X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=3f211b4028f12f612d8d09e63c89ba00c24aa67c;hp=98296168e91bdcb9e46540d7584812c6d22dc6aa;hb=3d2cc99d5a436f3f1febf9e4b8508388398b6879;hpb=04b80f76711fefed66b740898072a6a1fd51171d diff --git a/scene.c b/scene.c index 9829616..3f211b4 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 +199,17 @@ 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; + 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; } } @@ -274,20 +279,58 @@ 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 (lightMoving) { - lightAngle += (x - lightStartX)/40.0; - lightHeight += (lightStartY - y)/20.0; - lightStartX = x; - lightStartY = y; - glutPostRedisplay(); + if ( buttonSelected == -1 ) return; // No button selected, no action + + switch ( manipulateState ) { + case STATE_CAMERA_ROTATE_MOVE: + rotate += (x - startx); + + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: rotate, h: zoom + zoom += (y - starty); + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w: rotate, h: tilt + camAngle += (y - starty); + } + + starty = y; + startx = x; + + break; + + case STATE_OBJECT_POSITION_SCALE: + //so.x, so.y, so.z + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: left/right, h: near/far + //sceneObjs[curObject].x += (x - startx)*leftrightFactor; + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w: big/small, h: up/down + + // For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf + float diff = (x - startx); + float scaling = ( diff + (float)height/bigsmallFactor ) / ( (float)height/bigsmallFactor ); + + sceneObjs[curObject].scale[0] *= scaling; + sceneObjs[curObject].scale[1] *= scaling; + sceneObjs[curObject].scale[2] *= scaling; + } + + 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(); } /** @@ -311,7 +354,7 @@ void display() { 75.0, aspect, 0.1, - 200 + 300 ); glMatrixMode(GL_MODELVIEW); @@ -323,13 +366,25 @@ void display() { 0.0, 10.0, 0.0 /* up is in postivie Y direction */ ); - glRotatef(50.0, 1.0, 0.0, 0.0); + glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); - /* Reposition the light source. */ - lightPosition[0] = 12*cos(lightAngle); - lightPosition[1] = lightHeight; - lightPosition[2] = 12*sin(lightAngle); - lightPosition[3] = 0.0; + /* Reposition the light source 0. */ + lightPosition0[0] = 12*cos(lightAngle0); + lightPosition0[1] = lightHeight0; + 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(); @@ -338,30 +393,68 @@ void display() { glTranslatef(camx, camy, camz); glRotatef(keyrot, 1.0, 0.0, 0.0); - glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); + glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1); drawFloor(); - - drawLine(); - // Draw teapot for a test object + // 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(); - 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); - glutSolidTeapot(1); - glFrontFace(GL_CCW); + glDisable(GL_LIGHTING); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]); + glutSolidSphere(0.5, 50, 50); + glEnable(GL_LIGHTING); glPopMatrix(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 0.0); - glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 50, 50); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]); + glutSolidSphere(0.5, 50, 50); glEnable(GL_LIGHTING); glPopMatrix(); + drawAxisLines(); + glPopMatrix(); glutSwapBuffers(); @@ -376,17 +469,16 @@ 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); 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, emission0); - glMaterialf(GL_FRONT, GL_SHININESS, shine); + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); } @@ -421,8 +513,6 @@ 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);