X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=1e89dc776444f8bcec2dde13014a5a9b5a061e53;hp=1aef0618bebde3d93e705997be47ac4ad5b04bc7;hb=41cbed9054b38b60a0832bbfa24501e20d93aa6d;hpb=95c7ea9c6b82ae8b11cb360f0dcb8cc971ef814e diff --git a/scene.c b/scene.c index 1aef061..1e89dc7 100644 --- a/scene.c +++ b/scene.c @@ -556,65 +556,29 @@ motion(int x, int y) void idle() { angle = (int)(angle + 10) % 360; - //angle2 = (int)(angle2 + 10) % 360; - printf("Angle 1: %f, Angle 2: %f\n", angle, angle2); - sleep(25); - glutPostRedisplay(); -} - -/** - * Draw a floor. - */ -void drawFloor() { - glDisable(GL_LIGHTING); - - //if (useTexture) { - // glEnable(GL_TEXTURE_2D); - //} - - /*glBegin(GL_QUADS); - glTexCoord2f(0.0, 0.0); - glVertex3fv(floorVertices[0]); - glTexCoord2f(0.0, 16.0); - glVertex3fv(floorVertices[1]); - glTexCoord2f(16.0, 16.0); - glVertex3fv(floorVertices[2]); - glTexCoord2f(16.0, 0.0); - glVertex3fv(floorVertices[3]); - glEnd();*/ - -drawSquare(0, -1000, -1000, 1000, 1000); - - /*if (useTexture) { - glDisable(GL_TEXTURE_2D); - }*/ - - glEnable(GL_LIGHTING); + //angle2 = (int)(angle2 + 10) % 360; + printf("Angle 1: %f, Angle 2: %f\n", angle, angle2); + sleep(1); + glutPostRedisplay(); } -int drawFloorRecurse = 2; -/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { - drawSquare(0, x1, y1, x2, y2); -}*/ -void drawSquare(int recurseLevel, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { +int drawFloorRecurse = 5; - +void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) { if ( drawFloorRecurse != recurseLevel ) { - GLfloat xm = (x1 + x2) / 2.0; - GLfloat ym = (y1 + y2) / 2.0; + float xm = (x1 + x2) / 2.0; + float ym = (y1 + y2) / 2.0; int rnew = recurseLevel + 1; - printf("Recursing to level %d\n", rnew); // Split into four sub-quads drawSquare(rnew, x1, y1, xm, ym); drawSquare(rnew, x1, ym, xm, y2); drawSquare(rnew, xm, ym, x2, y2); drawSquare(rnew, xm, y1, x2, ym); - + } else { - printf("Drawing (%f.10, %f.10) -> (%f.10, %f.10)\n", x1, y2, x2, y2); glBegin(GL_QUADS); glVertex3f(x1, 0.0, y1); glVertex3f(x1, 0.0, y2); @@ -625,17 +589,36 @@ void drawSquare(int recurseLevel, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 } +/** + * Draw a floor. + */ +void drawFloor() { + +drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0); + + /*if (useTexture) { + glDisable(GL_TEXTURE_2D); + }*/ + +} + +/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { + drawSquare(0, x1, y1, x2, y2); +}*/ + /** * Display function */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - gluLookAt( - 0.0, 0.0, 60.0, /* eye is at (x,y,z) */ - 0.0, 0.0, 0.0, /* center is at (x,y,z) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ - ); + //gluLookAt( + // 0.0, 0.0, 30.0, /* eye is at (x,y,z) */ + // 0.0, 0.0, 0.0, /* center is at (x,y,z) */ + // 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + // ); + + glRotatef(30.0, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -645,7 +628,7 @@ void display() { glPushMatrix(); /* Perform scene rotations based on user mouse input. */ - glRotatef(angle2, 1.0, 0.0, 0.0); + glRotatef(angle, 0.0, 1.0, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);