X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=a74a6df231cb8a11b06be9b8b81854841baa84df;hp=3d5583f9c6666e6c70552ea0e7c5ab83c378968f;hb=4b12fdcf72bcba1edd1b30a8c5aa66def470aec5;hpb=55b5f8f1554ca1368031583fb99be833d84a358c diff --git a/scene.c b/scene.c index 3d5583f..a74a6df 100644 --- a/scene.c +++ b/scene.c @@ -10,6 +10,7 @@ #include #include #include +#include #include "bitmap.h" @@ -124,7 +125,7 @@ int lightMoving = 0, lightStartX, lightStartY; /* Time varying or user-controled variables. */ static float jump = 0.0; -static float lightAngle = 0.0, lightHeight = 20; +static float lightAngle = 0.0, lightHeight = 40; GLfloat angle = -150; /* in degrees */ GLfloat angle2 = 30; /* in degrees */ @@ -483,8 +484,8 @@ void makeMenu() { * @param h New height */ void windowReshape(int w, int h) { - GLdouble near = -10.0; - GLdouble far = 10.0; + GLdouble near = -100.0; + GLdouble far = 100.0; glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); @@ -553,35 +554,58 @@ motion(int x, int y) } } +void idle() { + angle = (int)(angle + 10) % 360; + //angle2 = (int)(angle2 + 10) % 360; + printf("Angle 1: %f, Angle 2: %f\n", angle, angle2); + sleep(1); + glutPostRedisplay(); +} + + +int drawFloorRecurse = 5; + +void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) { + + if ( drawFloorRecurse != recurseLevel ) { + float xm = (x1 + x2) / 2.0; + float ym = (y1 + y2) / 2.0; + int rnew = recurseLevel + 1; + + // Split into four sub-quads + drawSquare(rnew, x1, y1, xm, ym); + drawSquare(rnew, x1, ym, xm, y2); + drawSquare(rnew, xm, ym, x2, y2); + drawSquare(rnew, xm, y1, x2, ym); + + } else { + glBegin(GL_QUADS); + glVertex3f(x1, 0.0, y1); + glVertex3f(x1, 0.0, y2); + glVertex3f(x2, 0.0, y2); + glVertex3f(x2, 0.0, y1); + glEnd(); + } + +} /** * Draw a floor. */ void drawFloor() { - glDisable(GL_LIGHTING); - - //if (useTexture) { - // glEnable(GL_TEXTURE_2D); - //} - - /*glBegin(GL_QUADS); - glTexCoord2f(0.0, 0.0); - glVertex3fv(floorVertices[0]); - glTexCoord2f(0.0, 16.0); - glVertex3fv(floorVertices[1]); - glTexCoord2f(16.0, 16.0); - glVertex3fv(floorVertices[2]); - glTexCoord2f(16.0, 0.0); - glVertex3fv(floorVertices[3]); - glEnd();*/ + +drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0); /*if (useTexture) { glDisable(GL_TEXTURE_2D); }*/ - glEnable(GL_LIGHTING); } +/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { + drawSquare(0, x1, y1, x2, y2); +}*/ + /** * Display function */ @@ -589,11 +613,13 @@ 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, 80.0, /* 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 */ ); + glRotatef(30.0, 1.0, 0.0, 0.0); + /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); lightPosition[1] = lightHeight; @@ -602,7 +628,7 @@ void display() { glPushMatrix(); /* Perform scene rotations based on user mouse input. */ - glRotatef(angle2, 1.0, 0.0, 0.0); + glRotatef(angle, 0.0, 1.0, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); @@ -615,8 +641,7 @@ void display() { glPushMatrix(); //glTranslatef(0.0, 0.0, 0.0); - - glutWireTeapot(30); // Draw teapot for test + glutWireTeapot(1); // Draw teapot for test glPopMatrix(); glPushMatrix(); @@ -643,10 +668,10 @@ void init() { glLoadIdentity(); gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - 0.0, /* Z near */ - 900.0 /* Z far */ + 60.0, /* field of view in degree */ + 1.0, /* aspect ratio */ + -1000.0, /* Z near */ + 1000.0 /* Z far */ ); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); @@ -692,7 +717,7 @@ int main(int argc, char **argv) { glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); - glLineWidth(3.0); + glLineWidth(1.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); @@ -700,6 +725,7 @@ int main(int argc, char **argv) { glutDisplayFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); + //glutIdleFunc(idle); makeMenu();