this is getting annoying now
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eac3583e8a
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07bbd626e7
3 changed files with 112 additions and 51 deletions
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@ -6,14 +6,12 @@ Code here is published under the [AGPL-v3](https://www.gnu.org/licenses/agpl-3.0
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# TODO
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- Allow changing the move/rotation speed(or just a multiplier)
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- Change camera position to be cow point of view - DONE, need to do the sub thing
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- Add popping-floating text of funny cow thoughts
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- Add multiple objects(that is not the cow)(is grass an object?)
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- at least 3
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- on needs to be metalic
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- one needs to be metalic
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- User controlled light source
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- Add light source
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- move the light
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- change intensity
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- Add popping-floating text of funny cow thoughts when in cow view
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- Add Textures and stuff :)(optional)
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2
cow.c
2
cow.c
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@ -11,7 +11,7 @@ const vec3 headLimit = { 30.0, 30.0, 45.0 };
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vec3 tailRot = { 0.0, 0.0, 0.0 };
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const vec3 tailLimit = { 90.0, 90.0, 0.0 };
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vec3 cowPos = { 0.0, 6.0, 0.0 };
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vec3 cowPos = { 0.0, 4.9, 0.0 };
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float cowRot = 0.0; // rotation along the Y axis
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const float COW_ROT_SPEED = 5.0;
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const float COW_MOVE_SPEED = 1.0;
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155
mmn_17.c
155
mmn_17.c
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@ -31,44 +31,10 @@ struct {
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int cowControl;
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int filters;
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} menus; // to simply hold the menues in a labed manner
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GLuint grassList = -1;
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void generateGrassVertexList() {
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grassList = glGenLists(1);
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glNewList(grassList, GL_COMPILE);
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glDisable(GL_CULL_FACE);
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for(float x = -50.0; x < 50.0; x += 1.0) {
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for(float z = -50.0; z < 50.0; z += 1.0) {
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glPushMatrix();
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glTranslatef(x, 0.0, z);
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glRotatef(rand() % 360, 0.0, 1.0, 0.0);
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glBegin(GL_TRIANGLES);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(0.5, 0.0, 0.0);
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glVertex3f(0.0, 1.5, 0.0);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(0.0, 0.0, 0.5);
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glVertex3f(0.0, 1.5, 0.0);
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glEnd();
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glPopMatrix();
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}
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}
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glEnable(GL_CULL_FACE);
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glEndList();
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}
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vec3 rotateByCameraRotation(vec3 v) {
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vec3 r;
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// rotate along the x axis(yz plane)
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r.z = cosf(camRot.x) * v.z + sinf(camRot.x) * v.y;
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r.y = -sinf(camRot.x) * v.z + cosf(camRot.x) * v.y;
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v = r;
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// rotate along the y axis(xy plane)
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r.z = cosf(camRot.y) * v.z + sinf(camRot.y) * v.x;
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r.x = -sinf(camRot.y) * v.z + cosf(camRot.y) * v.x;
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return r;
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}
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struct {
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GLuint grass;
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} lists;
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// Ui stuff
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int lastMouseButton = GLUT_LEFT_BUTTON;
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@ -90,10 +56,90 @@ ui_slider sliders[] = {
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/* pos */ { { 0.9, 0.9, 0.0 }, { -50.0, -70.0, 0.0 } },
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/* size */ { 100.0, 10.0, 10.0 },
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0.3
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},
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{ // drag speed
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/* pos */ { { 0.9, 0.9, 0.0 }, { -50.0, -120.0, 0.0 } },
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/* size */ { 100.0, 10.0, 10.0 },
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0.5
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},
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{ // rotation speed
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/* pos */ { { 0.9, 0.9, 0.0 }, { -50.0, -170.0, 0.0 } },
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/* size */ { 100.0, 10.0, 10.0 },
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0.3
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}
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};
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void generateGrassVertexList() {
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lists.grass = glGenLists(1);
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glNewList(lists.grass, GL_COMPILE);
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glDisable(GL_CULL_FACE);
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for(float x = -50.0; x < 50.0; x += 1.0) {
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for(float z = -50.0; z < 50.0; z += 1.0) {
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float tx = -0.03 * (rand() % 21), tz = -0.03 * (rand() % 21);
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glPushMatrix();
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glTranslatef(x, 0.0, z);
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glRotatef(rand() % 360, 0.0, 1.0, 0.0);
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glBegin(GL_TRIANGLES);
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glColor3f(0.0, 0.3, 0.0);
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glVertex3f(0.0, 0.0, 0.0);
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glColor3f(0.0, 0.5, 0.0);
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glVertex3f(0.5, 0.0, 0.0);
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glVertex3f(tx, 1.5, tz);
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glColor3f(0.0, 0.2, 0.0);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(0.0, 0.0, 0.5);
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glColor3f(0.0, 0.5, 0.0);
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glVertex3f(tx, 1.5, tz);
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glEnd();
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glPopMatrix();
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}
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}
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glEnable(GL_CULL_FACE);
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glEndList();
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}
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void drawTree(float rad, float height) {
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// Bark
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glEnable(GL_COLOR_MATERIAL);
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glColor3f(0.3, 0.1, 0.3);
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glPushMatrix();
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glTranslatef(0.0, height, 0.0);
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glRotatef(90.0, 1.0, 0.0, 0.0);
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glutSolidCylinder(rad, height, 16, 3);
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glPopMatrix();
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glColor3f(0.0, 1.0, 0.0);
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glPushMatrix();
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glTranslatef(0.0, height, 0.0);
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vec3 ts[] = {
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vec3_new(1.0, 0.0, 0.0), vec3_new(-1.0, 0.0, 0.0),
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vec3_new(0.0, 0.0, -1.0), vec3_new(0.0, 0.0, 1.0),
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vec3_new(0.0, 1.0, 0.0),
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};
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for(int i = 0; i < 5; i += 1) {
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vec3 t = ts[i];
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glPushMatrix();
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glTranslatef(t.x * rad, t.y * rad, t.z * rad);
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glutSolidSphere(rad, 8, 8);
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glPopMatrix();
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}
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glPopMatrix();
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_COLOR_MATERIAL);
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}
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vec3 rotateByCameraRotation(vec3 v) {
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vec3 r;
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// rotate along the x axis(yz plane)
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r.z = cosf(camRot.x) * v.z + sinf(camRot.x) * v.y;
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r.y = -sinf(camRot.x) * v.z + cosf(camRot.x) * v.y;
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v = r;
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// rotate along the y axis(xy plane)
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r.z = cosf(camRot.y) * v.z + sinf(camRot.y) * v.x;
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r.x = -sinf(camRot.y) * v.z + cosf(camRot.y) * v.x;
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return r;
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}
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void drawUi(void) {
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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@ -121,6 +167,12 @@ void drawUi(void) {
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glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, t);
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glRasterPos2f(wWidth * 0.9 - 75.0, wHeight * 0.9 - 10.0);
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glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)"r\ng\nb");
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unsigned char td[] = "Drag speed";
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unsigned char tr[] = "Rotate speed";
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glRasterPos2f(wWidth * 0.9 - glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, td) * 0.5, wHeight * 0.9 - 100.0);
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glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, td);
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glRasterPos2f(wWidth * 0.9 - glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, tr) * 0.5, wHeight * 0.9 - 150.0);
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glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, tr);
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if(settings.showHelp) {
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glColor3f(0.3, 0.3, 0.3);
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@ -165,6 +217,7 @@ void drawWorld(void) {
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gluPerspective(90, wWidth / wHeight , 0.5, 500.0);
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// Lights
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glEnable(GL_LIGHTING);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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// Ambient light
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GLfloat ambient[] = { sliders[0].value, sliders[1].value, sliders[2].value, 1.0 };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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@ -192,15 +245,24 @@ void drawWorld(void) {
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glTexCoord2f(1.0, 0.0); glVertex3f(50.0, 0.0, -50.0);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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// Add a simple cube to see where the cow was originally facing
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glPushMatrix();
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glTranslatef(25.0, 0.0, 25.0);
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drawTree(3.0, 20.0);
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glTranslatef(-50.0, 0.0, 0.0);
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drawTree(2.0, 19.0);
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glPopMatrix();
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// Scary shady cube
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glPushMatrix();
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glTranslatef(0.0, 10.0, 50.0);
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glEnable(GL_COLOR_MATERIAL);
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glColor3f(1.0, 1.0, 1.0);
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glColor3f(0.05, 0.5, 1.0);
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glMaterialf(GL_FRONT, GL_SHININESS, 58.0);
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glutSolidCube(20.0);
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glMaterialf(GL_FRONT, GL_SHININESS, 0.0);
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glPopMatrix();
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glColor3f(0.1, 0.3, 0.0);
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glCallList(grassList);
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glCallList(lists.grass);
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_COLOR_MATERIAL);
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}
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@ -254,11 +316,12 @@ void mouseMotionEvent(int x, int y) {
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}
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else {
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// rotate the camera
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camRot.y -= (x - lastMouseX) * PI * 0.01;
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float speed = sliders[4].value * 0.095 + 0.005;
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camRot.y -= (x - lastMouseX) * speed;
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if(camRot.y > 2 * PI) camRot.y -= 2 * PI;
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else if(camRot.y < 0.0) camRot.y += 2 * PI;
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camRot.x = fmin(PI * 0.5, fmax(-PI * 0.5, camRot.x - (y - lastMouseY) * 0.01 * PI));
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camRot.x = fmin(PI * 0.5, fmax(-PI * 0.5, camRot.x - (y - lastMouseY) * speed));
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}
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}
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@ -270,9 +333,9 @@ void mouseMotionEvent(int x, int y) {
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moveX.y = 0;
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moveY.y = 0;
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}
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camCenter = vec3_add(camCenter, vec3_mult(moveX, (lastMouseX - x) * 0.5));
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camCenter = vec3_add(camCenter, vec3_mult(moveY, (y - lastMouseY) * 0.5));
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float speed = sliders[3].value * 0.9 + 0.1;
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camCenter = vec3_add(camCenter, vec3_mult(moveX, (lastMouseX - x) * speed));
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camCenter = vec3_add(camCenter, vec3_mult(moveY, (y - lastMouseY) * speed));
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}
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lastMouseX = x; lastMouseY = y;
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glutPostRedisplay();
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