X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=8ea0985a2b0eaed91161e62819b6fbbf4ec8b007;hp=feead2f1fdd32395d33dd635665b621135358c87;hb=765d3843d11aef036fc03ee614d3ec737929dc70;hpb=6f99c6996f2ee53c81344a37eaf7bdcf4e6665cd diff --git a/scene.c b/scene.c index feead2f..8ea0985 100644 --- a/scene.c +++ b/scene.c @@ -184,16 +184,15 @@ void makeMenu() { */ void windowReshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); - /*glMatrixMode(GL_PROJECTION); + glMatrixMode(GL_PROJECTION); glLoadIdentity(); - if (w <= h) - glFrustum(near, far, near*(GLfloat)h/(GLfloat)w, - far*(GLfloat)h/(GLfloat)w, -100, 100); + if (w <= h) + glFrustum(-nearClip, farClip, -nearClip*(GLfloat) h / (GLfloat) w, + farClip*(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); - glLoadIdentity();*/ + glFrustum(-nearClip*(GLfloat) w / (GLfloat) h, + farClip*(GLfloat) w / (GLfloat) h, nearClip, farClip, nearClip, farClip); + glMatrixMode(GL_MODELVIEW); } /** @@ -295,17 +294,6 @@ void motion(int x, int y) { void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - //gluLookAt( - // 0.0, 0.0, 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 */ - // ); - - glTranslatef(camx, camy, camz); - - // **NOTE: Currently this rotation function is all that moves the camera off - // the flat surface. Need to integrate function into gluLookAt - glRotatef(rot, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -315,9 +303,11 @@ void display() { glPushMatrix(); - /* Perform scene rotations based on user mouse input. */ + /* Perform scene rotations based on user mouse/keyboard input. */ glRotatef(angle, 0.0, 1.0, 0.0); - glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom + glRotatef(angle2, 1.0, 0.0, 0.0); + glTranslatef(camx, camy, camz); + glRotatef(rot, 1.0, 0.0, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); @@ -327,7 +317,7 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface glColor3f(0.0, 0.0, 0.0); glutSolidTeapot(1); glPopMatrix(); @@ -350,16 +340,6 @@ void display() { * init function; sets initial OpenGL state */ void init() { - //glMatrixMode(GL_PROJECTION); - //glLoadIdentity(); - - //gluPerspective( - // 60.0, /* field of view in degree */ - // 1.0, /* aspect ratio */ - // nearClip, /* Z near */ - // farClip /* Z far */ - // ); - glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -367,29 +347,20 @@ void init() { glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); + + glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); -GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; -GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; -GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; -GLfloat shine = 100.0; -glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); -glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); -glMaterialfv(GL_FRONT, GL_SPECULAR, specular); -glMaterialf(GL_FRONT, GL_SHININESS, shine); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); -GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; -glMaterialfv(GL_FRONT, GL_EMISSION, emission); + 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); - //glEnable(GL_COLOR_MATERIAL); - //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); - //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); - - - } /** @@ -425,22 +396,22 @@ int main(int argc, char **argv) { glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); glLineWidth(1.0); - glMatrixMode(GL_PROJECTION); - gluPerspective( - 40.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - 1.0, /* Z near */ - 1000000.0 /* Z far */ - ); + // **NOTE: Currently the perspective and look-at code is static, for testing purposes + //glMatrixMode(GL_PROJECTION); + //gluPerspective( + // 40.0, /* field of view in degree */ + // 1.0, /* aspect ratio */ + // 1.0, /* Z near */ // **NOTE: Seems to be issue with near < 0 causing invisible everything + // 100.0 /* Z far */ + // ); glMatrixMode(GL_MODELVIEW); gluLookAt( - 0.0, 35.0, -20.0, /* eye is at (0,8,60) */ - 0.0, 10.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + 0.0, 35.0, -20.0, /* eye is at (x,y,z) */ + 0.0, 10.0, 0.0, /* center is at (x,y,z) */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ ); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); @@ -456,4 +427,4 @@ int main(int argc, char **argv) { init(); glutMainLoop(); -} +} \ No newline at end of file