2 * CITS2231 Graphics Scene Editor
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3 * @author Ashley Tyndall (20915779), Jenna de la Harpe (20367932)
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12 #include <GL/glut.h>
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16 #include "globals.h"
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22 * Event hander for main menu events
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23 * @param id ID of menu item selected
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25 void processMainEvents(int id) {
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27 case M_ROTATE_MOVE_CAMERA:
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28 manipulateState = STATE_CAMERA_ROTATE_MOVE;
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30 case M_POSITION_SCALE:
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31 manipulateState = STATE_OBJECT_POSITION_SCALE;
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33 case M_ROTATION_TEXTURE_SCALE:
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34 manipulateState = STATE_OBJECT_ROTATION_TEXTURE_SCALE;
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43 * Event hander for materials menu events
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44 * @param id ID of menu item selected
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46 void processMaterialEvents(int id) {
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48 case M_MATERIAL_ALL_RGB:
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52 case M_MATERIAL_AMBIENT_RGB:
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56 case M_MATERIAL_DIFFUSE_RGB:
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60 case M_MATERIAL_SPECULAR_RGB:
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64 case M_MATERIAL_ALL_ADSS:
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68 case M_MATERIAL_RED_ADSS:
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72 case M_MATERIAL_GREEN_ADSS:
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76 case M_MATERIAL_BLUE_ADSS:
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84 * Event hander for light menu events
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85 * @param id ID of menu item selected
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87 void processLightEvents(int id) {
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89 case M_LIGHT_MOVE_LIGHT_1:
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93 case M_LIGHT_RGBALL_LIGHT_1:
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97 case M_LIGHT_MOVE_LIGHT_2:
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101 case M_LIGHT_RGBALL_LIGHT_2:
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109 * Event hander for object menu events
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110 * @param id ID of object selected
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112 void processObjectEvents(int id) {
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113 addSceneObject(id);
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114 manipulateState = STATE_OBJECT_POSITION_SCALE;
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115 glutPostRedisplay();
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119 * Event hander for texture menu events
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120 * @param id ID of texutre selected
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122 void processTextureEvents(int id) {
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123 if ( curObject >= 0 ) {
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124 sceneObjs[curObject].texture = id;
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125 glutPostRedisplay();
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130 * Event hander for ground texture menu events
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131 * @param id ID of ground texture selected
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133 void processGTextureEvents(int id) {
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134 currentGroundTexture = id;
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135 glutPostRedisplay();
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139 * Creates menu for program
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142 // Construct material menu
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143 int materialMenu = glutCreateMenu(processMaterialEvents);
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144 glutAddMenuEntry("All R/G/B", M_MATERIAL_ALL_RGB);
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145 glutAddMenuEntry("Ambient R/G/B", M_MATERIAL_AMBIENT_RGB);
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146 glutAddMenuEntry("Diffuse R/G/B", M_MATERIAL_DIFFUSE_RGB);
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147 glutAddMenuEntry("Specular R/G/B", M_MATERIAL_SPECULAR_RGB);
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148 glutAddMenuEntry("All Amb/Diff/Spec/Shine", M_MATERIAL_ALL_ADSS);
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149 glutAddMenuEntry("Red Amb/Diff/Spec/Shine", M_MATERIAL_RED_ADSS);
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150 glutAddMenuEntry("Green Amb/Diff/Spec/Shine", M_MATERIAL_GREEN_ADSS);
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151 glutAddMenuEntry("Blue Amb/Diff/Spec/Shine", M_MATERIAL_BLUE_ADSS);
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153 // Construct light menu
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154 int lightMenu = glutCreateMenu(processLightEvents);
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155 glutAddMenuEntry("Move Light 1", M_LIGHT_MOVE_LIGHT_1);
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156 glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1);
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157 glutAddMenuEntry("Move Light 2", M_LIGHT_MOVE_LIGHT_2);
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158 glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2);
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160 // Construct object menu
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161 int objectMenu = makeSubmenuFromArray( objectMenuEntries, NMESH, processObjectEvents );
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163 // Construct texture / ground texture menus
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164 int textureMenu = makeSubmenuFromArray( textureMenuEntries, NTEXTURE, processTextureEvents );
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165 int gTextureMenu = makeSubmenuFromArray( textureMenuEntries, NTEXTURE, processGTextureEvents );
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167 // Construct main menu
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168 glutCreateMenu(processMainEvents);
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169 glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA);
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170 glutAddSubMenu("Add object", objectMenu);
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171 glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);
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172 glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);
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173 //glutAddSubMenu("Material", materialMenu);
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174 glutAddSubMenu("Texture", textureMenu);
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175 glutAddSubMenu("Ground texture", gTextureMenu);
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176 //glutAddSubMenu("Lights", lightMenu);
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177 glutAddMenuEntry("Exit", M_EXIT);
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179 // Bind to right mouse button
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180 glutAttachMenu(GLUT_RIGHT_BUTTON);
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184 * Called when window is resized
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185 * @param w New width
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186 * @param h New height
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188 void windowReshape(int w, int h) {
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189 glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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195 * Called when mouse event occurs
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196 * @param btn Mouse button
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197 * @param state State of mouse button
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198 * @param x Mouse x position
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199 * @param y Mouse y position
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201 void mouse(int button, int state, int x, int y) {
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203 case GLUT_LEFT_BUTTON:
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204 case GLUT_MIDDLE_BUTTON:
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205 if ( state == GLUT_DOWN ) {
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206 buttonSelected = button;
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207 } else if ( state == GLUT_UP ) {
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208 buttonSelected = -1;
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217 * Keybord event handler
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218 * w/s increase/decrease the z
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219 * a/d increase/decrease the x
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220 * q/e increase/decrease the y
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221 * z/x increase/decrease the angle
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222 * @param key Key pressed
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223 * @param x x co-ordinate of mouse
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224 * @param y y co-ordinate of mouse
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226 void keyboard(unsigned char key, int x, int y) {
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263 printf("Factor of change is now %f\n", factor);
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268 printf("Factor of change is now %f\n", factor);
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272 printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, keyrot);
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273 glutPostRedisplay();
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277 * Called when motion event occurs
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278 * @param x Mouse x position
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279 * @param y Mouse y position
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281 void motion(int x, int y) {
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282 if ( buttonSelected == -1 ) return; // No button selected, no action
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284 switch ( manipulateState ) {
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285 case STATE_CAMERA_ROTATE_MOVE:
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286 rotate += (x - startx);
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288 if ( buttonSelected == GLUT_LEFT_BUTTON ) {
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289 // w: rotate, h: zoom
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290 zoom += (y - starty);
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291 } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {
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292 // w: rotate, h: tilt
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293 camAngle += (y - starty);
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301 case STATE_OBJECT_POSITION_SCALE:
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303 if ( buttonSelected == GLUT_LEFT_BUTTON ) {
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304 // w: left/right, h: near/far
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305 //sceneObjs[curObject].x += (x - startx)*leftrightFactor;
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306 } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {
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307 // w: big/small, h: up/down
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309 // For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf
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310 float diff = (y - starty);
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314 scaling = (diff - -((float)height/2))/(0 - -((float)height/2));
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316 scaling = scaling * diff;
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319 printf("Diff is %f, Scaling by %f on all axii\n", diff, scaling);
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320 sceneObjs[curObject].scale[0] = scaling;
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321 sceneObjs[curObject].scale[1] = scaling;
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322 sceneObjs[curObject].scale[2] = scaling;
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330 case STATE_OBJECT_ROTATION_TEXTURE_SCALE:
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331 if ( buttonSelected == GLUT_LEFT_BUTTON ) {
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332 // w: rotate on width, h: rotate on h
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334 } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {
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335 // w: rotate on height, h: texture scale
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342 glutPostRedisplay();
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349 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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351 // Redraw projection matrix
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352 glMatrixMode(GL_PROJECTION);
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356 if ( width <= height ) {
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357 aspect = (float)height / (float)width;
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359 aspect = (float)width / (float)height;
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369 glMatrixMode(GL_MODELVIEW);
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373 0.0, 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */
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374 0.0, 0.0, 0.0, /* center is at (x,y,z) */
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375 0.0, 10.0, 0.0 /* up is in postivie Y direction */
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378 glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0);
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380 /* Reposition the light source 0. */
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381 lightPosition0[0] = 12*cos(lightAngle0);
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382 lightPosition0[1] = lightHeight0;
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383 lightPosition0[2] = 12*sin(lightAngle0);
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384 lightPosition0[3] = 0.0;
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386 direction0[0] = lightPosition0[0];
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387 direction0[2] = lightPosition0[2];
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389 /* Reposition the light source 1. */
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390 lightPosition1[0] = 12*cos(lightAngle1);
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391 lightPosition1[1] = lightHeight1;
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392 lightPosition1[2] = 12*sin(lightAngle1);
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393 lightPosition1[3] = 0.0;
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395 direction1[0] = lightPosition1[0];
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396 direction1[2] = lightPosition1[2];
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400 /* Perform scene rotations based on user mouse/keyboard input. */
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401 glRotatef(rotate*rotateFactor, 0.0, 1.0, 0.0);
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402 glTranslatef(camx, camy, camz);
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403 glRotatef(keyrot, 1.0, 0.0, 0.0);
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405 glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0);
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406 glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1);
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410 // Draw sceneObjs array
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411 for ( int i = 0; i < nObjects; i++ ) {
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413 SceneObject so = sceneObjs[i];
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415 // Apply rotation vector
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416 glRotatef(so.rotation.amount, so.rotation.vector[0], so.rotation.vector[1], so.rotation.vector[2]);
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418 // Apply scaling vector
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419 glScalef(so.scale[0], so.scale[1], so.scale[2]);
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421 // Apply translation vector
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422 glTranslatef(so.x, so.y, so.z);
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425 if ( so.texture > 0 ) {
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426 getTexture(so.texture);
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427 glBindTexture(GL_TEXTURE_2D, so.texture);
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429 glBindTexture(GL_TEXTURE_2D, 0);
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432 // Draw actual object
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433 if ( so.mesh > 0 ) {
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435 } else if ( so.mesh == -1 ) { // a mesh of -1 draws the teapot
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436 // The teapot does not obey the right-hand rule
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437 glFrontFace(GL_CW);
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438 glutSolidTeapot(1);
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439 glFrontFace(GL_CCW);
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442 glBindTexture(GL_TEXTURE_2D, 0);
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447 // Draw a white ball over the light source
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449 glDisable(GL_LIGHTING);
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450 glColor3f(1.0, 1.0, 1.0);
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451 glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]);
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452 glutSolidSphere(0.5, 50, 50);
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453 glEnable(GL_LIGHTING);
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456 // Draw a white ball over the light source
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458 glDisable(GL_LIGHTING);
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459 glColor3f(1.0, 1.0, 1.0);
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460 glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]);
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461 glutSolidSphere(0.5, 50, 50);
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462 glEnable(GL_LIGHTING);
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473 * init function; sets initial OpenGL state
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476 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
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477 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
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478 glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);
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479 glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);
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481 glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
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482 glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
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483 glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
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484 glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);
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486 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);
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487 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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489 glEnable(GL_LIGHT0);
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490 glEnable(GL_LIGHT1);
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491 glEnable(GL_LIGHTING);
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496 * @param argc Number of arguments
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497 * @param argv Array of arguments
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498 * @return Program exit code
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500 int main(int argc, char **argv) {
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502 strcpy(dataDir, argv[1]);
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503 else if(opendir(dirDefault1))
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504 strcpy(dataDir, dirDefault1);
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505 else if(opendir(dirDefault2))
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506 strcpy(dataDir, dirDefault2);
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507 else fileErr(dirDefault1);
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509 for(int i=0; i<NMESH; i++) meshes[i]=NULL;
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510 for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;
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512 glutInit(&argc, argv);
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514 glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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516 glutInitWindowSize(500, 500);
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517 glutCreateWindow("Scene Editor");
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519 glShadeModel(GL_SMOOTH); // Enables Smooth Shading
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520 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
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521 glClearDepth(1.0f); // Depth Buffer Setup
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523 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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524 glDepthFunc(GL_LEQUAL); // the type
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525 glEnable(GL_NORMALIZE);
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528 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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530 glutReshapeFunc(windowReshape);
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531 glutDisplayFunc(display);
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532 glutMouseFunc(mouse);
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533 glutKeyboardFunc(keyboard);
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534 glutMotionFunc(motion);
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