2 * CITS2231 Graphics Scene Editor
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3 * @author Ashley Tyndall (20915779)
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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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31 case M_POSITION_SCALE:
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35 case M_ROTATION_TEXTURE_SCALE:
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46 * Event hander for materials menu events
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47 * @param id ID of menu item selected
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49 void processMaterialEvents(int id) {
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51 case M_MATERIAL_ALL_RGB:
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55 case M_MATERIAL_AMBIENT_RGB:
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59 case M_MATERIAL_DIFFUSE_RGB:
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63 case M_MATERIAL_SPECULAR_RGB:
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67 case M_MATERIAL_ALL_ADSS:
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71 case M_MATERIAL_RED_ADSS:
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75 case M_MATERIAL_GREEN_ADSS:
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79 case M_MATERIAL_BLUE_ADSS:
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87 * Event hander for light menu events
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88 * @param id ID of menu item selected
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90 void processLightEvents(int id) {
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92 case M_LIGHT_MOVE_LIGHT_1:
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96 case M_LIGHT_RGBALL_LIGHT_1:
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100 case M_LIGHT_MOVE_LIGHT_2:
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104 case M_LIGHT_RGBALL_LIGHT_2:
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112 * Event hander for object menu events
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113 * @param id ID of object selected
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115 void processObjectEvents(int id) {
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120 * Event hander for texture menu events
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121 * @param id ID of texutre selected
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123 void processTextureEvents(int id) {
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128 * Event hander for ground texture menu events
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129 * @param id ID of ground texture selected
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131 void processGTextureEvents(int id) {
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136 * Creates menu for program
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139 // Construct material menu
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140 int materialMenu = glutCreateMenu(processMaterialEvents);
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141 glutAddMenuEntry("All R/G/B", M_MATERIAL_ALL_RGB);
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142 glutAddMenuEntry("Ambient R/G/B", M_MATERIAL_AMBIENT_RGB);
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143 glutAddMenuEntry("Diffuse R/G/B", M_MATERIAL_DIFFUSE_RGB);
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144 glutAddMenuEntry("Specular R/G/B", M_MATERIAL_SPECULAR_RGB);
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145 glutAddMenuEntry("All Amb/Diff/Spec/Shine", M_MATERIAL_ALL_ADSS);
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146 glutAddMenuEntry("Red Amb/Diff/Spec/Shine", M_MATERIAL_RED_ADSS);
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147 glutAddMenuEntry("Green Amb/Diff/Spec/Shine", M_MATERIAL_GREEN_ADSS);
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148 glutAddMenuEntry("Blue Amb/Diff/Spec/Shine", M_MATERIAL_BLUE_ADSS);
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150 // Construct light menu
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151 int lightMenu = glutCreateMenu(processLightEvents);
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152 glutAddMenuEntry("Move Light 1", M_LIGHT_MOVE_LIGHT_1);
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153 glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1);
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154 glutAddMenuEntry("Move Light 2", M_LIGHT_MOVE_LIGHT_2);
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155 glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2);
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157 // Construct object menu
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158 int objectMenu = makeSubmenuFromArray( objectMenuEntries, NMESH, processObjectEvents );
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160 // Construct texture / ground texture menus
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161 int textureMenu = makeSubmenuFromArray( textureMenuEntries, NTEXTURE, processTextureEvents );
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162 int gTextureMenu = makeSubmenuFromArray( textureMenuEntries, NTEXTURE, processGTextureEvents );
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164 // Construct main menu
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165 glutCreateMenu(processMainEvents);
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166 //glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA);
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167 //glutAddSubMenu("Add object", objectMenu);
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168 //glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);
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169 //glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);
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170 //glutAddSubMenu("Material", materialMenu);
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171 //glutAddSubMenu("Texture", textureMenu);
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172 //glutAddSubMenu("Ground texture", gTextureMenu);
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173 //glutAddSubMenu("Lights", lightMenu);
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174 glutAddMenuEntry("Exit", M_EXIT);
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176 // Bind to right mouse button
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177 glutAttachMenu(GLUT_RIGHT_BUTTON);
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181 * Called when window is resized
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182 * @param w New width
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183 * @param h New height
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185 void windowReshape(int w, int h) {
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186 glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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187 glMatrixMode(GL_PROJECTION);
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190 glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,
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191 far*(GLfloat)h/(GLfloat)w, -100, 100);
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193 glOrtho(near*(GLfloat)w/(GLfloat)h,
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194 far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);
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195 glMatrixMode(GL_MODELVIEW);
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200 * Called when mouse event occurs
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201 * @param btn Mouse button
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202 * @param state State of mouse button
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203 * @param x Mouse x position
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204 * @param y Mouse y position
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206 void mouse(int button, int state, int x, int y) {
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207 if (button == GLUT_LEFT_BUTTON) {
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208 if (state == GLUT_DOWN) {
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213 if (state == GLUT_UP) {
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217 if (button == GLUT_MIDDLE_BUTTON) {
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218 if (state == GLUT_DOWN) {
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223 if (state == GLUT_UP) {
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230 * Called when motion event occurs
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231 * @param x Mouse x position
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232 * @param y Mouse y position
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234 void motion(int x, int y) {
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236 angle = angle + (x - startx);
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237 angle2 = angle2 + (y - starty);
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240 glutPostRedisplay();
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243 lightAngle += (x - lightStartX)/40.0;
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244 lightHeight += (lightStartY - y)/20.0;
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247 glutPostRedisplay();
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255 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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258 0.0, 0.0, 10.0, /* eye is at (x,y,z) */
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259 0.0, 0.0, 0.0, /* center is at (x,y,z) */
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260 0.0, 1.0, 0.0 /* up is in postivie Y direction */
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264 // **NOTE: Currently this rotation function is all that moves the camera off
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265 // the flat surface. Need to integrate function into gluLookAt
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266 glRotatef(30.0, 1.0, 0.0, 0.0);
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268 /* Reposition the light source. */
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269 lightPosition[0] = 12*cos(lightAngle);
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270 lightPosition[1] = lightHeight;
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271 lightPosition[2] = 12*sin(lightAngle);
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272 lightPosition[3] = 0.0;
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276 /* Perform scene rotations based on user mouse input. */
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277 glRotatef(angle, 0.0, 1.0, 0.0);
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278 //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom
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280 glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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286 // Draw teapot for a test object
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288 glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface
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289 glColor3f(0.5, 0.5, 0.5);
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290 glutSolidTeapot(1);
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293 // Draw a white ball over the light source
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295 glDisable(GL_LIGHTING);
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296 glColor3f(1.0, 1.0, 1.0);
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297 glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
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298 glutSolidSphere(1.0, 50, 50);
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299 glEnable(GL_LIGHTING);
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308 * init function; sets initial OpenGL state
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311 glMatrixMode(GL_PROJECTION);
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315 60.0, /* field of view in degree */
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316 1.0, /* aspect ratio */
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322 glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
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323 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
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324 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
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325 glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);
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326 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);
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327 glEnable(GL_LIGHT0);
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328 glEnable(GL_LIGHTING);
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329 glEnable(GL_COLOR_MATERIAL);
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330 glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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331 glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);
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332 glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);
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336 glMatrixMode(GL_MODELVIEW);
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342 * @param argc Number of arguments
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343 * @param argv Array of arguments
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344 * @return Program exit code
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346 int main(int argc, char **argv) {
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348 strcpy(dataDir, argv[1]);
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349 else if(opendir(dirDefault1))
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350 strcpy(dataDir, dirDefault1);
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351 else if(opendir(dirDefault2))
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352 strcpy(dataDir, dirDefault2);
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353 else fileErr(dirDefault1);
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355 for(int i=0; i<NMESH; i++) meshes[i]=NULL;
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356 for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;
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358 glutInit(&argc, argv);
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360 glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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362 glutInitWindowSize(500, 500);
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363 glutCreateWindow("Scene Editor");
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365 glShadeModel(GL_SMOOTH); // Enables Smooth Shading
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366 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
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367 glClearDepth(1.0f); // Depth Buffer Setup
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368 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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369 glDepthFunc(GL_LEQUAL); // the type
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370 glEnable(GL_CULL_FACE);
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371 glEnable(GL_TEXTURE_2D);
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374 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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376 glutReshapeFunc(windowReshape);
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377 glutDisplayFunc(display);
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378 glutMouseFunc(mouse);
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379 glutMotionFunc(motion);
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