X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=d22aa94ad05979d4f1f2cef59ea0917a29a75235;hp=34a18e45077cf29e99d8505aadb4c53330ae26d3;hb=2edfbf59af3b619100c7d2174f693937045a227a;hpb=33984a24a94f3f04b1b4fc2d6037a55e0ee91962 diff --git a/scene.c b/scene.c index 34a18e4..d22aa94 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(); } @@ -274,8 +275,8 @@ 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(); @@ -294,18 +295,35 @@ 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(); + + gluLookAt( + 10.0, 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 */ + ); + + glRotatef(50.0, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -315,9 +333,10 @@ 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(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); @@ -327,9 +346,11 @@ void display() { // Draw teapot for a test object glPushMatrix(); - glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + 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); glutSolidTeapot(1); + glFrontFace(GL_CCW); glPopMatrix(); // Draw a white ball over the light source @@ -350,51 +371,23 @@ 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(); - - // **NOTE: Needs tidy -glEnable(GL_NORMALIZE); - 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); - GLfloat direction0[] = {0.0, 0.0, 0.0}; glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); + glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; - GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; - GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; - GLfloat shine = 100.0; 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); - GLfloat emission[] = {0.0, 0.3, 0.3, 1.0}; - glMaterialfv(GL_FRONT, GL_EMISSION, emission); - 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); - - - } /** @@ -428,25 +421,10 @@ int main(int argc, char **argv) { 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_BLEND); - glLineWidth(1.0); - - glMatrixMode(GL_PROJECTION); - gluPerspective( - 40.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - 1.0, /* Z near */ - 100.0 /* Z far */ - ); - - glMatrixMode(GL_MODELVIEW); - gluLookAt( - 0.0, 35.0, -20.0, /* eye is at (0,8,60) */ - 0.0, 10.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 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); @@ -461,4 +439,4 @@ int main(int argc, char **argv) { init(); glutMainLoop(); -} +} \ No newline at end of file