X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=642fdcdc5bfce55a355ca9e68597233e8effdc66;hp=a09011c0099d9101857010aaba2c66d4aafe22ce;hb=736f5bfdedf4e3cd741eed4ee2974b3d133106fd;hpb=4d0f02e34869112ca94fd2b3a061af58fe9af548 diff --git a/scene.c b/scene.c index a09011c..642fdcd 100644 --- a/scene.c +++ b/scene.c @@ -184,15 +184,8 @@ void makeMenu() { */ void windowReshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - if (w <= h) - glFrustum(-near, far, -near, - far, 1, 100); - else - glFrustum(-near*((GLfloat) w / (GLfloat) h), - far, near, far, 1, 100); - glMatrixMode(GL_MODELVIEW); + width = w; + height = h; } /** @@ -293,14 +286,35 @@ void motion(int x, int y) { */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Redraw projection matrix + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + float aspect; + if ( width <= height ) { + aspect = (float)height / (float)width; + } else { + aspect = (float)width / (float)height; + } + + gluPerspective( + 75.0, + aspect, + 0.1, + 200 + ); + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - //gluLookAt( - // -30.0, -30.0, -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, 5.0, /* 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(75.0, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -326,7 +340,9 @@ void display() { glPushMatrix(); glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface glColor3f(0.0, 0.0, 0.0); + glFrontFace(GL_CW); glutSolidTeapot(1); + glFrontFace(GL_CCW); glPopMatrix(); // Draw a white ball over the light source @@ -357,11 +373,11 @@ void init() { glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); - glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0); - glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine); + glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, specular); + glMaterialfv(GL_FRONT, GL_EMISSION, emission0); + glMaterialf(GL_FRONT, GL_SHININESS, shine); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); @@ -398,9 +414,10 @@ int main(int argc, char **argv) { glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type - glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); - glLineWidth(1.0); + glEnable(GL_CULL_FACE); + glEnable(GL_NORMALIZE); + glLineWidth(2.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);