X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=96bfb037d85eca198f4a36f970b9e8a7be11946f;hp=33da676216ad03192e9c1e825091ec60f3ce4174;hb=e84eec59aded99f41844e639a2ce84871c695002;hpb=7b024252dd0a9eb375fbe69b7db3e0630f1527a2 diff --git a/scene.c b/scene.c index 33da676..96bfb03 100644 --- a/scene.c +++ b/scene.c @@ -184,16 +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, -100, 100); - else - glFrustum(near*(GLfloat)w/(GLfloat)h, - far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity();*/ + width = w; + height = h; } /** @@ -214,16 +206,6 @@ void mouse(int button, int state, int x, int y) { moving = 0; } } - if (button == GLUT_MIDDLE_BUTTON) { - if (state == GLUT_DOWN) { - lightMoving = 1; - lightStartX = x; - lightStartY = y; - } - if (state == GLUT_UP) { - lightMoving = 0; - } - } } /** @@ -239,31 +221,50 @@ void mouse(int button, int state, int x, int y) { void keyboard(unsigned char key, int x, int y) { switch(key) { case 'w': - camz = camz - 1; + case 'W': + camz -= factor; break; case 'a': - camx = camx - 1; + case 'A': + camx -= factor; break; case 's': - camz = camz + 1; + case 'S': + camz += factor; break; case 'd': - camx = camx + 1; + case 'D': + camx += factor; break; case 'q': - camy = camy + 1; + case 'Q': + camy += factor; break; case 'e': - camy = camy - 1; + case 'E': + camy -= factor; break; case 'z': - rot = rot + 1; + case 'Z': + keyrot += factor; break; case 'x': - rot = rot - 1; + case 'X': + keyrot -= factor; break; + case '=': + case '+': + factor += 0.1; + printf("Factor of change is now %f\n", factor); + break; + case '-': + case '_': + factor -= 0.1; + printf("Factor of change is now %f\n", factor); + break; + } - printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot); + printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, keyrot); glutPostRedisplay(); } @@ -274,17 +275,24 @@ void keyboard(unsigned char key, int x, int y) { */ void motion(int x, int y) { if (moving) { - angle = angle + (x - startx); - angle2 = angle2 + (y - starty); + zoom += (y - starty); + rotate += (x - startx); startx = x; starty = y; glutPostRedisplay(); } - if (lightMoving) { - lightAngle += (x - lightStartX)/40.0; - lightHeight += (lightStartY - y)/20.0; - lightStartX = x; - lightStartY = y; + if (lightMoving0) { + lightAngle0 += (x - lightStartX0)/40.0; + lightHeight0 += (lightStartY0 - y)/20.0; + lightStartX0 = x; + lightStartY0 = y; + glutPostRedisplay(); + } + if (lightMoving1) { + lightAngle1 += (x - lightStartX1)/40.0; + lightHeight1 += (lightStartY1 - y)/20.0; + lightStartX1 = x; + lightStartY1 = y; glutPostRedisplay(); } } @@ -294,53 +302,89 @@ void motion(int x, int y) { */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Redraw projection matrix + glMatrixMode(GL_PROJECTION); 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); + 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(); - /* Reposition the light source. */ - lightPosition[0] = 12*cos(lightAngle); - lightPosition[1] = lightHeight; - lightPosition[2] = 12*sin(lightAngle); - lightPosition[3] = 0.0; + gluLookAt( + 0.0, 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */ + 0.0, 0.0, 0.0, /* center is at (x,y,z) */ + 0.0, 10.0, 0.0 /* up is in postivie Y direction */ + ); + + glRotatef(40.0, 1.0, 0.0, 0.0); + + /* Reposition the light source 0. */ + lightPosition0[0] = 12*cos(lightAngle0); + lightPosition0[1] = lightHeight0; + lightPosition0[2] = 12*sin(lightAngle0); + lightPosition0[3] = 0.0; + + /* Reposition the light source 1. */ + lightPosition1[0] = 12*cos(lightAngle1); + lightPosition1[1] = lightHeight1; + lightPosition1[2] = 12*sin(lightAngle1); + lightPosition1[3] = 0.0; glPushMatrix(); - /* Perform scene rotations based on user mouse input. */ - glRotatef(angle, 0.0, 1.0, 0.0); - glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom + /* Perform scene rotations based on user mouse/keyboard input. */ + glRotatef(rotate*rotateFactor, 0.0, 1.0, 0.0); + glTranslatef(camx, camy, camz); + glRotatef(keyrot, 1.0, 0.0, 0.0); - glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); + glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1); drawFloor(); - - drawLine(); // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface - glColor3f(0.5, 0.5, 0.5); - glutSolidTeapot(25); + 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); // The teapot does not obey the right-hand rule + glutSolidTeapot(1); + glFrontFace(GL_CCW); + glPopMatrix(); + + // Draw a white ball over the light source + glPushMatrix(); + glDisable(GL_LIGHTING); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]); + glutSolidSphere(0.5, 50, 50); + glEnable(GL_LIGHTING); glPopMatrix(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); glColor3f(1.0, 1.0, 1.0); - glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 50, 50); + glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]); + glutSolidSphere(0.5, 50, 50); glEnable(GL_LIGHTING); glPopMatrix(); + drawAxisLines(); + glPopMatrix(); glutSwapBuffers(); @@ -350,33 +394,31 @@ 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(); - - 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); + glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); + + glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); + + glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); + glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); + glLightfv(GL_LIGHT1, GL_SPECULAR, specular1); + glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1); + + glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - 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); - + glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT, GL_SPECULAR, specular); + glMaterialfv(GL_FRONT, GL_EMISSION, emission); + glMaterialf(GL_FRONT, GL_SHININESS, shine); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); + glEnable(GL_LIGHTING); } /** @@ -407,20 +449,13 @@ int main(int argc, char **argv) { glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup + 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); - - glMatrixMode(GL_PROJECTION); - gluPerspective( /* field of view in degree */ 40.0, - /* aspect ratio */ 1.0, - /* Z near */ 20.0, /* Z far */ 300.0); - glMatrixMode(GL_MODELVIEW); - gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */ - 0.0, 0.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 0.); /* up is in postivie Y direction */ + glEnable(GL_CULL_FACE); + glEnable(GL_NORMALIZE); + glLineWidth(2.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); @@ -435,4 +470,4 @@ int main(int argc, char **argv) { init(); glutMainLoop(); -} +} \ No newline at end of file