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Scene.cpp
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68 lines (54 loc) · 1.53 KB
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#include "Scene.h"
Scene::Scene() : rotation(0), scale(1) {
}
void Scene::add(std::shared_ptr<RenderObject> object) {
renderObjects.push_back(object);
}
const void Scene::lighting() {
GLfloat lp1[4] = {10, 5, 10, 1};
GLfloat white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat ambient[4] = {0.3f, 0.3f, 0.3f, 1.0f};
glLightfv(GL_LIGHT1, GL_POSITION, lp1);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, white);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
}
const void Scene::setMaterialColor(GLfloat r, GLfloat g, GLfloat b) {
GLfloat dif[4] = {r, g, b, 1};
GLfloat amb[4] = {0.5f * r, 0.5f * g, 0.5f * b, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, dif);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
}
const void Scene::draw() {
// Clear buffers
glClearColor(0, 0, 0, 1);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Lighting
lighting();
// Projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10, 10, -7.5, 7.5, -10, 60);
// Modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Camera
glTranslatef(0, 0, -10); // Move 10 units backwards in z, since camera is at origin
// Rotation
glRotatef(10, 1, 0, 0);
glRotatef(rotation, 0, 1, 0);
// Translation
glTranslatef(0, -2, 0);
// Scale
glScalef(scale, scale, scale);
// Objects
setMaterialColor(0, 1, 1);
//gluSphere(gluNewQuadric(), 2, 50, 50);
for (auto& object : renderObjects) {
object->draw();
}
}