X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=642fdcdc5bfce55a355ca9e68597233e8effdc66;hp=e58ec7ef29622ca42e941d6db0c845ecfcac3500;hb=0a1307fe36bf8e5c86664f93a5126c0d5debb1e7;hpb=4971264ae0b432e2622ec59a392c6f757a8323ff diff --git a/scene.c b/scene.c index e58ec7e..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*(GLfloat) h / (GLfloat) w, - far*(GLfloat) h / (GLfloat) w, nearClip, farClip); - else - glFrustum(-near*(GLfloat) w / (GLfloat) h, - far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip); - 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 @@ -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);