X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=bd927d9bb5324400254c8bdd581af10cb1a647da;hp=3c25623b0741b460ad6918b4975799a7faa7c161;hb=fc880a0c6714b7cf04a869f84419ef52f823cd01;hpb=ec80d8ef3d8a350840e9b04a37c6b1ee09270a05 diff --git a/scene.c b/scene.c index 3c25623..bd927d9 100644 --- a/scene.c +++ b/scene.c @@ -184,15 +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, nearClip, farClip); - else - glFrustum(-near*(GLfloat) w / (GLfloat) h, - far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip); - glMatrixMode(GL_MODELVIEW); + width = w; + height = h; } /** @@ -293,15 +286,32 @@ void motion(int x, int y) { */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Redraw projection matrix + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + 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( - 30.0, 30.0, 30.0, /* eye is at (x,y,z) */ + 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 */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ ); + glRotatef(75.0, 1.0, 0.0, 0.0); + /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); lightPosition[1] = lightHeight; @@ -357,11 +367,11 @@ void init() { 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); - glMaterialf(GL_FRONT, GL_SHININESS, shine); + 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); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); @@ -400,6 +410,7 @@ int main(int argc, char **argv) { 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);