X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=d9a4ea3be32f39ed4ab99b5a8cb52c6971cabe3c;hp=230901a347bc271213ccbf891d28d4de6ea6bd86;hb=ddf25313dfc93155b958b2838b6dba330e2706d9;hpb=71241448babc5f4f732cdd37a6278c4fe4a70102 diff --git a/scene.c b/scene.c index 230901a..d9a4ea3 100644 --- a/scene.c +++ b/scene.c @@ -206,16 +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; - } - } } /** @@ -266,8 +256,8 @@ 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); + zoomFactor += (y - starty); + rotateFactor += (x - startx); startx = x; starty = y; glutPostRedisplay(); @@ -309,7 +299,7 @@ void display() { glLoadIdentity(); gluLookAt( - 0.0, 0.0, 5.0, /* eye is at (x,y,z) */ + 0.0, 0.0, 5.0 + (zoomFactor*0.2), /* 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 */ ); @@ -322,13 +312,16 @@ void display() { lightPosition[2] = 12*sin(lightAngle); lightPosition[3] = 0.0; + + //glRotatef(angle, 0.0, 1.0, 0.0); + // glRotatef(angle2, 1.0, 0.0, 0.0); + glPushMatrix(); /* Perform scene rotations based on user mouse/keyboard input. */ - glRotatef(angle, 0.0, 1.0, 0.0); - glRotatef(angle2, 1.0, 0.0, 0.0); - glTranslatef(camx, camy, camz); - glRotatef(rot, 1.0, 0.0, 0.0); + glRotatef(rotateFactor*0.5, 0.0, 1.0, 0.0); + //glTranslatef(camx, camy, camz); + //glRotatef(rot, 1.0, 0.0, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); @@ -340,7 +333,9 @@ void display() { 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); glutSolidTeapot(1); + glFrontFace(GL_CCW); glPopMatrix(); // Draw a white ball over the light source @@ -371,11 +366,11 @@ void init() { glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - 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); + 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); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); @@ -412,10 +407,10 @@ 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_CULL_FACE); glEnable(GL_NORMALIZE); - glLineWidth(1.0); + glLineWidth(2.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);