X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=fc078e25777cd0bc54371664c20e04b010908090;hp=7a7875fe75271fb18a0715a4a6f10d08e3bed516;hb=b4de9c715f7b22cc0c08fab65cebc566e938a248;hpb=336c0ba5151213006bd9537edef5d22368303519 diff --git a/scene.c b/scene.c index 7a7875f..fc078e2 100644 --- a/scene.c +++ b/scene.c @@ -110,13 +110,6 @@ char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures"; char dataDir[200]; // Stores the directory name for the meshes and textures. -static GLfloat floorVertices[4][3] = { - { -1000.0, 0.0, 1000.0 }, - { 1000.0, 0.0, 1000.0 }, - { 1000.0, 0.0, -1000.0 }, - { -1000.0, 0.0, -1000.0 }, -}; - static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light static GLfloat lightPosition[4]; @@ -129,10 +122,27 @@ static float lightAngle = 0.0, lightHeight = 5; GLfloat angle = -150; /* in degrees */ GLfloat angle2 = 30; /* in degrees */ -GLfloat near = -10; -GLfloat far = 10; +/* Near and far parameters */ +GLfloat near = -100; +GLfloat far = 100; + +/* Zoom factor for mouse movements */ +GLfloat zoomFactor = 1.0; + +/* Recursion level for floor drawing */ +int drawFloorRecurse = 5; + +/* Size of floor, from -n to n */ +int floorSize = 100; + +/* Light 0 parameters */ +GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0}; +GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0}; +GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0}; +GLfloat glightmodel[] = {0.2,0.2,0.2,1}; -static float zoomFactor = 0.0; /** * Prints out error message when file cannot be read @@ -489,20 +499,17 @@ void makeMenu() { * @param h New height */ void windowReshape(int w, int h) { - glViewport(0, 0, (GLsizei) w, (GLsizei) h); + /*glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); - GLfloat x = 2.0f*(200 + 0.5)/w-1.0; - GLfloat y = 2.0f*(200 + 0.5)/h-1.0; - glTranslatef(-x,-y,0.0f); if (w <= h) - glOrtho(zoomFactor*near, zoomFactor*far, zoomFactor*near*(GLfloat)h/(GLfloat)w, - zoomFactor*far*(GLfloat)h/(GLfloat)w, near, far); + glOrtho(near, far, near*(GLfloat)h/(GLfloat)w, + far*(GLfloat)h/(GLfloat)w, near, far); else - glOrtho(zoomFactor*near*(GLfloat)w/(GLfloat)h, - zoomFactor*far*(GLfloat)w/(GLfloat)h, zoomFactor*near, zoomFactor*far, near, far); + glOrtho(near*(GLfloat)w/(GLfloat)h, + far*(GLfloat)w/(GLfloat)h, near, far, near, far); glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glLoadIdentity();*/ } /** @@ -512,12 +519,7 @@ void windowReshape(int w, int h) { * @param x Mouse x position * @param y Mouse y position */ -/*void mouse(int btn, int state, int x, int y) { - -}*/ -static void -mouse(int button, int state, int x, int y) -{ +void mouse(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON) { if (state == GLUT_DOWN) { moving = 1; @@ -540,9 +542,12 @@ mouse(int button, int state, int x, int y) } } -static void -motion(int x, int y) -{ +/** + * Called when motion event occurs + * @param x Mouse x position + * @param y Mouse y position + */ +void motion(int x, int y) { if (moving) { angle = angle + (x - startx); angle2 = angle2 + (y - starty); @@ -559,57 +564,69 @@ motion(int x, int y) } } -void idle() { - angle = (int)(angle + 10) % 360; - //angle2 = (int)(angle2 + 10) % 360; - printf("Angle 1: %f, Angle 2: %f\n", angle, angle2); - sleep(1); - glutPostRedisplay(); -} - - -int drawFloorRecurse = 5; - -void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) { +/** + * Recursive function to draw a square by drawing smaller and smaller + * divisions of the square, determined by drawFloorRecurse. + * @param recurseLevel Current level of recursion, only pass 0 + * @param x1 top-left x + * @param z1 top-left z + * @param x2 bottom-left x + * @param z2 bottom-left z + */ +void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) { if ( drawFloorRecurse != recurseLevel ) { + // Calculate middle points float xm = (x1 + x2) / 2.0; - float ym = (y1 + y2) / 2.0; + float zm = (z1 + z2) / 2.0; + + // Increment recursion level int rnew = recurseLevel + 1; // Split into four sub-quads - drawSquare(rnew, x1, y1, xm, ym); - drawSquare(rnew, x1, ym, xm, y2); - drawSquare(rnew, xm, ym, x2, y2); - drawSquare(rnew, xm, y1, x2, ym); + drawSquare(rnew, x1, z1, xm, zm); + drawSquare(rnew, x1, zm, xm, z2); + drawSquare(rnew, xm, zm, x2, z2); + drawSquare(rnew, xm, z1, x2, zm); } else { + // Draw square. + // **NOTE: Is the polygon facing in the right direction? glBegin(GL_QUADS); - glVertex3f(x1, 0.0, y1); - glVertex3f(x1, 0.0, y2); - glVertex3f(x2, 0.0, y2); - glVertex3f(x2, 0.0, y1); + glVertex3f(x1, 0.0, z1); + glVertex3f(x1, 0.0, z2); + glVertex3f(x2, 0.0, z2); + glVertex3f(x2, 0.0, z1); glEnd(); } } /** - * Draw a floor. + * Draw a floor by calling the drawSquare recursion */ void drawFloor() { - -drawSquare(0, -100.0, -100.0, 100.0, 100.0); + drawSquare(0, -floorSize, -floorSize, floorSize, floorSize); +} - /*if (useTexture) { +/** + * Draw x, z axis on floor + */ +void drawLine() { + // **NOTE: fix function glDisable(GL_TEXTURE_2D); - }*/ + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4ub( 0.0, 0.0, 0.0, 0.5 ); -} + glBegin(GL_LINES); + glVertex3i( 10.0, 0.1, 10.0); + glVertex3i( -10.0, 0.1, -10.0); + glEnd(); -/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { - drawSquare(0, x1, y1, x2, y2); -}*/ + glDisable(GL_BLEND); + glEnable(GL_TEXTURE_2D); +} /** * Display function @@ -623,6 +640,9 @@ void display() { 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); /* Reposition the light source. */ @@ -632,31 +652,30 @@ void display() { lightPosition[3] = 0.0; glPushMatrix(); - /* Perform scene rotations based on user mouse input. */ - + + /* 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 glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); drawFloor(); - glDisable(GL_BLEND); - glPushMatrix(); + drawLine(); - glTranslatef(0.0, 1.0, 0.0); - glutWireTeapot(1); // Draw teapot for test + // Draw teapot for a test object + glPushMatrix(); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glColor3f(0.5, 0.5, 0.5); + glutSolidTeapot(1); glPopMatrix(); + // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); glColor3f(1.0, 1.0, 1.0); - - /* Draw a yellow ball at the light source. */ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 50, 50); - glEnable(GL_LIGHTING); glPopMatrix(); @@ -673,24 +692,26 @@ void init() { glLoadIdentity(); gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - near, /* Z near */ + 60.0, /* field of view in degree */ + 1.0, /* aspect ratio */ + near, /* Z near */ far /* Z far */ - ); - - -GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0}; -GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0}; -GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; -GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0}; + ); -glEnable(GL_LIGHT0); -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_POSITION, light0_pos); + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); + glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); + 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); + + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -736,7 +757,6 @@ int main(int argc, char **argv) { glutDisplayFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); - //glutIdleFunc(idle); makeMenu();