X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=39ff405faa73a3fe9433fdde86c30c0defc1acac;hp=609fdd1847694307bfa5fab3f0f9f88836ca2ce5;hb=3ffbf1f81f45280aaa92e8c9844868a2d1964ac4;hpb=f308eda9ccbd65e715836e689b0bdf73267871d5 diff --git a/scene.c b/scene.c index 609fdd1..39ff405 100644 --- a/scene.c +++ b/scene.c @@ -1,6 +1,6 @@ /** * CITS2231 Graphics Scene Editor - * @author Ashley Tyndall (20915779) + * @author Ashley Tyndall (20915779), Jenna de la Harpe (20367932) */ #include @@ -25,17 +25,14 @@ void processMainEvents(int id) { switch (id) { case M_ROTATE_MOVE_CAMERA: - // Do stuff + manipulateState = STATE_CAMERA_ROTATE_MOVE; break; - case M_POSITION_SCALE: - // Do stuff + manipulateState = STATE_OBJECT_POSITION_SCALE; break; - case M_ROTATION_TEXTURE_SCALE: - // Do stuff + manipulateState = STATE_OBJECT_ROTATION_TEXTURE_SCALE; break; - case M_EXIT: exit(EXIT_SUCCESS); @@ -113,7 +110,9 @@ void processLightEvents(int id) { * @param id ID of object selected */ void processObjectEvents(int id) { - + addSceneObject(id); + manipulateState = STATE_OBJECT_POSITION_SCALE; + glutPostRedisplay(); } /** @@ -121,7 +120,10 @@ void processObjectEvents(int id) { * @param id ID of texutre selected */ void processTextureEvents(int id) { - + if ( curObject >= 0 ) { + sceneObjs[curObject].texture = id; + glutPostRedisplay(); + } } /** @@ -129,7 +131,8 @@ void processTextureEvents(int id) { * @param id ID of ground texture selected */ void processGTextureEvents(int id) { - + currentGroundTexture = id; + glutPostRedisplay(); } /** @@ -163,13 +166,13 @@ void makeMenu() { // Construct main menu glutCreateMenu(processMainEvents); - //glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA); - //glutAddSubMenu("Add object", objectMenu); - //glutAddMenuEntry("Position/Scale", M_POSITION_SCALE); - //glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE); + glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA); + glutAddSubMenu("Add object", objectMenu); + glutAddMenuEntry("Position/Scale", M_POSITION_SCALE); + glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE); //glutAddSubMenu("Material", materialMenu); - //glutAddSubMenu("Texture", textureMenu); - //glutAddSubMenu("Ground texture", gTextureMenu); + glutAddSubMenu("Texture", textureMenu); + glutAddSubMenu("Ground texture", gTextureMenu); //glutAddSubMenu("Lights", lightMenu); glutAddMenuEntry("Exit", M_EXIT); @@ -196,15 +199,20 @@ void windowReshape(int w, int h) { * @param y Mouse y position */ void mouse(int button, int state, int x, int y) { - if (button == GLUT_LEFT_BUTTON) { - if (state == GLUT_DOWN) { - moving = 1; + if ( button == GLUT_LEFT_BUTTON && glutGetModifiers() == GLUT_ACTIVE_SHIFT ) { + button = GLUT_MIDDLE_BUTTON; // Holding shift with left button is the same as the middle button + } + switch(button) { + case GLUT_LEFT_BUTTON: + case GLUT_MIDDLE_BUTTON: + if ( state == GLUT_DOWN ) { + buttonSelected = button; + } else if ( state == GLUT_UP ) { + buttonSelected = -1; + } startx = x; starty = y; - } - if (state == GLUT_UP) { - moving = 0; - } + break; } } @@ -274,27 +282,67 @@ void keyboard(unsigned char key, int x, int y) { * @param y Mouse y position */ void motion(int x, int y) { - if (moving) { - zoom += (y - starty); - rotate += (x - startx); - startx = x; - starty = y; - glutPostRedisplay(); - } - if (lightMoving0) { - lightAngle0 += (x - lightStartX0)/40.0; - lightHeight0 += (lightStartY0 - y)/20.0; - lightStartX0 = x; - lightStartY0 = y; - glutPostRedisplay(); - } - if (lightMoving1) { - lightAngle1 += (x - lightStartX1)/40.0; - lightHeight1 += (lightStartY1 - y)/20.0; - lightStartX1 = x; - lightStartY1 = y; - glutPostRedisplay(); + if ( buttonSelected == -1 ) return; // No button selected, no action + + switch ( manipulateState ) { + case STATE_CAMERA_ROTATE_MOVE: + // w: rotate + rotate += (x - startx); + + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // h: zoom + zoom += (y - starty); + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // h: tilt + camAngle += (y - starty); + } + + starty = y; + startx = x; + + break; + + case STATE_OBJECT_POSITION_SCALE: + + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: left/right, h: near/far + //so.x, so.y, so.z + //sceneObjs[curObject].x += (x - startx)*leftrightFactor; + + sceneObjs[curObject].x += (x - startx) * sin(90 - camAngle*camAngleFactor); + sceneObjs[curObject].z += (x - startx) * cos(90 - camAngle*camAngleFactor); + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w: big/small + float diff = (x - startx); + float max = (float)height/bigsmallFactor; + float scaling = ( diff + max) / max; + + sceneObjs[curObject].scale[0] *= scaling; + sceneObjs[curObject].scale[1] *= scaling; + sceneObjs[curObject].scale[2] *= scaling; + + // h: up/down + sceneObjs[curObject].y -= (y - starty) * updownFactor; + } + + starty = y; + startx = x; + + break; + + case STATE_OBJECT_ROTATION_TEXTURE_SCALE: + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: rotate on width, h: rotate on h + + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w: rotate on height, h: texture scale + + } + break; + } + + glutPostRedisplay(); } /** @@ -330,7 +378,7 @@ void display() { 0.0, 10.0, 0.0 /* up is in postivie Y direction */ ); - glRotatef(40.0, 1.0, 0.0, 0.0); + glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); // Set camera angle upward /* Reposition the light source 0. */ lightPosition0[0] = 12*cos(lightAngle0); @@ -338,12 +386,18 @@ void display() { lightPosition0[2] = 12*sin(lightAngle0); lightPosition0[3] = 0.0; + direction0[0] = lightPosition0[0]; + direction0[2] = lightPosition0[2]; + /* Reposition the light source 1. */ lightPosition1[0] = 12*cos(lightAngle1); lightPosition1[1] = lightHeight1; lightPosition1[2] = 12*sin(lightAngle1); lightPosition1[3] = 0.0; + direction1[0] = lightPosition1[0]; + direction1[2] = lightPosition1[2]; + glPushMatrix(); /* Perform scene rotations based on user mouse/keyboard input. */ @@ -356,14 +410,42 @@ void display() { drawFloor(); - // Draw teapot for a test object - glPushMatrix(); - 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); // The teapot does not obey the right-hand rule - glutSolidTeapot(1); - glFrontFace(GL_CCW); - glPopMatrix(); + // Draw sceneObjs array + for ( int i = 0; i < nObjects; i++ ) { + glPushMatrix(); + SceneObject so = sceneObjs[i]; + + // Apply rotation vector + glRotatef(so.rotation.amount, so.rotation.vector[0], so.rotation.vector[1], so.rotation.vector[2]); + + // Apply scaling vector + glScalef(so.scale[0], so.scale[1], so.scale[2]); + + // Apply translation vector + glTranslatef(so.x, so.y, so.z); + + // Apply texture + if ( so.texture > 0 ) { + getTexture(so.texture); + glBindTexture(GL_TEXTURE_2D, so.texture); + } else { + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw actual object + if ( so.mesh > 0 ) { + // drawMesh(); + } else if ( so.mesh == -1 ) { // a mesh of -1 draws the teapot + // The teapot does not obey the right-hand rule + glFrontFace(GL_CW); + glutSolidTeapot(1); + glFrontFace(GL_CCW); + } + + glBindTexture(GL_TEXTURE_2D, 0); + glPopMatrix(); + } + // Draw a white ball over the light source glPushMatrix(); @@ -399,22 +481,13 @@ void init() { glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); - glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); - glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); glLightfv(GL_LIGHT1, GL_SPECULAR, specular1); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1); - glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - - glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); - glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); - glMaterialfv(GL_FRONT, GL_SPECULAR, specular); - glMaterialfv(GL_FRONT, GL_EMISSION, emission); - glMaterialf(GL_FRONT, GL_SHININESS, shine); + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); @@ -452,8 +525,6 @@ int main(int argc, char **argv) { glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type - glEnable(GL_TEXTURE_2D); - glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); glLineWidth(2.0);