X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=8d90cf7abdfc2c1c53074c8153cf5608757f984c;hp=19df7a5f9abc5c98aebc1e6347c7485a9a631d8a;hb=3e8ceebc6631ba603ff2428694c066ef5478a991;hpb=052efe9080e77857530f313ae19f7f4a04cf1026 diff --git a/scene.c b/scene.c index 19df7a5..8d90cf7 100644 --- a/scene.c +++ b/scene.c @@ -110,10 +110,10 @@ char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures"; char dataDir[200]; // Stores the directory name for the meshes and textures. static GLfloat floorVertices[4][3] = { - { -20.0, 0.0, 20.0 }, - { 20.0, 0.0, 20.0 }, - { 20.0, 0.0, -20.0 }, - { -20.0, 0.0, -20.0 }, + { -1000.0, 0.0, 1000.0 }, + { 1000.0, 0.0, 1000.0 }, + { 1000.0, 0.0, -1000.0 }, + { -1000.0, 0.0, -1000.0 }, }; static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light @@ -536,6 +536,11 @@ void drawFloor() { 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, 0.0, /* center is at (x,y,z) */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + ); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -551,7 +556,12 @@ void display() { drawFloor(); glDisable(GL_BLEND); - glutSolidTeapot(1); // Draw teapot for test + glPushMatrix(); + + glTranslatef(0.0, 0.0, 0.0); + + glutSolidTeapot(30); // Draw teapot for test + glPopMatrix(); glPushMatrix(); glDisable(GL_LIGHTING); @@ -575,20 +585,13 @@ void display() { void init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); + gluPerspective( 60.0, /* field of view in degree */ 1.0, /* aspect ratio */ 0.0, /* Z near */ 900.0 /* Z far */ - ); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - gluLookAt( - 0.0, 8.0, 60.0, /* eye is at (0,8,60) */ - 0.0, 8.0, 0.0, /* center is at (0,8,0) */ - 0.0, 0.0, 1.0 /* up is in postivie Y direction */ - ); + ); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); @@ -596,6 +599,9 @@ void init() { glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } /**