X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=264d598e41aecf024b409528e0b207a00ad10aad;hp=e0bc2b19fb52a4a73c883aaa46905c687b6c872e;hb=139101a6a30d0fdefafe6c2b5f23a80d3ae9f114;hpb=b9dfe71ec543936f5e2fb6de2a37236027185d7e diff --git a/scene.c b/scene.c index e0bc2b1..264d598 100644 --- a/scene.c +++ b/scene.c @@ -182,19 +182,19 @@ void makeMenu() { * @param w New width * @param h New height */ -/*void windowReshape(int w, int h) { +void windowReshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); - glMatrixMode(GL_PROJECTION); + /*glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) - glOrtho(near, far, near*(GLfloat)h/(GLfloat)w, + glFrustum(near, far, near*(GLfloat)h/(GLfloat)w, far*(GLfloat)h/(GLfloat)w, -100, 100); else - glOrtho(near*(GLfloat)w/(GLfloat)h, + glFrustum(near*(GLfloat)w/(GLfloat)h, far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip); glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); -}*/ + glLoadIdentity();*/ +} /** * Called when mouse event occurs @@ -231,6 +231,7 @@ void mouse(int button, int state, int x, int y) { * 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 @@ -294,11 +295,11 @@ void motion(int x, int y) { void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - 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 */ - ); + //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); @@ -326,15 +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); - glutSolidTeapot(25); + 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); @@ -349,30 +350,47 @@ void display() { * init function; sets initial OpenGL state */ void init() { - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - nearClip, /* Z near */ - farClip /* Z far */ - ); + //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(); + // **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); @@ -406,15 +424,32 @@ 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); + glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); glutKeyboardFunc(keyboard);