#include <math.h>\r
#include <GL/gl.h>\r
#include <GL/glut.h>\r
+#include <time.h>\r
\r
#include "bitmap.h"\r
\r
\r
char dataDir[200]; // Stores the directory name for the meshes and textures.\r
\r
+static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
+static GLfloat lightPosition[4];\r
+\r
+int moving, startx, starty;\r
+int lightMoving = 0, lightStartX, lightStartY;\r
+\r
+/* Time varying or user-controled variables. */\r
+static float jump = 0.0;\r
+static float lightAngle = 0.0, lightHeight = 5;\r
+GLfloat angle = -150; /* in degrees */\r
+GLfloat angle2 = 30; /* in degrees */\r
+\r
+/* Near and far parameters */\r
+GLfloat near = -10;\r
+GLfloat far = 10;\r
+\r
+/* Zoom factor for mouse movements */\r
+GLfloat zoomFactor = 1.0;\r
+\r
+/* Recursion level for floor drawing */\r
+int drawFloorRecurse = 5;\r
+\r
+/* Size of floor, from -n to n */\r
+int floorSize = 100;\r
+\r
+/* Light 0 parameters */\r
+GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0};\r
+\r
+\r
/**\r
* Prints out error message when file cannot be read\r
* @param fileName Name of file that could not be read\r
* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- GLdouble near = -10.0;\r
- GLdouble far = 10.0;\r
-\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
* @param x Mouse x position\r
* @param y Mouse y position\r
*/\r
-void mouse(int btn, int state, int x, int y) {\r
- \r
+void mouse(int button, int state, int x, int y) {\r
+ if (button == GLUT_LEFT_BUTTON) {\r
+ if (state == GLUT_DOWN) {\r
+ moving = 1;\r
+ startx = x;\r
+ starty = y;\r
+ }\r
+ if (state == GLUT_UP) {\r
+ moving = 0;\r
+ }\r
+ }\r
+ if (button == GLUT_MIDDLE_BUTTON) {\r
+ if (state == GLUT_DOWN) {\r
+ lightMoving = 1;\r
+ lightStartX = x;\r
+ lightStartY = y;\r
+ }\r
+ if (state == GLUT_UP) {\r
+ lightMoving = 0;\r
+ }\r
+ }\r
}\r
\r
-static GLfloat floorVertices[4][3] = {\r
- { -20.0, 0.0, 20.0 },\r
- { 20.0, 0.0, 20.0 },\r
- { 20.0, 0.0, -20.0 },\r
- { -20.0, 0.0, -20.0 },\r
-};\r
+/**\r
+ * Called when motion event occurs\r
+ * @param x Mouse x position\r
+ * @param y Mouse y position\r
+ */\r
+void motion(int x, int y) {\r
+ if (moving) {\r
+ angle = angle + (x - startx);\r
+ angle2 = angle2 + (y - starty);\r
+ startx = x;\r
+ starty = y;\r
+ glutPostRedisplay();\r
+ }\r
+ if (lightMoving) {\r
+ lightAngle += (x - lightStartX)/40.0;\r
+ lightHeight += (lightStartY - y)/20.0;\r
+ lightStartX = x;\r
+ lightStartY = y;\r
+ glutPostRedisplay();\r
+ }\r
+}\r
\r
-/* Draw a floor (possibly textured). */\r
-static void\r
-drawFloor(void)\r
-{\r
- glDisable(GL_LIGHTING);\r
-\r
- //if (useTexture) {\r
- // glEnable(GL_TEXTURE_2D);\r
- //}\r
-\r
- glBegin(GL_QUADS);\r
- glTexCoord2f(0.0, 0.0);\r
- glVertex3fv(floorVertices[0]);\r
- glTexCoord2f(0.0, 16.0);\r
- glVertex3fv(floorVertices[1]);\r
- glTexCoord2f(16.0, 16.0);\r
- glVertex3fv(floorVertices[2]);\r
- glTexCoord2f(16.0, 0.0);\r
- glVertex3fv(floorVertices[3]);\r
- glEnd();\r
-\r
- /*if (useTexture) {\r
- glDisable(GL_TEXTURE_2D);\r
- }*/\r
+/**\r
+ * Recursive function to draw a square by drawing smaller and smaller\r
+ * divisions of the square, determined by drawFloorRecurse.\r
+ * @param recurseLevel Current level of recursion, only pass 0\r
+ * @param x1 top-left x\r
+ * @param z1 top-left z\r
+ * @param x2 bottom-left x\r
+ * @param z2 bottom-left z\r
+ */\r
+void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {\r
+\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ // Calculate middle points\r
+ float xm = (x1 + x2) / 2.0;\r
+ float zm = (z1 + z2) / 2.0;\r
+\r
+ // Increment recursion level\r
+ int rnew = recurseLevel + 1;\r
+\r
+ // Split into four sub-quads\r
+ drawSquare(rnew, x1, z1, xm, zm);\r
+ drawSquare(rnew, x1, zm, xm, z2);\r
+ drawSquare(rnew, xm, zm, x2, z2);\r
+ drawSquare(rnew, xm, z1, x2, zm);\r
+\r
+ } else {\r
+ // Draw square.\r
+ // **NOTE: Is the polygon facing in the right direction?\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(x1, 0.0, z1);\r
+ glVertex3f(x1, 0.0, z2);\r
+ glVertex3f(x2, 0.0, z2);\r
+ glVertex3f(x2, 0.0, z1);\r
+ glEnd();\r
+ }\r
\r
- glEnable(GL_LIGHTING);\r
}\r
\r
+/**\r
+ * Draw a floor by calling the drawSquare recursion\r
+ */\r
+void drawFloor() {\r
+ drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
+}\r
+\r
+/**\r
+ * Draw x, z axis on floor\r
+ */\r
+void drawLine() {\r
+ glDisable(GL_TEXTURE_2D);\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glColor4ub( 0.0, 0.0, 0.0, 0.0 );\r
\r
-static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
-static GLfloat lightPosition[4];\r
-static float lightAngle = 0.0, lightHeight = 20;\r
+ glBegin(GL_LINES);\r
+ glVertex3i( 10.0, 0, 0.0);\r
+ glVertex3i( -10.0, 0, 0.0);\r
+ glEnd();\r
\r
+ glDisable(GL_BLEND);\r
+ glEnable(GL_TEXTURE_2D);\r
+}\r
\r
/**\r
* Display function\r
*/\r
void display() {\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
- glLoadIdentity();\r
-\r
- /*glTranslatef( 0.0f, 0.0f, 0.0f);\r
- glBegin(GL_QUADS);\r
- glVertex3f( 0.0f, 1.0f, -1.0f);\r
- glVertex3f( 0.0f, 1.0f, 1.0f);\r
- glVertex3f( 0.0f, -1.0f, 1.0f);\r
- glVertex3f( 0.0f, -1.0f, -1.0f);\r
- glEnd();*/\r
-\r
-\r
- //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
- //glutSolidTeapot(1);\r
-\r
- /* glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
- gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
-\r
-\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();*/\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
+ gluLookAt(\r
+ 0.0, 0.0, 10.0, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
\r
+ // **NOTE: Currently this rotation function is all that moves the camera off\r
+ // the flat surface. Need to integrate function into gluLookAt\r
+ glRotatef(30.0, 1.0, 0.0, 0.0);\r
\r
- /* Reposition the light source. */\r
+ /* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[1] = lightHeight;\r
lightPosition[2] = 12*sin(lightAngle);\r
- //if (directionalLight) {\r
- lightPosition[3] = 0.0;\r
- //} else {\r
- // lightPosition[3] = 1.0;\r
- //}\r
+ lightPosition[3] = 0.0;\r
\r
- glPushMatrix();\r
+ glPushMatrix();\r
\r
- /* Tell GL new light source position. */\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+ /* Perform scene rotations based on user mouse input. */\r
+ glRotatef(angle, 0.0, 1.0, 0.0);\r
+ //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom\r
\r
- /* Draw "bottom" of floor in blue. */\r
- glFrontFace(GL_CW); /* Switch face orientation. */\r
- glColor4f(0.1, 0.1, 0.7, 1.0);\r
- drawFloor();\r
- glFrontFace(GL_CCW);\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
- /* Draw "top" of floor. Use blending to blend in reflection. */\r
- glEnable(GL_BLEND);\r
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
- glColor4f(0.7, 0.0, 0.0, 0.3);\r
- glColor4f(1.0, 1.0, 1.0, 0.3);\r
drawFloor();\r
- glDisable(GL_BLEND);\r
\r
- glPushMatrix();\r
- glDisable(GL_LIGHTING);\r
+ drawLine();\r
+ \r
+ // Draw teapot for a test object\r
+ glPushMatrix();\r
+ glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glutWireTeapot(1);\r
+ glPopMatrix();\r
\r
- /* Draw a yellow ball at the light source. */\r
+ // Draw a white ball over the light source\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 1.0);\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
- glutSolidSphere(1.0, 5, 5);\r
-\r
- glEnable(GL_LIGHTING);\r
+ glutSolidSphere(1.0, 50, 50);\r
+ glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
- drawFloor();\r
- glutSwapBuffers();\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r
}\r
\r
+/**\r
+ * init function; sets initial OpenGL state\r
+ */\r
+void init() {\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+\r
+ gluPerspective(\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ near, /* Z near */\r
+ far /* Z far */\r
+ ); \r
+\r
+ glEnable(GL_LIGHT0);\r
+ glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
+ glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
+ glEnable(GL_LIGHTING);\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+}\r
\r
/**\r
* Main function\r
* @return Program exit code\r
*/\r
int main(int argc, char **argv) {\r
+ if(argc>1)\r
+ strcpy(dataDir, argv[1]);\r
+ else if(opendir(dirDefault1))\r
+ strcpy(dataDir, dirDefault1);\r
+ else if(opendir(dirDefault2))\r
+ strcpy(dataDir, dirDefault2);\r
+ else fileErr(dirDefault1);\r
\r
- if(argc>1)\r
- strcpy(dataDir, argv[1]);\r
- else if(opendir(dirDefault1))\r
- strcpy(dataDir, dirDefault1);\r
- else if(opendir(dirDefault2))\r
- strcpy(dataDir, dirDefault2);\r
- else fileErr(dirDefault1);\r
-\r
- for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
- for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
+ for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
+ for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- glutInit(&argc, argv);\r
+ glutInit(&argc, argv);\r
\r
- //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
\r
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);\r
+ glutInitWindowSize(500, 500);\r
+ glutCreateWindow("Scene Editor");\r
\r
- glutInitWindowSize(500, 500);\r
- glutCreateWindow("Scene Editor");\r
-\r
- //glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
- //glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
- //glClearDepth(1.0f); // Depth Buffer Setup\r
- //glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- //glDepthFunc(GL_LEQUAL); // the type\r
-\r
- // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
-\r
- glutReshapeFunc(windowReshape);\r
- glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
+ glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+ glClearDepth(1.0f); // Depth Buffer Setup\r
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_TEXTURE_2D);\r
+ glLineWidth(1.0);\r
\r
- makeMenu();\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- //init();\r
+ glutReshapeFunc(windowReshape);\r
+ glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
+ glutMotionFunc(motion);\r
\r
+ makeMenu();\r
\r
- glEnable(GL_CULL_FACE);\r
- glEnable(GL_DEPTH_TEST);\r
- glEnable(GL_TEXTURE_2D);\r
- glLineWidth(3.0);\r
-\r
-glMatrixMode(GL_PROJECTION);\r
- gluPerspective( /* field of view in degree */ 40.0,\r
- /* aspect ratio */ 1.0,\r
- /* Z near */ 20.0, /* Z far */ 100.0);\r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
- 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
- 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
-\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
- glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHTING);\r
+ init();\r
\r
- glutMainLoop();\r
+ glutMainLoop();\r
}\r