X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=96bfb037d85eca198f4a36f970b9e8a7be11946f;hp=db6b6355333c0adaf6783bdbfbd185a7a490065b;hb=e84eec59aded99f41844e639a2ce84871c695002;hpb=44de51ee1ee70c6a28d37ef5a2ae153fbd889f21 diff --git a/scene.c b/scene.c index db6b635..96bfb03 100644 --- a/scene.c +++ b/scene.c @@ -221,31 +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(); } @@ -256,17 +275,24 @@ void keyboard(unsigned char key, int x, int y) { */ void motion(int x, int y) { if (moving) { - zoomFactor += (y - starty); - rotateFactor += (x - startx); + 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(); } } @@ -298,49 +324,43 @@ void display() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - GLfloat zcoord = 5.0 + (zoomFactor*0.2); - if ( zcoord < 0.0 ) { - printf("zf: %f", zoomFactor); - zcoord = 0.0; - zoomFactor = 0.0; - } - gluLookAt( - 0.0, 0.0, zcoord, /* eye is at (x,y,z) */ + 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, 1.0, 0.0 /* up is in postivie Y direction */ + 0.0, 10.0, 0.0 /* up is in postivie Y direction */ ); - glRotatef(50.0, 1.0, 0.0, 0.0); + glRotatef(40.0, 1.0, 0.0, 0.0); - /* Reposition the light source. */ - lightPosition[0] = 12*cos(lightAngle); - lightPosition[1] = lightHeight; - lightPosition[2] = 12*sin(lightAngle); - lightPosition[3] = 0.0; + /* Reposition the light source 0. */ + lightPosition0[0] = 12*cos(lightAngle0); + lightPosition0[1] = lightHeight0; + lightPosition0[2] = 12*sin(lightAngle0); + lightPosition0[3] = 0.0; - - //glRotatef(angle, 0.0, 1.0, 0.0); - // glRotatef(angle2, 1.0, 0.0, 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/keyboard input. */ - glRotatef(rotateFactor*0.5, 0.0, 1.0, 0.0); - //glTranslatef(camx, camy, camz); - //glRotatef(rot, 1.0, 0.0, 0.0); + 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, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface glColor3f(0.0, 0.0, 0.0); - glFrontFace(GL_CW); + glFrontFace(GL_CW); // The teapot does not obey the right-hand rule glutSolidTeapot(1); glFrontFace(GL_CCW); glPopMatrix(); @@ -348,12 +368,23 @@ void display() { // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 0.0); - glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 50, 50); + 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(lightPosition1[0], lightPosition1[1], lightPosition1[2]); + glutSolidSphere(0.5, 50, 50); + glEnable(GL_LIGHTING); + glPopMatrix(); + + drawAxisLines(); + glPopMatrix(); glutSwapBuffers(); @@ -363,7 +394,6 @@ void display() { * init function; sets initial OpenGL state */ void init() { - 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); @@ -371,15 +401,23 @@ void init() { 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); glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, specular); - glMaterialfv(GL_FRONT, GL_EMISSION, emission0); + glMaterialfv(GL_FRONT, GL_EMISSION, emission); glMaterialf(GL_FRONT, GL_SHININESS, shine); glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); }