X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=6f14e046b947479af3d377ce54248d2116661752;hp=5fb2e79401147e4f5c86593d30b3cd2658e12e7e;hb=c0a7d47747d64224155ad5ee706baba742aff1b1;hpb=99056f711c30745dd12a2be3675580363df3f874;ds=sidebyside diff --git a/scene.c b/scene.c index 5fb2e79..6f14e04 100644 --- a/scene.c +++ b/scene.c @@ -121,7 +121,7 @@ void processObjectEvents(int id) { */ void processTextureEvents(int id) { if ( curObject >= 0 ) { - sceneObjs[curObject].texture = id; + sceneObjs[curObject].texture.id = id; glutPostRedisplay(); } } @@ -153,9 +153,9 @@ void makeMenu() { // Construct light menu int lightMenu = glutCreateMenu(processLightEvents); glutAddMenuEntry("Move Light 1", M_LIGHT_MOVE_LIGHT_1); - glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1); + //glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1); glutAddMenuEntry("Move Light 2", M_LIGHT_MOVE_LIGHT_2); - glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2); + //glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2); // Construct object menu int objectMenu = makeSubmenuFromArray( objectMenuEntries, NMESH, processObjectEvents ); @@ -173,7 +173,7 @@ void makeMenu() { //glutAddSubMenu("Material", materialMenu); glutAddSubMenu("Texture", textureMenu); glutAddSubMenu("Ground texture", gTextureMenu); - //glutAddSubMenu("Lights", lightMenu); + glutAddSubMenu("Lights", lightMenu); glutAddMenuEntry("Exit", M_EXIT); // Bind to right mouse button @@ -199,6 +199,9 @@ 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 && 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: @@ -281,63 +284,73 @@ void keyboard(unsigned char key, int x, int y) { void motion(int x, int y) { if ( buttonSelected == -1 ) return; // No button selected, no action + float diffx = x - startx; + float diffy = y - starty; + switch ( manipulateState ) { case STATE_CAMERA_ROTATE_MOVE: - rotate += (x - startx); + // w: rotate + rotate += diffx; if ( buttonSelected == GLUT_LEFT_BUTTON ) { - // w: rotate, h: zoom - zoom += (y - starty); + // h: zoom + zoom += diffy; } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { - // w: rotate, h: tilt - camAngle += (y - starty); + // h: tilt + camAngle += diffy; } - - 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; + float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 ); + sceneObjs[curObject].x += diffx * cos(angler) * leftrightFactor + diffy * cos(M_PI/2 + angler) * nearfarFactor; + sceneObjs[curObject].z += diffx * sin(angler) * leftrightFactor + diffy * sin(M_PI/2 + angler) * nearfarFactor; + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { - // w: big/small, h: up/down + // w: big/small + float max = (float)height/bigsmallFactor; + float scaling = (diffx + max) / max; - // For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf - float diff = (y - starty); - float scaling; + sceneObjs[curObject].scale[0] *= scaling; + sceneObjs[curObject].scale[1] *= scaling; + sceneObjs[curObject].scale[2] *= scaling; - if ( diff < 0 ) { - scaling = (diff - -((float)height/2))/(0 - -((float)height/2)); - } else { - scaling = diff; - } - - printf("Diff is %f, Scaling by %f on all axii\n", diff, scaling); - sceneObjs[curObject].scale[0] = scaling; - sceneObjs[curObject].scale[1] = scaling; - sceneObjs[curObject].scale[2] = scaling; + // h: up/down + sceneObjs[curObject].y -= diffy * 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 + // w: rotate on y + sceneObjs[curObject].rotation.y += diffx * rotateFactor; + + // h: rotate on x + sceneObjs[curObject].rotation.x += diffy * rotateFactor; } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { - // w: rotate on height, h: texture scale - + // w: rotate on x + sceneObjs[curObject].rotation.x += diffx * rotateFactor; + + // h: texture scale + float max = (float)height/texscaleFactor; + float scaling = (diffy + max) / max; + sceneObjs[curObject].texture.scale *= scaling; + } + break; } + starty = y; + startx = x; + glutPostRedisplay(); } @@ -374,36 +387,30 @@ void display() { 0.0, 10.0, 0.0 /* up is in postivie Y direction */ ); - glRotatef(camAngle*camAngleFactor, 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); - lightPosition0[1] = lightHeight0; - lightPosition0[2] = 12*sin(lightAngle0); - lightPosition0[3] = 0.0; - - direction0[0] = lightPosition0[0]; - direction0[2] = lightPosition0[2]; + lightObjs[0].position[0] = 9*cos(45); + lightObjs[0].position[1] = 5; + lightObjs[0].position[2] = 9*sin(45); + lightObjs[0].position[3] = 0.0; /* Reposition the light source 1. */ - lightPosition1[0] = 12*cos(lightAngle1); - lightPosition1[1] = lightHeight1; - lightPosition1[2] = 12*sin(lightAngle1); - lightPosition1[3] = 0.0; + lightObjs[1].position[0] = 9*cos(45 + 90); + lightObjs[1].position[1] = 5; + lightObjs[1].position[2] = 9*sin(45 + 90); + lightObjs[1].position[3] = 0.0; - direction1[0] = lightPosition1[0]; - direction1[2] = lightPosition1[2]; + //direction0[0] = lightPosition0[0]; + //direction0[2] = lightPosition0[2]; glPushMatrix(); /* Perform scene rotations based on user mouse/keyboard input. */ - glRotatef(rotate*rotateFactor, 0.0, 1.0, 0.0); + glRotatef(rotate*camRotateFactor, 0.0, 1.0, 0.0); glTranslatef(camx, camy, camz); glRotatef(keyrot, 1.0, 0.0, 0.0); - glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); - glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1); - drawFloor(); // Draw sceneObjs array @@ -411,19 +418,24 @@ void display() { 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 translation vector + glTranslatef(so.x, so.y, so.z); + + // Apply independant rotation vectors + glRotatef(so.rotation.x, 1.0, 0.0, 0.0); + glRotatef(so.rotation.y, 0.0, 1.0, 0.0); + glRotatef(so.rotation.z, 0.0, 0.0, 1.0); // 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); + if ( so.texture.id > 0 ) { + getTexture(so.texture.id); + glBindTexture(GL_TEXTURE_2D, so.texture.id); + glMatrixMode(GL_TEXTURE); + glScalef(so.texture.scale, so.texture.scale, so.texture.scale); + glMatrixMode(GL_MODELVIEW); } else { glBindTexture(GL_TEXTURE_2D, 0); } @@ -441,25 +453,8 @@ void display() { glBindTexture(GL_TEXTURE_2D, 0); glPopMatrix(); } - - // Draw a white ball over the light source - glPushMatrix(); - 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, 1.0); - glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]); - glutSolidSphere(0.5, 50, 50); - glEnable(GL_LIGHTING); - glPopMatrix(); + updateLights(); drawAxisLines(); @@ -468,28 +463,6 @@ void display() { glutSwapBuffers(); } -/** - * init function; sets initial OpenGL state - */ -void init() { - glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); - glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); - glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); - glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); - - 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); - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); - - glEnable(GL_LIGHT0); - glEnable(GL_LIGHT1); - glEnable(GL_LIGHTING); -} - /** * Main function * @param argc Number of arguments @@ -512,8 +485,8 @@ int main(int argc, char **argv) { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); - glutInitWindowSize(500, 500); - glutCreateWindow("Scene Editor"); + glutInitWindowSize(width, height); + glutCreateWindow("Scene Editor - Ashley Tyndall (20915779), Jenna de la Harpe (20367932)"); glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background @@ -534,7 +507,7 @@ int main(int argc, char **argv) { makeMenu(); - init(); + initializeLights(); glutMainLoop(); } \ No newline at end of file