X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=7a7875fe75271fb18a0715a4a6f10d08e3bed516;hp=16bd2fb43a80e3a5f5cf54befe49d003159b1d3e;hb=336c0ba5151213006bd9537edef5d22368303519;hpb=a6ded21f45ac6b4c46f9358f291e3c70566ded0f diff --git a/scene.c b/scene.c index 16bd2fb..7a7875f 100644 --- a/scene.c +++ b/scene.c @@ -129,6 +129,11 @@ static float lightAngle = 0.0, lightHeight = 5; GLfloat angle = -150; /* in degrees */ GLfloat angle2 = 30; /* in degrees */ +GLfloat near = -10; +GLfloat far = 10; + +static float zoomFactor = 0.0; + /** * Prints out error message when file cannot be read * @param fileName Name of file that could not be read @@ -484,18 +489,18 @@ void makeMenu() { * @param h New height */ void windowReshape(int w, int h) { - GLdouble near = -10.0; - GLdouble far = 10.0; - glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); + GLfloat x = 2.0f*(200 + 0.5)/w-1.0; + GLfloat y = 2.0f*(200 + 0.5)/h-1.0; + glTranslatef(-x,-y,0.0f); if (w <= h) - glOrtho(near, far, near*(GLfloat)h/(GLfloat)w, - far*(GLfloat)h/(GLfloat)w, near, far); + glOrtho(zoomFactor*near, zoomFactor*far, zoomFactor*near*(GLfloat)h/(GLfloat)w, + zoomFactor*far*(GLfloat)h/(GLfloat)w, near, far); else - glOrtho(near*(GLfloat)w/(GLfloat)h, - far*(GLfloat)w/(GLfloat)h, near, far, near, far); + glOrtho(zoomFactor*near*(GLfloat)w/(GLfloat)h, + zoomFactor*far*(GLfloat)w/(GLfloat)h, zoomFactor*near, zoomFactor*far, near, far); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } @@ -640,7 +645,7 @@ void display() { glPushMatrix(); - glTranslatef(0.0, 0.0, -2.0); + glTranslatef(0.0, 1.0, 0.0); glutWireTeapot(1); // Draw teapot for test glPopMatrix(); @@ -670,15 +675,21 @@ void init() { gluPerspective( 60.0, /* field of view in degree */ 1.0, /* aspect ratio */ - -1000.0, /* Z near */ - 1000.0 /* Z far */ + near, /* Z near */ + far /* Z far */ ); - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); - glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); - glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); - glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); - glEnable(GL_LIGHT0); + +GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0}; + +glEnable(GL_LIGHT0); +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); glEnable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW);