#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 floorVertices[4][3] = {\r
+ { -1000.0, 0.0, 1000.0 },\r
+ { 1000.0, 0.0, 1000.0 },\r
+ { 1000.0, 0.0, -1000.0 },\r
+ { -1000.0, 0.0, -1000.0 },\r
+};\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 = 20;\r
+GLfloat angle = -150; /* in degrees */\r
+GLfloat angle2 = 30; /* in degrees */\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
- glViewport(0, 0, w, h);\r
- glMatrixMode(GL_PROJECTION); /* switch matrix mode */\r
- glLoadIdentity();\r
- if (w <= h)\r
- gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);\r
- else\r
- gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);\r
- glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
+ GLdouble near = -1000.0;\r
+ GLdouble far = 1000.0;\r
+\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ if (w <= h) \r
+ glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ far*(GLfloat)h/(GLfloat)w, near, far);\r
+ else\r
+ glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+ glMatrixMode(GL_MODELVIEW); \r
+ glLoadIdentity();\r
}\r
\r
/**\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
+/*void mouse(int btn, int state, int x, int y) {\r
\r
+}*//*\r
+static void\r
+mouse(int button, int state, int x, int y)\r
+{\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 void\r
+motion(int x, int y)\r
+{\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
+void idle() {\r
+ angle = (int)(angle + 10) % 360;\r
+ //angle2 = (int)(angle2 + 10) % 360;\r
+ printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
+ sleep(25);\r
+ glutPostRedisplay();\r
}\r
\r
+\r
+int drawFloorRecurse = 2;\r
+\r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
+\r
+ printf("%d, %d, %d, %d\n", x1, y2, x2, y2);\r
+\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ float xm = (x1 + x2) / 2.0;\r
+ float ym = (y1 + y2) / 2.0;\r
+ int rnew = recurseLevel + 1;\r
+ printf("Recursing to level %d\n", rnew);\r
+\r
+ // Split into four sub-quads\r
+ drawSquare(rnew, x1, y1, xm, ym);\r
+ drawSquare(rnew, x1, ym, xm, y2);\r
+ drawSquare(rnew, xm, ym, x2, y2);\r
+ drawSquare(rnew, xm, y1, x2, ym);\r
+\r
+ } else {\r
+ printf("Drawing (%.10f, %.10f) -> (%.10f, %.10f)\n", x1, y2, x2, y2);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(x1, 0.0, y1);\r
+ glVertex3f(x1, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y1);\r
+ glEnd();\r
+ }\r
+\r
+}\r
+\r
+/**\r
+ * Draw a floor.\r
+ */\r
+void drawFloor() {\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
+drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0);\r
+\r
+ /*if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
+ }*/\r
+\r
+ glEnable(GL_LIGHTING);\r
+}\r
+\r
+/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
+ drawSquare(0, x1, y1, x2, y2);\r
+}*/\r
+\r
/**\r
* Display function\r
*/\r
void display() {\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
- glLoadIdentity();\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
+ gluLookAt(\r
+ 0.0, 0.0, 60.0, /* 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
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ lightPosition[3] = 0.0;\r
+\r
+ glPushMatrix();\r
+ /* Perform scene rotations based on user mouse input. */\r
+ glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glRotatef(angle, 0.0, 1.0, 0.0);\r
+\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ drawFloor();\r
+ glDisable(GL_BLEND);\r
+\r
+ glPushMatrix();\r
+ \r
+ //glTranslatef(0.0, 0.0, 0.0);\r
+ glutWireTeapot(30); // Draw teapot for test\r
+ glPopMatrix();\r
+\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 1.0);\r
+\r
+ /* Draw a yellow ball at the light source. */\r
+ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glutSolidSphere(1.0, 5, 5);\r
+\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
\r
- glTranslatef(-1.5f, 0.0f, -6.0f);\r
+ glPopMatrix();\r
\r
- glBegin(GL_QUADS);\r
- glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
- glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r
- glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right\r
- glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right\r
- glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left\r
- glEnd();\r
+ glutSwapBuffers();\r
+}\r
\r
- glutSwapBuffers();\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
+ -1000.0, /* Z near */\r
+ 1000.0 /* Z far */\r
+ ); \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
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
}\r
\r
/**\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
+ 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
\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
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
\r
- for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
- for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
+ glutInitWindowSize(500, 500);\r
+ glutCreateWindow("Scene Editor");\r
\r
- glutInit(&argc, argv);\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
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
- glutInitWindowSize(500, 500);\r
- glutCreateWindow("Scene Editor");\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\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 Of Depth Test To Do\r
+ glutReshapeFunc(windowReshape);\r
+ glutDisplayFunc(display);\r
+ //glutMouseFunc(mouse);\r
+ //glutMotionFunc(motion);\r
+ glutIdleFunc(idle);\r
\r
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+ makeMenu();\r
\r
- glutReshapeFunc(windowReshape);\r
- glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
+ init();\r
\r
- makeMenu();\r
- glutMainLoop();\r
+ glutMainLoop();\r
}\r