRedisplay();
\r
}
\r
\r
glutPostRedisplay();
\r
}
\r
\r
@@
-291,14
+298,14
@@
void display() {
gluLookAt(
\r
0.0, 0.0, 30.0, /* eye is at (x,y,z) */
\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */
\r
gluLookAt(
\r
0.0, 0.0, 30.0, /* eye is at (x,y,z) */
\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */
\r
- 0.0,
-
1.0, 0.0 /* up is in postivie Y direction */
\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
);
\r
\r
glTranslatef(camx, camy, camz);
\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
);
\r
\r
glTranslatef(camx, camy, camz);
\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
- glRotatef(
30.0
, 1.0, 0.0, 0.0);
\r
+ glRotatef(
rot
, 1.0, 0.0, 0.0);
\r
\r
/* Reposition the light source. */
\r
lightPosition[0] = 12*cos(lightAngle);
\r
\r
/* Reposition the light source. */
\r
lightPosition[0] = 12*cos(lightAngle);
\r
@@
-310,7
+317,7
@@
void display() {
\r
/* Perform scene rotations based on user mouse input. */
\r
glRotatef(angle, 0.0, 1.0, 0.0);
\r
\r
/* Perform scene rotations based on user mouse input. */
\r
glRotatef(angle, 0.0, 1.0, 0.0);
\r
-
//glRotatef(angle2, 1.0, 0.0, 0.0);
**NOTE: Only one degree of freedom
\r
+
glRotatef(angle2, 1.0, 0.0, 0.0); //
**NOTE: Only one degree of freedom
\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
\r
\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
\r
\r
@@
-322,7
+329,7
@@
void display() {
glPushMatrix();
\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface
\r
glColor3f(0.5, 0.5, 0.5);
\r
glPushMatrix();
\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface
\r
glColor3f(0.5, 0.5, 0.5);
\r
- glutSolidTeapot(
100
);
\r
+ glutSolidTeapot(
25
);
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
@@
-346,12
+353,12
@@
void init() {
glMatrixMode(GL_PROJECTION);
\r
glLoadIdentity();
\r
\r
glMatrixMode(GL_PROJECTION);
\r
glLoadIdentity();
\r
\r
- gluPerspective(
\r
- 60.0, /* field of view in degree */
\r
- 1.0, /* aspect ratio */
\r
- nearClip, /* Z near */
\r
- farClip /* Z far */
\r
- );
\r
+
//
gluPerspective(
\r
+
//
60.0, /* field of view in degree */
\r
+
//
1.0, /* aspect ratio */
\r
+
//
nearClip, /* Z near */
\r
+
//
farClip /* Z far */
\r
+
//
);
\r
\r
glMatrixMode(GL_MODELVIEW);
\r
glLoadIdentity();
\r
\r
glMatrixMode(GL_MODELVIEW);
\r
glLoadIdentity();
\r
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