X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=ecabe1f16b5ffc278f564915507a5987fc1b7a66;hp=de52ab893e4877ecc94830012c10a9543b9658a8;hb=ddf25313dfc93155b958b2838b6dba330e2706d9;hpb=71a79323a397f78dba55423678096176a98106cb diff --git a/scene.c b/scene.c index de52ab8..d9a4ea3 100644 --- a/scene.c +++ b/scene.c @@ -182,19 +182,11 @@ void makeMenu() { * @param w New width * @param h New height */ -/*void windowReshape(int w, int h) { +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; +} /** * Called when mouse event occurs @@ -214,16 +206,47 @@ 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; - } +} + +/** + * 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(); } /** @@ -233,8 +256,8 @@ void mouse(int button, int state, 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(); @@ -253,17 +276,35 @@ 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, 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; + 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(); - // **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); + gluLookAt( + 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 */ + ); + + glRotatef(75.0, 1.0, 0.0, 0.0); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -271,11 +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 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(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); @@ -285,15 +331,17 @@ 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); + glFrontFace(GL_CW); glutSolidTeapot(1); + glFrontFace(GL_CCW); 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 +356,24 @@ 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 */ - ); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - 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, 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); } /** @@ -365,17 +404,20 @@ 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); - glLineWidth(1.0); + glEnable(GL_CULL_FACE); + glEnable(GL_NORMALIZE); + glLineWidth(2.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - //glutReshapeFunc(windowReshape); + glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); + glutKeyboardFunc(keyboard); glutMotionFunc(motion); makeMenu(); @@ -383,4 +425,4 @@ int main(int argc, char **argv) { init(); glutMainLoop(); -} +} \ No newline at end of file