X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=3ffaefd79aba8fd9f6c256bcf239e410b47b289e;hp=a2da934e0d3d4cbe62c573d727b44ea522f3e8d1;hb=91c499e424f21c9d84e2c673b1bf46d8039cf5c3;hpb=9f1ff4bb4917d0dedec9d57c50d066a99d890241 diff --git a/scene.c b/scene.c index a2da934..3ffaefd 100644 --- a/scene.c +++ b/scene.c @@ -556,57 +556,28 @@ 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(2); - glutPostRedisplay(); + //angle2 = (int)(angle2 + 10) % 360; + printf("Angle 1: %f, Angle 2: %f\n", angle, angle2); + sleep(1); + 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); +int drawFloorRecurse = 5; - /*if (useTexture) { - glDisable(GL_TEXTURE_2D); - }*/ - - glEnable(GL_LIGHTING); -} - -int drawFloorRecurse = 10; -/*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) { +void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) { if ( drawFloorRecurse != recurseLevel ) { - GLfloat xm = (x2 - x1) / 2; - if ( x1 > x2 ) { - xm = (x1 - x2) / 2; - } + float xm = (x1 + x2) / 2.0; + float ym = (y1 + y2) / 2.0; + int rnew = recurseLevel + 1; + + // 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); - drawSquare(recurseLevel + 1, x1, y1, xm, y2); - drawSquare(recurseLevel + 1, xm, y1, x2, y2); } else { glBegin(GL_QUADS); glVertex3f(x1, 0.0, y1); @@ -618,6 +589,23 @@ 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 */ @@ -625,11 +613,13 @@ 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, 80.0, /* 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); lightPosition[1] = lightHeight; @@ -638,7 +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);