X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=264d598e41aecf024b409528e0b207a00ad10aad;hp=3f6922a72f3af23c00d74038fb22f8e00a3d2320;hb=139101a6a30d0fdefafe6c2b5f23a80d3ae9f114;hpb=d99aa9a1345c297f95c1640e80d5b7529aae6923 diff --git a/scene.c b/scene.c index 3f6922a..264d598 100644 --- a/scene.c +++ b/scene.c @@ -184,7 +184,7 @@ void makeMenu() { */ void windowReshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); - glMatrixMode(GL_PROJECTION); + /*glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glFrustum(near, far, near*(GLfloat)h/(GLfloat)w, @@ -192,8 +192,8 @@ void windowReshape(int w, int h) { else glFrustum(near*(GLfloat)w/(GLfloat)h, far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity();*/ } /** @@ -226,6 +226,47 @@ void mouse(int button, int state, int x, int y) { } } +/** + * Keybord event handler + * w/s increase/decrease the z + * a/d increase/decrease the x + * q/e increase/decrease the y + * z/x increase/decrease the angle + * @param key Key pressed + * @param x x co-ordinate of mouse + * @param y y co-ordinate of mouse + */ +void keyboard(unsigned char key, int x, int y) { + switch(key) { + case 'w': + camz = camz - 1; + break; + case 'a': + camx = camx - 1; + break; + case 's': + camz = camz + 1; + break; + case 'd': + camx = camx + 1; + break; + case 'q': + camy = camy + 1; + break; + case 'e': + camy = camy - 1; + break; + case 'z': + rot = rot + 1; + break; + case 'x': + rot = rot - 1; + break; + } + printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot); + glutPostRedisplay(); +} + /** * Called when motion event occurs * @param x Mouse x position @@ -254,16 +295,17 @@ void motion(int x, int y) { void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - gluLookAt( - 0.0, 0.0, 10.0, /* 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 */ + // ); + glTranslatef(camx, camy, camz); + // **NOTE: Currently this rotation function is all that moves the camera off // the flat surface. Need to integrate function into gluLookAt - glRotatef(30.0, 1.0, 0.0, 0.0); + glRotatef(rot, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -275,7 +317,7 @@ void display() { /* Perform scene rotations based on user mouse input. */ glRotatef(angle, 0.0, 1.0, 0.0); - //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom + glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); @@ -285,15 +327,15 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface - glColor3f(0.5, 0.5, 0.5); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glColor3f(0.0, 0.0, 0.0); glutSolidTeapot(1); glPopMatrix(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 1.0); + glColor3f(1.0, 1.0, 0.0); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 50, 50); glEnable(GL_LIGHTING); @@ -308,33 +350,50 @@ void display() { * init function; sets initial OpenGL state */ void init() { - glMatrixMode(GL_PROJECTION); + //glMatrixMode(GL_PROJECTION); + //glLoadIdentity(); + + //gluPerspective( + // 60.0, /* field of view in degree */ + // 1.0, /* aspect ratio */ + // nearClip, /* Z near */ + // farClip /* Z far */ + // ); + + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - near, /* Z near */ - far /* Z far */ - ); - - + // **NOTE: Needs tidy glLightfv(GL_LIGHT0, GL_POSITION, light0_pos); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); + GLfloat direction0[] = {0.0, 0.0, 0.0}; + glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); + glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + + GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; + GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; + GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; + GLfloat shine = 100.0; + glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, specular); + glMaterialf(GL_FRONT, GL_SHININESS, shine); + + GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; + glMaterialfv(GL_FRONT, GL_EMISSION, emission); + glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); - glEnable(GL_COLOR_MATERIAL); - glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); - glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); + //glEnable(GL_COLOR_MATERIAL); + //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); + //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); + //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); } /** @@ -365,17 +424,35 @@ int main(int argc, char **argv) { glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup + glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); glLineWidth(1.0); + glMatrixMode(GL_PROJECTION); + gluPerspective( + 40.0, /* field of view in degree */ + 1.0, /* aspect ratio */ + 1.0, /* Z near */ + 100.0 /* Z far */ + ); + + glMatrixMode(GL_MODELVIEW); + gluLookAt( + 0.0, 35.0, -20.0, /* eye is at (0,8,60) */ + 0.0, 10.0, 0.0, /* center is at (0,8,0) */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + ); + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); + glutKeyboardFunc(keyboard); glutMotionFunc(motion); makeMenu();