-// 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
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
+/**\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
+/**\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
}\r
}\r
\r
-void processObjectEvents(int id) {\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
}\r
}\r
\r
-void processTextureEvents(int id) {\r
-\r
-}\r
-\r
-void processGTextureEvents(int id) {\r
-\r
-}\r
-\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
}\r
}\r
\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
/**\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
return mainMenu;\r
}\r
\r
+/**\r
+ * Creates menu for program\r
+ */\r
void makeMenu() {\r
// Construct material menu\r
int materialMenu = glutCreateMenu(processMaterialEvents);\r
int gTextureMenu = makeSubmenuFromArray( textureMenuEntries, textureMenuEntriesSize, processGTextureEvents );\r
\r
// Construct main menu\r
- int mainMenu = 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
+ 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
// 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
+ /* glViewport(0, 0, w, h); // Reset The Current Viewport\r
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix\r
+ glLoadIdentity(); // Reset The Projection Matrix\r
+\r
+ // Calculate The Aspect Ratio Of The Window\r
+ gluPerspective(45.0f,45.0f,0.1f,100.0f);\r
+\r
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
+ glLoadIdentity(); // Reset The Modelview Matrix*/\r
+\r
+ glViewport(0, 0, w, h);\r
+ glMatrixMode(GL_PROJECTION); /* switch matrix mode*/\r
+ glLoadIdentity();\r
+ if (w <= h)\r
+ gluOrtho2D(-10.0, 10.0, -10.0 * (GLfloat) h / (GLfloat) w, 10.0 * (GLfloat) h / (GLfloat) w);\r
+ else\r
+ gluOrtho2D(-10.0 * (GLfloat) w / (GLfloat) h, 10.0 * (GLfloat) w / (GLfloat) h, -10.0, 10.0);\r
+ glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\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
+\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
+\r
+ //glTranslatef(-1.5f, 0.0f, -6.0f);\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
+\r
+ glutSwapBuffers();\r
}\r
\r
-char *dirDefault1 = "models-textures"; \r
-char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures";\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
\r
if(argc>1)\r
for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- // The following is enough to run the program, but you'll\r
- // need to change it significantly.\r
-\r
glutInit(&argc, argv);\r
+\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\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 Of Depth Test To Do\r
+\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
+\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
\r
makeMenu();\r
glutMainLoop();\r