HELP: MOVING CAMERA IN THE Y AXIS

Please could some one help i need to change the code below.
The camera moves forword and backwards and rotates to the left and to the right which is great but i also need the camera to move up and down on the y axis…

Any help would be great.

jacs

#include <math.h>
#include <GL/glut.h>

float angle=0.0,deltaAngle = 0.0,ratio;
float x=0.0f,y=1.75f,z=5.0f;
float lx=0.0f,ly=0.0f,lz=-1.0f;
GLint snowman_display_list;
int deltaMove = 0;

void changeSize(int w, int h)
{

// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
	h = 1;

ratio = 1.0f * w / h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

// Set the viewport to be the entire window
glViewport(0, 0, w, h);

// Set the clipping volume
gluPerspective(45,ratio,1,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x, y, z, 
	      x + lx,y + ly,z + lz,
		  0.0f,1.0f,0.0f);


}

void drawSnowMan() {

glColor3f(1.0f, 1.0f, 1.0f);

// Draw Body
glTranslatef(0.0f ,0.75f, 0.0f);
glutSolidSphere(0.75f,20,20);

// Draw Head
glTranslatef(0.0f, 1.0f, 0.0f);
glutSolidSphere(0.25f,20,20);

// Draw Eyes
glPushMatrix();
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.05f, 0.10f, 0.18f);
glutSolidSphere(0.05f,10,10);
glTranslatef(-0.1f, 0.0f, 0.0f);
glutSolidSphere(0.05f,10,10);
glPopMatrix();

// Draw Nose
glColor3f(1.0f, 0.5f , 0.5f);
glRotatef(0.0f,1.0f, 0.0f, 0.0f);
glutSolidCone(0.08f,0.5f,10,2);
}

GLuint createDL() {
GLuint snowManDL;

// Create the id for the list
snowManDL = glGenLists(1);

// start list
glNewList(snowManDL,GL_COMPILE);

// call the function that contains 
// the rendering commands
	drawSnowMan();

// endList
glEndList();

return(snowManDL);

}

void initScene() {

glEnable(GL_DEPTH_TEST);
snowman_display_list = createDL();

}

void orientMe(float ang) {

lx = sin(ang);
lz = -cos(ang);
glLoadIdentity();
gluLookAt(x, y, z, 
	      x + lx,y + ly,z + lz,
		  0.0f,1.0f,0.0f);

}

void moveMeFlat(int i) {
x = x + i*(lx)0.1;
z = z + i
(lz)*0.1;
glLoadIdentity();
gluLookAt(x, y, z,
x + lx,y + ly,z + lz,
0.0f,1.0f,0.0f);
}


Here are some of the new bits. The function bellow starts by checking if any of the variables which define camera action are different from zero, and if so it will call the appropriate function to perform the required movement.


void renderScene(void) {

if (deltaMove)
	moveMeFlat(deltaMove);
if (deltaAngle) {
	angle += deltaAngle;
	orientMe(angle);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Draw ground

glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
	glVertex3f(-100.0f, 0.0f, -100.0f);
	glVertex3f(-100.0f, 0.0f,  100.0f);
	glVertex3f( 100.0f, 0.0f,  100.0f);
	glVertex3f( 100.0f, 0.0f, -100.0f);
glEnd();

// Draw 36 SnowMen

for(int i = -3; i &lt; 3; i++)
	for(int j=-3; j &lt; 3; j++) {
		glPushMatrix();
		glTranslatef(i*10.0,0,j * 10.0);
		glCallList(snowman_display_list);;
		glPopMatrix();
	}
glutSwapBuffers();

}


The functions that follow are the ones which we’ve registered as callbacks for the special keys, and normal keys release, respectively.


void pressKey(int key, int x, int y) {

switch (key) {
	case GLUT_KEY_LEFT : 
		deltaAngle = -0.01f;break;
	case GLUT_KEY_RIGHT : 
		deltaAngle = 0.01f;break;
	case GLUT_KEY_UP : 
		deltaMove = 1;break;
	case GLUT_KEY_DOWN : 
		deltaMove = -1;break;
}

}

void releaseKey(int key, int x, int y) {

switch (key) {
	case GLUT_KEY_LEFT : 
	case GLUT_KEY_RIGHT : 
		deltaAngle = 0.0f;break;
	case GLUT_KEY_UP : 
	case GLUT_KEY_DOWN : 
		deltaMove = 0;break;
}

}


In the main function there are three new lines:

glutIgnoreKeyRepeat is called with a non-zero parameter to ask GLUT to stop reporting key repeats. Afterwards, both glutSpecialUpFunc and glutKeyboardUpFunc are called to register the callbacks.


int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(640,360);
glutCreateWindow(“SnowMen from 3D-Tech”);

initScene();

glutIgnoreKeyRepeat(1);
glutSpecialFunc(pressKey);
glutSpecialUpFunc(releaseKey);

glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);

glutReshapeFunc(changeSize);

glutMainLoop();

return(0);

}