/**\r
* CITS2231 Graphics Scene Editor\r
- * @author Ashley Tyndall (20915779)\r
+ * @author Ashley Tyndall (20915779), Jenna de la Harpe (20367932)\r
*/\r
\r
#include <stdlib.h>\r
void processMainEvents(int id) {\r
switch (id) {\r
case M_ROTATE_MOVE_CAMERA:\r
- // Do stuff\r
+ manipulateState = STATE_CAMERA_ROTATE_MOVE;\r
break;\r
-\r
case M_POSITION_SCALE:\r
- // Do stuff\r
+ manipulateState = STATE_OBJECT_POSITION_SCALE;\r
break;\r
-\r
case M_ROTATION_TEXTURE_SCALE:\r
- // Do stuff\r
+ manipulateState = STATE_OBJECT_ROTATION_TEXTURE_SCALE;\r
break;\r
-\r
case M_EXIT:\r
exit(EXIT_SUCCESS);\r
\r
* @param id ID of object selected\r
*/\r
void processObjectEvents(int id) {\r
-\r
+ addSceneObject(id);\r
+ manipulateState = STATE_OBJECT_POSITION_SCALE;\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
* @param id ID of texutre selected\r
*/\r
void processTextureEvents(int id) {\r
-\r
+ if ( curObject >= 0 ) {\r
+ sceneObjs[curObject].texture = id;\r
+ glutPostRedisplay();\r
+ }\r
}\r
\r
/**\r
* @param id ID of ground texture selected\r
*/\r
void processGTextureEvents(int id) {\r
-\r
+ currentGroundTexture = id;\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
\r
// Construct main menu\r
glutCreateMenu(processMainEvents);\r
- //glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA);\r
- //glutAddSubMenu("Add object", objectMenu);\r
- //glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);\r
- //glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
+ glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA);\r
+ glutAddSubMenu("Add object", objectMenu);\r
+ glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);\r
+ glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
//glutAddSubMenu("Material", materialMenu);\r
- //glutAddSubMenu("Texture", textureMenu);\r
- //glutAddSubMenu("Ground texture", gTextureMenu);\r
+ glutAddSubMenu("Texture", textureMenu);\r
+ glutAddSubMenu("Ground texture", gTextureMenu);\r
//glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- if (w <= h)\r
- glFrustum(-near, far, -near*((GLfloat) h / (GLfloat) w),\r
- far*((GLfloat) h / (GLfloat) w), nearClip, farClip);\r
- else\r
- glFrustum(-near*((GLfloat) w / (GLfloat) h),\r
- far*((GLfloat) w / (GLfloat) h), near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW);\r
+ width = w;\r
+ height = h;\r
}\r
\r
/**\r
* @param y Mouse y position\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
+ switch(button) {\r
+ case GLUT_LEFT_BUTTON:\r
+ case GLUT_MIDDLE_BUTTON:\r
+ if ( state == GLUT_DOWN ) {\r
+ buttonSelected = button;\r
+ } else if ( state == GLUT_UP ) {\r
+ buttonSelected = -1;\r
+ }\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
+ break;\r
}\r
}\r
\r
void keyboard(unsigned char key, int x, int y) {\r
switch(key) {\r
case 'w':\r
- camz = camz - 1;\r
+ case 'W':\r
+ camz -= factor;\r
break;\r
case 'a':\r
- camx = camx - 1;\r
+ case 'A':\r
+ camx -= factor;\r
break;\r
case 's':\r
- camz = camz + 1;\r
+ case 'S':\r
+ camz += factor;\r
break;\r
case 'd':\r
- camx = camx + 1;\r
+ case 'D':\r
+ camx += factor;\r
break;\r
case 'q':\r
- camy = camy + 1;\r
+ case 'Q':\r
+ camy += factor;\r
break;\r
case 'e':\r
- camy = camy - 1;\r
+ case 'E':\r
+ camy -= factor;\r
break;\r
case 'z':\r
- rot = rot + 1;\r
+ case 'Z':\r
+ keyrot += factor;\r
break;\r
case 'x':\r
- rot = rot - 1;\r
+ case 'X':\r
+ keyrot -= factor;\r
+ break;\r
+ case '=':\r
+ case '+':\r
+ factor += 0.1;\r
+ printf("Factor of change is now %f\n", factor);\r
+ break;\r
+ case '-':\r
+ case '_':\r
+ factor -= 0.1;\r
+ printf("Factor of change is now %f\n", factor);\r
break;\r
+\r
}\r
- printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot);\r
+ printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, keyrot);\r
glutPostRedisplay();\r
}\r
\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
+ if ( buttonSelected == -1 ) return; // No button selected, no action\r
+\r
+ switch ( manipulateState ) {\r
+ case STATE_CAMERA_ROTATE_MOVE:\r
+ rotate += (x - startx);\r
+\r
+ if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
+ // w: rotate, h: zoom\r
+ zoom += (y - starty);\r
+ } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
+ // w: rotate, h: tilt\r
+ camAngle += (y - starty);\r
+ }\r
+\r
+ starty = y;\r
+ startx = x;\r
+\r
+ break;\r
+\r
+ case STATE_OBJECT_POSITION_SCALE:\r
+ //so.x, so.y, so.z\r
+ if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
+ // w: left/right, h: near/far\r
+ //sceneObjs[curObject].x += (x - startx)*leftrightFactor;\r
+ } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
+ // w: big/small, h: up/down\r
+ float scaling = (y - starty)*bigsmallFactor;\r
+ sceneObjs[curObject].scale[0] += scaling;\r
+ sceneObjs[curObject].scale[1] += scaling;\r
+ sceneObjs[curObject].scale[2] += scaling;\r
+ }\r
+\r
+ startx = x;\r
+ break;\r
+\r
+ case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r
+ if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
+ // w: rotate on width, h: rotate on h\r
+\r
+ } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
+ // w: rotate on height, h: texture scale\r
+ \r
+ }\r
+ break;\r
+\r
}\r
+\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ \r
+ // Redraw projection matrix\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+\r
+ float aspect;\r
+ if ( width <= height ) {\r
+ aspect = (float)height / (float)width;\r
+ } else {\r
+ aspect = (float)width / (float)height;\r
+ }\r
+\r
+ gluPerspective(\r
+ 75.0,\r
+ aspect,\r
+ 0.1,\r
+ 300\r
+ );\r
+\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
- //gluLookAt(\r
- // -30.0, -30.0, -30.0, /* 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
+ gluLookAt(\r
+ 0.0, 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ 0.0, 10.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
+\r
+ glRotatef(camAngle*camAngleFactor, 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
+ /* Reposition the light source 0. */\r
+ lightPosition0[0] = 12*cos(lightAngle0);\r
+ lightPosition0[1] = lightHeight0;\r
+ lightPosition0[2] = 12*sin(lightAngle0);\r
+ lightPosition0[3] = 0.0;\r
+\r
+ direction0[0] = lightPosition0[0];\r
+ direction0[2] = lightPosition0[2];\r
+\r
+ /* Reposition the light source 1. */\r
+ lightPosition1[0] = 12*cos(lightAngle1);\r
+ lightPosition1[1] = lightHeight1;\r
+ lightPosition1[2] = 12*sin(lightAngle1);\r
+ lightPosition1[3] = 0.0;\r
+\r
+ direction1[0] = lightPosition1[0];\r
+ direction1[2] = lightPosition1[2];\r
\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
- glRotatef(angle, 0.0, 1.0, 0.0);\r
- glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glRotatef(rotate*rotateFactor, 0.0, 1.0, 0.0);\r
glTranslatef(camx, camy, camz);\r
- glRotatef(rot, 1.0, 0.0, 0.0);\r
+ glRotatef(keyrot, 1.0, 0.0, 0.0);\r
\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0);\r
+ glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1);\r
\r
drawFloor();\r
-\r
- drawLine();\r
\r
- // Draw teapot for a test object\r
+ // Draw sceneObjs array\r
+ for ( int i = 0; i < nObjects; i++ ) {\r
+ glPushMatrix();\r
+ SceneObject so = sceneObjs[i];\r
+\r
+ // Apply rotation vector\r
+ glRotatef(so.rotation.amount, so.rotation.vector[0], so.rotation.vector[1], so.rotation.vector[2]);\r
+\r
+ // Apply scaling vector\r
+ glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
+\r
+ // Apply translation vector\r
+ glTranslatef(so.x, so.y, so.z);\r
+\r
+ // Apply texture\r
+ if ( so.texture > 0 ) {\r
+ getTexture(so.texture);\r
+ glBindTexture(GL_TEXTURE_2D, so.texture);\r
+ } else {\r
+ glBindTexture(GL_TEXTURE_2D, 0);\r
+ }\r
+\r
+ // Draw actual object\r
+ if ( so.mesh > 0 ) {\r
+ // drawMesh();\r
+ } else if ( so.mesh == -1 ) { // a mesh of -1 draws the teapot\r
+ // The teapot does not obey the right-hand rule\r
+ glFrontFace(GL_CW);\r
+ glutSolidTeapot(1);\r
+ glFrontFace(GL_CCW);\r
+ }\r
+\r
+ glBindTexture(GL_TEXTURE_2D, 0);\r
+ glPopMatrix();\r
+ }\r
+ \r
+\r
+ // Draw a white ball over the light source\r
glPushMatrix();\r
- glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface\r
- glColor3f(0.0, 0.0, 0.0);\r
- glutSolidTeapot(1);\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 1.0);\r
+ glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]);\r
+ glutSolidSphere(0.5, 50, 50);\r
+ glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 0.0);\r
- glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
- glutSolidSphere(1.0, 50, 50);\r
+ glColor3f(1.0, 1.0, 1.0);\r
+ glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]);\r
+ glutSolidSphere(0.5, 50, 50);\r
glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
+ drawAxisLines();\r
+\r
glPopMatrix();\r
\r
glutSwapBuffers();\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\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
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
\r
- glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
+ glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
+ glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
-\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);\r
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);\r
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
\r
glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
}\r
\r
glDepthRange(0,1);\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
+ glEnable(GL_NORMALIZE);\r
+ glLineWidth(2.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r