-// compile this program using:\r
-// gcc -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut\r
-// Or, with cygwin: (-mno-cygwin is only so the executable runs from windows)\r
-// gcc -mno-cygwin -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut32 -lglu32 -lopengl32\r
-// Or, use make via the supplied Makefile: (For cygwin, install the package for make)\r
-// make\r
+/**\r
+ * CITS2231 Graphics Scene Editor\r
+ * @author Ashley Tyndall (20915779)\r
+ */\r
\r
#include <stdlib.h>\r
#include <stdio.h>\r
#include <math.h>\r
#include <GL/gl.h>\r
#include <GL/glut.h>\r
+#include <time.h>\r
\r
#include "bitmap.h"\r
\r
float x,y,z;\r
} SceneObject;\r
\r
+// Menu enum\r
+enum menu {\r
+ // Main menu\r
+ ROTATE_MOVE_CAMERA,\r
+ POSITION_SCALE,\r
+ ROTATION_TEXTURE_SCALE,\r
+ EXIT,\r
+\r
+ // Material submenu\r
+ MATERIAL_ALL_RGB,\r
+ MATERIAL_AMBIENT_RGB,\r
+ MATERIAL_DIFFUSE_RGB,\r
+ MATERIAL_SPECULAR_RGB,\r
+ MATERIAL_ALL_ADSS,\r
+ MATERIAL_RED_ADSS,\r
+ MATERIAL_GREEN_ADSS,\r
+ MATERIAL_BLUE_ADSS,\r
+\r
+ // Light submenu\r
+ LIGHT_MOVE_LIGHT_1,\r
+ LIGHT_RGBALL_LIGHT_1,\r
+ LIGHT_MOVE_LIGHT_2,\r
+ LIGHT_RGBALL_LIGHT_2\r
+};\r
+\r
+// Menu arrays\r
+const char *textureMenuEntries[NTEXTURE] = {\r
+ "1 Plain", "2 Rust", "3 Concrete", "4 Carpet", "5 Beach Sand",\r
+ "6 Rocky", "7 Brick", "8 Water", "9 Paper", "10 Marble",\r
+ "11 Wood", "12 Scales", "13 Fur", "14 Denim", "15 Hessian",\r
+ "16 Orange Peel", "17 Ice Crystals", "18 Grass", "19 Corrugated Iron", "20 Styrofoam",\r
+ "21 Bubble Wrap", "22 Leather", "23 Camouflage", "24 Asphalt", "25 Scratched Ice",\r
+ "26 Rattan", "27 Snow", "28 Dry Mud", "29 Old Concrete", "30 Leopard Skin"\r
+};\r
+\r
+const char *objectMenuEntries[NMESH] = {\r
+ "1 Thin Dinosaur","2 Big Dog","3 Saddle Dinosaur", "4 Dragon", "5 Cleopatra",\r
+ "6 Bone I", "7 Bone II", "8 Rabbit", "9 Long Dragon", "10 Buddha",\r
+ "11 Sitting Rabbit", "12 Frog", "13 Cow", "14 Monster", "15 Sea Horse",\r
+ "16 Head", "17 Pelican", "18 Horse", "19 Kneeling Angel", "20 Porsche I",\r
+ "21 Truck", "22 Statue of Liberty", "23 Sitting Angel", "24 Metal Part", "25 Car",\r
+ "26 Apatosaurus", "27 Airliner", "28 Motorbike", "29 Dolphin", "30 Spaceman",\r
+ "31 Winnie the Pooh", "32 Shark", "33 Crocodile", "34 Toddler", "35 Fat Dinosaur",\r
+ "36 Chihuahua", "37 Sabre-toothed Tiger", "38 Lioness", "39 Fish", "40 Horse (head down)",\r
+ "41 Horse (head up)", "42 Skull", "43 Fighter Jet I", "44 Toad", "45 Convertible",\r
+ "46 Porsche II", "47 Hare", "48 Vintage Car", "49 Fighter Jet II", "50 Winged Monkey",\r
+ "51 Chef", "52 Parasaurolophus", "53 Rooster", "54 T-rex"\r
+};\r
+\r
#define MAXOBJECTS 256\r
SceneObject sceneObjs[MAXOBJECTS]; // An array with details of the objects in a scene\r
int nObjects=0; // How many objects there are in the scene currently.\r
\r
+// Directories containing models\r
+char *dirDefault1 = "models-textures";\r
+char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures";\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 = 5;\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
+ */\r
void fileErr(char* fileName) {\r
printf("Error reading file: %s\n", fileName);\r
printf("If not in the CSSE labs, you will need to include the directory containing\n");\r
printf("the models on the command line, or put it in the same folder as the exectutable.");\r
- exit(1);\r
+ exit(EXIT_FAILURE);\r
} \r
\r
+/**\r
+ * Reads .bmp texture files and converts them to a texture object\r
+ * @param fileName .bmp texture file\r
+ * @return texture object\r
+ */\r
texture* loadTexture(char *fileName) {\r
texture* t = malloc(sizeof (texture));\r
BITMAPINFO *info;\r
return t;\r
}\r
\r
-// The following works for the supplied .x files\r
-// but probably not for .x files from other sources.\r
+/**\r
+ * Reads .x files and converts them to a mesh object\r
+ * @param fileName .x mesh file\r
+ * @return mesh object\r
+ */\r
mesh* loadMesh(char* fileName) {\r
mesh* m = malloc(sizeof (mesh));\r
FILE* fp = fopen(fileName, "r");\r
return m;\r
}\r
\r
-char dataDir[200]; // Stores the directory name for the meshes and textures.\r
-\r
-// getMesh(i) loads mesh[i] if it isn't already loaded. \r
-// You must call getMesh(i) at least once before using mesh[i].\r
// [You may want to add to this function.]\r
+/**\r
+ * Loads mesh[i] if it isn't already loaded.\r
+ * You must call getMesh(i) at least once before using mesh[i].\r
+ *\r
+ * @param i Mesh ID\r
+ */\r
void getMesh(int i) { // getMesh(i) loads mesh[i] if it isn't already loaded. \r
char fileName[220];\r
if(i>=NMESH || i<0) {\r
meshes[i] = loadMesh(fileName);\r
}\r
\r
-// getTexture(i) loads texture i if it isn't already loaded.\r
-// After calling getTexture(i), you can make texture i the current texture using\r
-// glBindTexture(GL_TEXTURE_2D, i); (Use i=0 to return to the default plain texture.)\r
-// You can then scale the texture via: (See the textbook, section 8.8.3.)\r
-// glMatrixMode(GL_TEXTURE); \r
-// You must call getTexture(i) at least once before using texture i.\r
-void getTexture(int i) { // getTexture(i) loads texture i if it isn't already loaded.\r
+/**\r
+ * Loads texture i if it isn't already loaded\r
+ *\r
+ * After calling getTexture(i), you can make texture i the current texture using\r
+ * glBindTexture(GL_TEXTURE_2D, i);\r
+ * Use i=0 to return to the default plain texture.\r
+ *\r
+ * You can then scale the texture via:\r
+ * glMatrixMode(GL_TEXTURE);\r
+ * See the textbook, section 8.8.3.\r
+ *\r
+ * You must call getTexture(i) at least once before using texture i.\r
+ * @param i Texture ID\r
+ */\r
+void getTexture(int i) {\r
char fileName[220];\r
if(i<1 || i>NTEXTURE) {\r
printf("Error in getTexture - wrong texture number");\r
glBindTexture(GL_TEXTURE_2D, 0); // Back to default texture\r
}\r
\r
-// Menu enum\r
-enum menu {\r
- // Main menu\r
- ROTATE_MOVE_CAMERA,\r
- POSITION_SCALE,\r
- ROTATION_TEXTURE_SCALE,\r
- EXIT,\r
+/**\r
+ * Event hander for main menu events\r
+ * @param id ID of menu item selected\r
+ */\r
+void processMainEvents(int id) {\r
+ switch (id) {\r
+ case ROTATE_MOVE_CAMERA:\r
+ // Do stuff\r
+ break;\r
\r
- // Material submenu\r
- MATERIAL_ALL_RGB,\r
- MATERIAL_AMBIENT_RGB,\r
- MATERIAL_DIFFUSE_RGB,\r
- MATERIAL_SPECULAR_RGB,\r
- MATERIAL_ALL_ADSS,\r
- MATERIAL_RED_ADSS,\r
- MATERIAL_GREEN_ADSS,\r
- MATERIAL_BLUE_ADSS,\r
+ case POSITION_SCALE:\r
+ // Do stuff\r
+ break;\r
\r
- // Light submenu\r
- LIGHT_MOVE_LIGHT_1,\r
- LIGHT_RGBALL_LIGHT_1,\r
- LIGHT_MOVE_LIGHT_2,\r
- LIGHT_RGBALL_LIGHT_2\r
-};\r
+ case ROTATION_TEXTURE_SCALE:\r
+ // Do stuff\r
+ break;\r
\r
-// Menu arrays\r
-const char *textureMenuEntries[NTEXTURE] = {\r
- "1 Plain", "2 Rust", "3 Concrete", "4 Carpet", "5 Beach Sand", \r
- "6 Rocky", "7 Brick", "8 Water", "9 Paper", "10 Marble", \r
- "11 Wood", "12 Scales", "13 Fur", "14 Denim", "15 Hessian",\r
- "16 Orange Peel", "17 Ice Crystals", "18 Grass", "19 Corrugated Iron", "20 Styrofoam",\r
- "21 Bubble Wrap", "22 Leather", "23 Camouflage", "24 Asphalt", "25 Scratched Ice",\r
- "26 Rattan", "27 Snow", "28 Dry Mud", "29 Old Concrete", "30 Leopard Skin"\r
-};\r
+ case EXIT:\r
+ exit(EXIT_SUCCESS);\r
\r
-const char *objectMenuEntries[NMESH] = {\r
- "1 Thin Dinosaur","2 Big Dog","3 Saddle Dinosaur", "4 Dragon", "5 Cleopatra", \r
- "6 Bone I", "7 Bone II", "8 Rabbit", "9 Long Dragon", "10 Buddha", \r
- "11 Sitting Rabbit", "12 Frog", "13 Cow", "14 Monster", "15 Sea Horse", \r
- "16 Head", "17 Pelican", "18 Horse", "19 Kneeling Angel", "20 Porsche I", \r
- "21 Truck", "22 Statue of Liberty", "23 Sitting Angel", "24 Metal Part", "25 Car", \r
- "26 Apatosaurus", "27 Airliner", "28 Motorbike", "29 Dolphin", "30 Spaceman", \r
- "31 Winnie the Pooh", "32 Shark", "33 Crocodile", "34 Toddler", "35 Fat Dinosaur", \r
- "36 Chihuahua", "37 Sabre-toothed Tiger", "38 Lioness", "39 Fish", "40 Horse (head down)", \r
- "41 Horse (head up)", "42 Skull", "43 Fighter Jet I", "44 Toad", "45 Convertible", \r
- "46 Porsche II", "47 Hare", "48 Vintage Car", "49 Fighter Jet II", "50 Winged Monkey", \r
- "51 Chef", "52 Parasaurolophus", "53 Rooster", "54 T-rex"\r
-};\r
+ }\r
+}\r
\r
+/**\r
+ * Event hander for materials menu events\r
+ * @param id ID of menu item selected\r
+ */\r
+void processMaterialEvents(int id) {\r
+ switch (id) {\r
+ case MATERIAL_ALL_RGB:\r
+ // Do stuff\r
+ break;\r
\r
+ case MATERIAL_AMBIENT_RGB:\r
+ // Do stuff\r
+ break;\r
\r
-void processMainEvents(int id) {\r
- switch (id) {\r
- case EXIT:\r
- exit(0);\r
+ case MATERIAL_DIFFUSE_RGB:\r
+ // Do stuff\r
+ break;\r
+\r
+ case MATERIAL_SPECULAR_RGB:\r
+ // Do stuff\r
+ break;\r
+\r
+ case MATERIAL_ALL_ADSS:\r
+ // Do stuff\r
+ break;\r
+\r
+ case MATERIAL_RED_ADSS:\r
+ // Do stuff\r
+ break;\r
+\r
+ case MATERIAL_GREEN_ADSS:\r
+ // Do stuff\r
+ break;\r
+\r
+ case MATERIAL_BLUE_ADSS:\r
+ // Do stuff\r
+ break;\r
\r
}\r
}\r
\r
-void processObjectEvents(int id) {\r
+/**\r
+ * Event hander for light menu events\r
+ * @param id ID of menu item selected\r
+ */\r
+void processLightEvents(int id) {\r
+ switch (id) {\r
+ case LIGHT_MOVE_LIGHT_1:\r
+ // Do stuff\r
+ break;\r
+\r
+ case LIGHT_RGBALL_LIGHT_1:\r
+ // Do stuff\r
+ break;\r
+\r
+ case LIGHT_MOVE_LIGHT_2:\r
+ // Do stuff\r
+ break;\r
\r
+ case LIGHT_RGBALL_LIGHT_2:\r
+ // Do stuff\r
+ break;\r
+\r
+ }\r
}\r
\r
-void processMaterialEvents(int id) {\r
+/**\r
+ * Event hander for object menu events\r
+ * @param id ID of object selected\r
+ */\r
+void processObjectEvents(int id) {\r
\r
}\r
\r
+/**\r
+ * Event hander for texture menu events\r
+ * @param id ID of texutre selected\r
+ */\r
void processTextureEvents(int id) {\r
\r
}\r
\r
+/**\r
+ * Event hander for ground texture menu events\r
+ * @param id ID of ground texture selected\r
+ */\r
void processGTextureEvents(int id) {\r
\r
}\r
\r
-void processLightEvents(int id) {\r
+/**\r
+ * Rounds up numbers, from http://stackoverflow.com/questions/3407012/c-rounding-up-to-the-nearest-multiple-of-a-number\r
+ * @param numToRound Number to round\r
+ * @param multiple Multiple to round up to\r
+ * @return Rounded number\r
+ */\r
+int roundUp(int numToRound, int multiple) {\r
+ if(multiple == 0) {\r
+ return numToRound;\r
+ }\r
\r
+ int remainder = numToRound % multiple;\r
+ if (remainder == 0)\r
+ return numToRound;\r
+ return numToRound + multiple - remainder;\r
}\r
\r
+/**\r
+ * Makes a submenu from an array of items, splitting the list into subsubmenus\r
+ * of only 10 items.\r
+ * @param menuEntries Array of menu items\r
+ * @param menuEntriesSize Size of menuEntries\r
+ * @param callback Callback function for this array of menu items\r
+ * @return Reference to menu created\r
+ */\r
+int makeSubmenuFromArray( const char *menuEntries[], unsigned int menuEntriesSize, void *callback ) {\r
+ if ( menuEntriesSize == 0 ) return -1;\r
+\r
+ int menuNumber = roundUp(menuEntriesSize, 10) / 10;\r
+ int submenuObjects[menuNumber-1];\r
\r
+ for( int i = 0; i < menuNumber; i++ ) {\r
+ submenuObjects[i] = glutCreateMenu(callback);\r
+ int startNum = i*11 - (i-1);\r
+ for ( int j = startNum - 1; j < (startNum+9); j++ ) {\r
+ if ( j == menuEntriesSize ) break; // Detect if we've reached the end of the array\r
+ glutAddMenuEntry( menuEntries[j], j + 1 );\r
+ }\r
+ } \r
+\r
+ int mainMenu = glutCreateMenu(callback);\r
+ for ( int i = 0; i < menuNumber; i++ ) {\r
+ char name[10]; // buffer to hold name\r
+ int startNum = i*11 - (i-1);\r
+ int endNum = startNum + 9;\r
+ if ( i == menuNumber - 1 ) { // We're on the last one\r
+ endNum = startNum + (menuEntriesSize - startNum); // Work out final number\r
+ }\r
+ sprintf(name, "%d-%d", startNum, endNum);\r
+ glutAddSubMenu( name, submenuObjects[i] );\r
+ }\r
\r
+ return mainMenu;\r
+}\r
+\r
+/**\r
+ * Creates menu for program\r
+ */\r
void makeMenu() {\r
// Construct material menu\r
int materialMenu = glutCreateMenu(processMaterialEvents);\r
glutAddMenuEntry("Move Light 2", LIGHT_MOVE_LIGHT_2);\r
glutAddMenuEntry("R/G/B/All Light 2", LIGHT_RGBALL_LIGHT_2);\r
\r
- // Construct add object submenus\r
+ // Construct object menu\r
int objectMenuEntriesSize = sizeof(objectMenuEntries) / sizeof(objectMenuEntries[0]);\r
- int menuNumber = objectMenuEntriesSize / 10 + 1;\r
- int addObjectSubmenu[menuNumber-1];\r
+ int objectMenu = makeSubmenuFromArray( objectMenuEntries, objectMenuEntriesSize, processObjectEvents );\r
+\r
+ // Construct texture / ground texture menus\r
+ int textureMenuEntriesSize = sizeof(textureMenuEntries) / sizeof(textureMenuEntries[0]);\r
+ int textureMenu = makeSubmenuFromArray( textureMenuEntries, textureMenuEntriesSize, processTextureEvents );\r
+ int gTextureMenu = makeSubmenuFromArray( textureMenuEntries, textureMenuEntriesSize, processGTextureEvents );\r
+\r
+ // Construct main menu\r
+ glutCreateMenu(processMainEvents);\r
+ //glutAddMenuEntry("Rotate/Move Camera", ROTATE_MOVE_CAMERA);\r
+ //glutAddSubMenu("Add object", objectMenu);\r
+ //glutAddMenuEntry("Position/Scale", POSITION_SCALE);\r
+ //glutAddMenuEntry("Rotation/Texture Scale", ROTATION_TEXTURE_SCALE);\r
+ //glutAddSubMenu("Material", materialMenu);\r
+ //glutAddSubMenu("Texture", textureMenu);\r
+ //glutAddSubMenu("Ground texture", gTextureMenu);\r
+ //glutAddSubMenu("Lights", lightMenu);\r
+ glutAddMenuEntry("Exit", EXIT);\r
\r
- for( int i = 0; i < menuNumber; i++ ) {\r
- addObjectSubmenu[i] = glutCreateMenu(processObjectEvents);\r
- int startNum = i*11 - (i-1);\r
- for ( int j = startNum - 1; j < (startNum+9); j++ ) {\r
- if ( !objectMenuEntries[j] ) break; // Detect if we've reached the end of the array\r
- glutAddMenuEntry( objectMenuEntries[j], j );\r
+ // Bind to right mouse button\r
+ glutAttachMenu(GLUT_RIGHT_BUTTON);\r
+}\r
+\r
+/**\r
+ * Called when window is resized\r
+ * @param w New width\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
+ 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
+ * Called when mouse event occurs\r
+ * @param btn Mouse button\r
+ * @param state State of mouse button\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
+}*/\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
- // Construct add object menu\r
- int addObjectMenu = glutCreateMenu(processObjectEvents);\r
- for ( int i = 0; addObjectSubmenu[i]; i++ ) {\r
- char name[10]; // buffer to hold name\r
- sprintf(name, "%d-%d", i*11 - (i-1), i*11 + 8);\r
- glutAddSubMenu( name, addObjectSubmenu[i] );\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(1);\r
+ glutPostRedisplay();\r
+}\r
\r
- int mainMenu = glutCreateMenu(processMainEvents);\r
\r
- glutAddMenuEntry("Rotate/Move Camera", ROTATE_MOVE_CAMERA);\r
- glutAddSubMenu("Add object", addObjectMenu);\r
- glutAddMenuEntry("Position/Scale", POSITION_SCALE);\r
- glutAddMenuEntry("Rotation/Texture Scale", ROTATION_TEXTURE_SCALE);\r
- //material\r
- \r
- \r
+int drawFloorRecurse = 5;\r
\r
- glutSetMenu(mainMenu);\r
- glutAddSubMenu("Material", materialMenu);\r
- \r
- //texture\r
- //ground texture\r
- //lights\r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float 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
\r
- glutAddMenuEntry("Exit", EXIT);\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
+ 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
- glutAttachMenu(GLUT_RIGHT_BUTTON);\r
}\r
\r
+/**\r
+ * Draw a floor.\r
+ */\r
+void drawFloor() {\r
+ \r
+drawSquare(0, -100.0, -100.0, 100.0, 100.0);\r
+\r
+ /*if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
+ }*/\r
+\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
- // You probably want to change both of the following.\r
- glClear(GL_COLOR_BUFFER_BIT);\r
- glFlush();\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
+ glRotatef(30.0, 1.0, 0.0, 0.0);\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
+ \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, -2.0);\r
+ glutWireTeapot(1); // 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, 50, 50);\r
+\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r
}\r
\r
-char *dirDefault1 = "models-textures"; \r
-char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures";\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
+ * Main function\r
+ * @param argc Number of arguments\r
+ * @param argv Array of arguments\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
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\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
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_TEXTURE_2D);\r
+ glLineWidth(1.0);\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
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
- for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
+ glutReshapeFunc(windowReshape);\r
+ glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
+ glutMotionFunc(motion);\r
+ //glutIdleFunc(idle);\r
\r
- // The following is enough to run the program, but you'll\r
- // need to change it significantly.\r
+ makeMenu();\r
\r
- glutInit(&argc, argv);\r
- glutCreateWindow("Scene Editor");\r
- glutDisplayFunc(display);\r
+ init();\r
\r
- makeMenu();\r
- glutMainLoop();\r
+ glutMainLoop();\r
}\r