X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=af2d52c398280e3013e2c948952161c5ef3bbb39;hp=95c19c5a4775e45f407d11b3a13a4dd8ab1cc485;hb=b0a8c04c993514d979c7bff6a56ad5e437ce38b9;hpb=a185b770048a8f9bca29b9b10593998cc9c8d2a3 diff --git a/scene.c b/scene.c index 95c19c5..af2d52c 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) - glOrtho(near, far, near*(GLfloat)h/(GLfloat)w, - far*(GLfloat)h/(GLfloat)w, -100, 100); - else - glOrtho(near*(GLfloat)w/(GLfloat)h, - far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + width = w; + height = h; } /** @@ -226,6 +218,47 @@ void mouse(int button, int state, int x, int y) { } } +/** + * Keybord event handler + * w/s increase/decrease the z + * a/d increase/decrease the x + * q/e increase/decrease the y + * z/x increase/decrease the angle + * @param key Key pressed + * @param x x co-ordinate of mouse + * @param y y co-ordinate of mouse + */ +void keyboard(unsigned char key, int x, int y) { + switch(key) { + case 'w': + camz = camz - 1; + break; + case 'a': + camx = camx - 1; + break; + case 's': + camz = camz + 1; + break; + case 'd': + camx = camx + 1; + break; + case 'q': + camy = camy + 1; + break; + case 'e': + camy = camy - 1; + break; + case 'z': + rot = rot + 1; + break; + case 'x': + rot = rot - 1; + break; + } + printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot); + glutPostRedisplay(); +} + /** * Called when motion event occurs * @param x Mouse x position @@ -253,17 +286,31 @@ 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, 10.0, /* 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 */ + + float aspect = (float)height / (float)width; + if ( width > height ) aspect = (float)width / (float)height; + + gluPerspective( + 75.0, + aspect, + 0.1, + 200 ); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + gluLookAt( + 0.0, 0.0, 5.0, /* 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 */ + ); - // **NOTE: Currently this rotation function is all that moves the camera off - // the flat surface. Need to integrate function into gluLookAt - glRotatef(30.0, 1.0, 0.0, 0.0); + glRotatef(75.0, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -273,9 +320,11 @@ void display() { 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(angle, 0.0, 0.0,1.0); + 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); @@ -285,15 +334,15 @@ void display() { // 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); + 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(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 1.0); + glColor3f(1.0, 1.0, 0.0); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 50, 50); glEnable(GL_LIGHTING); @@ -308,33 +357,24 @@ 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 */ - near, /* Z near */ - far /* Z far */ - ); - - 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); + 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_AND_BACK, GL_AMBIENT, ambient); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); + glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0); + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHTING); } /** @@ -365,10 +405,12 @@ 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); + glEnable(GL_NORMALIZE); glLineWidth(1.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); @@ -376,6 +418,7 @@ int main(int argc, char **argv) { glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); + glutKeyboardFunc(keyboard); glutMotionFunc(motion); makeMenu(); @@ -383,4 +426,4 @@ int main(int argc, char **argv) { init(); glutMainLoop(); -} +} \ No newline at end of file