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
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
- // 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
+void processMainEvents(int id) {\r
+ switch (id) {\r
+ case ROTATE_MOVE_CAMERA:\r
+ // Do stuff\r
+ break;\r
\r
+ case POSITION_SCALE:\r
+ // Do stuff\r
+ break;\r
\r
+ case ROTATION_TEXTURE_SCALE:\r
+ // Do stuff\r
+ break;\r
\r
-void processMainEvents(int id) {\r
- switch (id) {\r
case EXIT:\r
- exit(0);\r
+ exit(EXIT_SUCCESS);\r
\r
}\r
}\r
}\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
+ 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 processTextureEvents(int id) {\r
}\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
+/**\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
void makeMenu() {\r
// Construct material menu\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
- 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 ( j == objectMenuEntriesSize ) break; // Detect if we've reached the end of the array\r
- glutAddMenuEntry( objectMenuEntries[j], j );\r
- }\r
- }\r
-\r
- // Construct add object menu\r
- int addObjectMenu = glutCreateMenu(processObjectEvents);\r
- for ( int i = 0; i < menuNumber; i++ ) {\r
- char name[10]; // buffer to hold name\r
- int startNum = i*11 - (i-1);\r
- sprintf(name, "%d-%d", startNum, startNum + 9);\r
- glutAddSubMenu( name, addObjectSubmenu[i] );\r
- }\r
-\r
-\r
- int mainMenu = glutCreateMenu(processMainEvents);\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", addObjectMenu);\r
+ glutAddSubMenu("Add object", objectMenu);\r
glutAddMenuEntry("Position/Scale", POSITION_SCALE);\r
glutAddMenuEntry("Rotation/Texture Scale", ROTATION_TEXTURE_SCALE);\r
- //material\r
- \r
- \r
-\r
- glutSetMenu(mainMenu);\r
glutAddSubMenu("Material", materialMenu);\r
- \r
- //texture\r
- //ground texture\r
- //lights\r
-\r
-\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