+/**\r
+ * CITS2231 Graphics Scene Editor\r
+ * @author Ashley Tyndall (20915779)\r
+ */\r
\r
-/* Copyright (c) Mark J. Kilgard, 1994, 1997. */\r
+#include <stdlib.h>\r
+#include <stdio.h>\r
+#include <dirent.h>\r
+#include <string.h>\r
+#include <math.h>\r
+#include <GL/gl.h>\r
+#include <GL/glut.h>\r
+\r
+#include "bitmap.h"\r
+\r
+// Type definitions for vertex-coordinates, normals, texture-coordinates, \r
+// and triangles (via the indices of 3 vertices).\r
+typedef GLfloat vertex[3];\r
+typedef GLfloat normal[3];\r
+typedef GLfloat texCoord[2];\r
+typedef GLint vertexIndex;\r
+typedef vertexIndex triangle[3];\r
+\r
+// A type for a mesh\r
+typedef struct { \r
+ int nVertices; // The number of vertices in the mesh\r
+ vertex* vertices; // Array with coordinates of vertices\r
+ normal* normals; // Array with normals of vertices\r
+ texCoord* texCoords; // Array with texture-coordinates of vertices\r
+ int nTriangles; // The number of triangles in the mesh\r
+ triangle* triangles; // Array of trangles via 3 indices into "vertices"\r
+} mesh;\r
+\r
+#define NMESH 54 // The number of meshes (in the models-textures dir)\r
+mesh* meshes[NMESH]; // An array of pointers to the meshes - see getMesh\r
+\r
+// A type for a 2D texture, with height and width in pixels\r
+typedef struct {\r
+ int height;\r
+ int width;\r
+ GLubyte *rgbData; // Array of bytes with the colour data for the texture\r
+} texture;\r
+\r
+#define NTEXTURE 30 // The number of textures (in the models-textures dir)\r
+texture* textures[NTEXTURE]; // An array of texture pointers - see getTexture\r
+\r
+typedef struct { \r
+ // You'll need to add scale, rotation, material, mesh number, etc.,\r
+ // to this structure\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
-/* This program is freely distributable without licensing fees\r
- and is provided without guarantee or warrantee expressed or\r
- implied. This program is -not- in the public domain. */\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
-/* Example for PC game developers to show how to *combine* texturing,\r
- reflections, and projected shadows all in real-time with OpenGL.\r
- Robust reflections use stenciling. Robust projected shadows\r
- use both stenciling and polygon offset. PC game programmers\r
- should realize that neither stenciling nor polygon offset are\r
- supported by Direct3D, so these real-time rendering algorithms\r
- are only really viable with OpenGL.\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
- The program has modes for disabling the stenciling and polygon\r
- offset uses. It is worth running this example with these features\r
- toggled off so you can see the sort of artifacts that result.\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
+/**\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(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
+\r
+ t->rgbData = LoadDIBitmap(fileName, &info);\r
+ t->height=info->bmiHeader.biHeight;\r
+ t->width=info->bmiHeader.biWidth;\r
+\r
+ return t;\r
+}\r
\r
- Notice that the floor texturing, reflections, and shadowing\r
- all co-exist properly. */\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
+ char line[256] = "";\r
+ int lineBuffSize = 256;\r
+\r
+ if(fp == NULL) fileErr(fileName);\r
+\r
+ while(strcmp(line,"Mesh {\r\n") != 0 && strcmp(line,"Mesh {\n") != 0 )\r
+ fgets(line, lineBuffSize, fp);\r
+\r
+ fscanf(fp, "%d;\n", &(m->nVertices));\r
+ m->vertices = malloc(m->nVertices * sizeof(vertex));\r
+ for(int i=0; i < m->nVertices; i++)\r
+ fscanf(fp, "%f; %f; %f;%*[,;]\n", &(m->vertices[i][0]), &(m->vertices[i][1]), &(m->vertices[i][2]) );\r
+\r
+ fscanf(fp, "%d;\n", &(m->nTriangles));\r
+ m->triangles = malloc(m->nTriangles * sizeof(triangle));\r
+ for(int i=0; i < m->nTriangles; i++)\r
+ fscanf(fp, "%*d; %d, %d, %d;%*[;,]", m->triangles[i], m->triangles[i]+1, m->triangles[i]+2);\r
+\r
+ while(strcmp(line," MeshNormals {\r\n") != 0 && strcmp(line," MeshNormals {\n") != 0)\r
+ fgets(line, lineBuffSize, fp);\r
+\r
+ fgets(line, lineBuffSize, fp);\r
+ m->normals = malloc(m->nVertices * sizeof(normal));\r
+ for(int i=0; i < m->nVertices; i++)\r
+ fscanf(fp, "%f; %f; %f;%*[;,]\n",\r
+ &(m->normals[i][0]), &(m->normals[i][1]), &(m->normals[i][2]));\r
+\r
+ while(strcmp(line,"MeshTextureCoords {\r\n") != 0 && strcmp(line,"MeshTextureCoords {\n") != 0)\r
+ fgets(line, lineBuffSize, fp);\r
+\r
+ fgets(line, lineBuffSize, fp);\r
+ m->texCoords = malloc(m->nVertices * sizeof(texCoord));\r
+ for(int i=0; i < m->nVertices; i++)\r
+ fscanf(fp, "%f;%f;%*[,;]\n", &(m->texCoords[i][0]), &(m->texCoords[i][1]) );\r
+ fclose(fp);\r
+ \r
+ return m;\r
+}\r
\r
-/* When you run this program: Left mouse button controls the\r
- view. Middle mouse button controls light position (left &\r
- right rotates light around dino; up & down moves light\r
- position up and down). Right mouse button pops up menu. */\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
+ printf("Error in getMesh - wrong model number");\r
+ exit(1);\r
+ }\r
+ if(meshes[i] != NULL)\r
+ return;\r
+ sprintf(fileName, "%s/model%d.x", dataDir, i+1);\r
+ meshes[i] = loadMesh(fileName);\r
+}\r
\r
-/* Check out the comments in the "redraw" routine to see how the\r
- reflection blending and surface stenciling is done. You can\r
- also see in "redraw" how the projected shadows are rendered,\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
+ exit(1);\r
+ }\r
+ if(textures[i-1] != NULL)\r
+ return;\r
+ sprintf(fileName, "%s/texture%d.bmp", dataDir, i);\r
\r
- including the use of stenciling and polygon offset. */\r
+ textures[i-1] = loadTexture(fileName);\r
\r
-/* This program is derived from glutdino.c */\r
+ glBindTexture(GL_TEXTURE_2D, i);\r
\r
-/* Compile: cc -o dinoshade dinoshade.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textures[i-1]->width, textures[i-1]->height,\r
+ 0, GL_RGB, GL_UNSIGNED_BYTE, textures[i-1]->rgbData);\r
+ gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, textures[i-1]->width, textures[i-1]->height, GL_RGB, \r
+ GL_UNSIGNED_BYTE, textures[i-1]->rgbData);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);\r
\r
-#include <stdio.h>\r
-#include <stdlib.h>\r
-#include <string.h>\r
-#include <math.h> /* for cos(), sin(), and sqrt() */\r
-#include <GL/glut.h> /* OpenGL Utility Toolkit header */\r
-\r
-/* Some <math.h> files do not define M_PI... */\r
-#ifndef M_PI\r
-#define M_PI 3.14159265\r
-#endif\r
-\r
-/* Variable controlling various rendering modes. */\r
-static int stencilReflection = 1, stencilShadow = 1, offsetShadow = 1;\r
-static int renderShadow = 1, renderDinosaur = 1, renderReflection = 1;\r
-static int linearFiltering = 0, useMipmaps = 0, useTexture = 1;\r
-static int reportSpeed = 0;\r
-static int animation = 1;\r
-static GLboolean lightSwitch = GL_TRUE;\r
-static int directionalLight = 1;\r
-static int forceExtension = 0;\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
+ glBindTexture(GL_TEXTURE_2D, 0); // Back to default texture\r
+}\r
\r
-int moving, startx, starty;\r
-int lightMoving = 0, lightStartX, lightStartY;\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
-enum {\r
- MISSING, EXTENSION, ONE_DOT_ONE\r
-};\r
-int polygonOffsetVersion;\r
-\r
-static GLdouble bodyWidth = 3.0;\r
-/* *INDENT-OFF* */\r
-static GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},\r
- {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},\r
- {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},\r
- {1, 2} };\r
-static GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},\r
- {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},\r
- {13, 9}, {11, 11}, {9, 11} };\r
-static GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},\r
- {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };\r
-static GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},\r
- {9.6, 15.25}, {9, 15.25} };\r
-static GLfloat lightPosition[4];\r
-static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
-static GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};\r
-/* *INDENT-ON* */\r
-\r
-/* Nice floor texture tiling pattern. */\r
-static char *circles[] = {\r
- "....xxxx........",\r
- "..xxxxxxxx......",\r
- ".xxxxxxxxxx.....",\r
- ".xxx....xxx.....",\r
- "xxx......xxx....",\r
- "xxx......xxx....",\r
- "xxx......xxx....",\r
- "xxx......xxx....",\r
- ".xxx....xxx.....",\r
- ".xxxxxxxxxx.....",\r
- "..xxxxxxxx......",\r
- "....xxxx........",\r
- "................",\r
- "................",\r
- "................",\r
- "................",\r
-};\r
+ case POSITION_SCALE:\r
+ // Do stuff\r
+ break;\r
+\r
+ case ROTATION_TEXTURE_SCALE:\r
+ // Do stuff\r
+ break;\r
+\r
+ case EXIT:\r
+ exit(EXIT_SUCCESS);\r
\r
-static void\r
-makeFloorTexture(void)\r
-{\r
- GLubyte floorTexture[16][16][3];\r
- GLubyte *loc;\r
- int s, t;\r
-\r
- /* Setup RGB image for the texture. */\r
- loc = (GLubyte*) floorTexture;\r
- for (t = 0; t < 16; t++) {\r
- for (s = 0; s < 16; s++) {\r
- if (circles[t][s] == 'x') {\r
- /* Nice green. */\r
- loc[0] = 0x1f;\r
- loc[1] = 0x8f;\r
- loc[2] = 0x1f;\r
- } else {\r
- /* Light gray. */\r
- loc[0] = 0xaa;\r
- loc[1] = 0xaa;\r
- loc[2] = 0xaa;\r
- }\r
- loc += 3;\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
+ 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
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);\r
-\r
- if (useMipmaps) {\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,\r
- GL_LINEAR_MIPMAP_LINEAR);\r
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 16, 16,\r
- GL_RGB, GL_UNSIGNED_BYTE, floorTexture);\r
- } else {\r
- if (linearFiltering) {\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
- } else {\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
- }\r
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0,\r
- GL_RGB, GL_UNSIGNED_BYTE, floorTexture);\r
}\r
}\r
\r
-enum {\r
- X, Y, Z, W\r
-};\r
-enum {\r
- A, B, C, D\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
+ // Do stuff\r
+ break;\r
\r
-/* Create a matrix that will project the desired shadow. */\r
-void\r
-shadowMatrix(GLfloat shadowMat[4][4],\r
- GLfloat groundplane[4],\r
- GLfloat lightpos[4])\r
-{\r
- GLfloat dot;\r
-\r
- /* Find dot product between light position vector and ground plane normal. */\r
- dot = groundplane[X] * lightpos[X] +\r
- groundplane[Y] * lightpos[Y] +\r
- groundplane[Z] * lightpos[Z] +\r
- groundplane[W] * lightpos[W];\r
-\r
- shadowMat[0][0] = dot - lightpos[X] * groundplane[X];\r
- shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];\r
- shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];\r
- shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];\r
-\r
- shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];\r
- shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];\r
- shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];\r
- shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];\r
-\r
- shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];\r
- shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];\r
- shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];\r
- shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];\r
-\r
- shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];\r
- shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];\r
- shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];\r
- shadowMat[3][3] = dot - lightpos[W] * groundplane[W];\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
-/* Find the plane equation given 3 points. */\r
-void\r
-findPlane(GLfloat plane[4],\r
- GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])\r
-{\r
- GLfloat vec0[3], vec1[3];\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
- /* Need 2 vectors to find cross product. */\r
- vec0[X] = v1[X] - v0[X];\r
- vec0[Y] = v1[Y] - v0[Y];\r
- vec0[Z] = v1[Z] - v0[Z];\r
+/**\r
+ * Event hander for texture menu events\r
+ * @param id ID of texutre selected\r
+ */\r
+void processTextureEvents(int id) {\r
\r
- vec1[X] = v2[X] - v0[X];\r
- vec1[Y] = v2[Y] - v0[Y];\r
- vec1[Z] = v2[Z] - v0[Z];\r
+}\r
\r
- /* find cross product to get A, B, and C of plane equation */\r
- plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];\r
- plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);\r
- plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];\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
- plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);\r
}\r
\r
-void\r
-extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,\r
- GLdouble thickness, GLuint side, GLuint edge, GLuint whole)\r
-{\r
- static GLUtriangulatorObj *tobj = NULL;\r
- GLdouble vertex[3], dx, dy, len;\r
- int i;\r
- int count = (int) (dataSize / (2 * sizeof(GLfloat)));\r
-\r
- if (tobj == NULL) {\r
- tobj = gluNewTess(); /* create and initialize a GLU\r
- polygon tesselation object */\r
- gluTessCallback(tobj, GLU_BEGIN, glBegin);\r
- gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */\r
- gluTessCallback(tobj, GLU_END, glEnd);\r
- }\r
- glNewList(side, GL_COMPILE);\r
- glShadeModel(GL_SMOOTH); /* smooth minimizes seeing\r
- tessellation */\r
- gluBeginPolygon(tobj);\r
- for (i = 0; i < count; i++) {\r
- vertex[0] = data[i][0];\r
- vertex[1] = data[i][1];\r
- vertex[2] = 0;\r
- gluTessVertex(tobj, vertex, data[i]);\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
- gluEndPolygon(tobj);\r
- glEndList();\r
- glNewList(edge, GL_COMPILE);\r
- glShadeModel(GL_FLAT); /* flat shade keeps angular hands\r
- from being "smoothed" */\r
- glBegin(GL_QUAD_STRIP);\r
- for (i = 0; i <= count; i++) {\r
- /* mod function handles closing the edge */\r
- glVertex3f(data[i % count][0], data[i % count][1], 0.0);\r
- glVertex3f(data[i % count][0], data[i % count][1], thickness);\r
- /* Calculate a unit normal by dividing by Euclidean\r
- distance. We * could be lazy and use\r
- glEnable(GL_NORMALIZE) so we could pass in * arbitrary\r
- normals for a very slight performance hit. */\r
- dx = data[(i + 1) % count][1] - data[i % count][1];\r
- dy = data[i % count][0] - data[(i + 1) % count][0];\r
- len = sqrt(dx * dx + dy * dy);\r
- glNormal3f(dx / len, dy / len, 0.0);\r
- }\r
- glEnd();\r
- glEndList();\r
- glNewList(whole, GL_COMPILE);\r
- glFrontFace(GL_CW);\r
- glCallList(edge);\r
- glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */\r
- glCallList(side);\r
- glPushMatrix();\r
- glTranslatef(0.0, 0.0, thickness);\r
- glFrontFace(GL_CCW);\r
- glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */\r
- glCallList(side);\r
- glPopMatrix();\r
- glEndList();\r
+\r
+ int remainder = numToRound % multiple;\r
+ if (remainder == 0)\r
+ return numToRound;\r
+ return numToRound + multiple - remainder;\r
}\r
\r
-/* Enumerants for refering to display lists. */\r
-typedef enum {\r
- RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,\r
- LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE\r
-} displayLists;\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
-static void\r
-makeDinosaur(void)\r
-{\r
- extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,\r
- BODY_SIDE, BODY_EDGE, BODY_WHOLE);\r
- extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,\r
- ARM_SIDE, ARM_EDGE, ARM_WHOLE);\r
- extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,\r
- LEG_SIDE, LEG_EDGE, LEG_WHOLE);\r
- extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,\r
- EYE_SIDE, EYE_EDGE, EYE_WHOLE);\r
+ return mainMenu;\r
}\r
\r
-static void\r
-drawDinosaur(void)\r
+/**\r
+ * Creates menu for program\r
+ */\r
+void makeMenu() {\r
+ // Construct material menu\r
+ int materialMenu = glutCreateMenu(processMaterialEvents);\r
+ glutAddMenuEntry("All R/G/B", MATERIAL_ALL_RGB);\r
+ glutAddMenuEntry("Ambient R/G/B", MATERIAL_AMBIENT_RGB);\r
+ glutAddMenuEntry("Diffuse R/G/B", MATERIAL_DIFFUSE_RGB);\r
+ glutAddMenuEntry("Specular R/G/B", MATERIAL_SPECULAR_RGB);\r
+ glutAddMenuEntry("All Amb/Diff/Spec/Shine", MATERIAL_ALL_ADSS);\r
+ glutAddMenuEntry("Red Amb/Diff/Spec/Shine", MATERIAL_RED_ADSS);\r
+ glutAddMenuEntry("Green Amb/Diff/Spec/Shine", MATERIAL_GREEN_ADSS);\r
+ glutAddMenuEntry("Blue Amb/Diff/Spec/Shine", MATERIAL_BLUE_ADSS);\r
+\r
+ // Construct light menu\r
+ int lightMenu = glutCreateMenu(processLightEvents);\r
+ glutAddMenuEntry("Move Light 1", LIGHT_MOVE_LIGHT_1);\r
+ glutAddMenuEntry("R/G/B/All Light 1", LIGHT_RGBALL_LIGHT_1);\r
+ glutAddMenuEntry("Move Light 2", LIGHT_MOVE_LIGHT_2);\r
+ glutAddMenuEntry("R/G/B/All Light 2", LIGHT_RGBALL_LIGHT_2);\r
+\r
+ // Construct object menu\r
+ int objectMenuEntriesSize = sizeof(objectMenuEntries) / sizeof(objectMenuEntries[0]);\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
+ // Bind to right mouse button\r
+ glutAttachMenu(GLUT_RIGHT_BUTTON);\r
+}\r
\r
-{\r
- glPushMatrix();\r
- /* Translate the dinosaur to be at (0,8,0). */\r
- glTranslatef(-8, 0, -bodyWidth / 2);\r
- glTranslatef(0.0, jump, 0.0);\r
- glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);\r
- glCallList(BODY_WHOLE);\r
- glTranslatef(0.0, 0.0, bodyWidth);\r
- glCallList(ARM_WHOLE);\r
- glCallList(LEG_WHOLE);\r
- glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);\r
- glCallList(ARM_WHOLE);\r
- glTranslatef(0.0, 0.0, -bodyWidth / 4);\r
- glCallList(LEG_WHOLE);\r
- glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);\r
- glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);\r
- glCallList(EYE_WHOLE);\r
- glPopMatrix();\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
\r
static GLfloat floorVertices[4][3] = {\r
{\r
glDisable(GL_LIGHTING);\r
\r
- if (useTexture) {\r
- glEnable(GL_TEXTURE_2D);\r
- }\r
+ //if (useTexture) {\r
+ // glEnable(GL_TEXTURE_2D);\r
+ //}\r
\r
glBegin(GL_QUADS);\r
glTexCoord2f(0.0, 0.0);\r
glVertex3fv(floorVertices[3]);\r
glEnd();\r
\r
- if (useTexture) {\r
+ /*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
- }\r
+ }*/\r
\r
glEnable(GL_LIGHTING);\r
}\r
\r
-static GLfloat floorPlane[4];\r
-static GLfloat floorShadow[4][4];\r
-\r
-static void\r
-redraw(void)\r
-{\r
- int start, end;\r
-\r
- if (reportSpeed) {\r
- start = glutGet(GLUT_ELAPSED_TIME);\r
- }\r
-\r
- /* Clear; default stencil clears to zero. */\r
- if ((stencilReflection && renderReflection) || (stencilShadow && renderShadow)) {\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);\r
- } else {\r
- /* Avoid clearing stencil when not using it. */\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
- }\r
-\r
- /* Reposition the light source. */\r
- lightPosition[0] = 12*cos(lightAngle);\r
- lightPosition[1] = lightHeight;\r
- lightPosition[2] = 12*sin(lightAngle);\r
- if (directionalLight) {\r
- lightPosition[3] = 0.0;\r
- } else {\r
- lightPosition[3] = 1.0;\r
- }\r
-\r
- shadowMatrix(floorShadow, floorPlane, lightPosition);\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
- /* Tell GL new light source position. */\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
- if (renderReflection) {\r
- if (stencilReflection) {\r
- /* We can eliminate the visual "artifact" of seeing the "flipped"\r
- dinosaur underneath the floor by using stencil. The idea is\r
- draw the floor without color or depth update but so that\r
- a stencil value of one is where the floor will be. Later when\r
- rendering the dinosaur reflection, we will only update pixels\r
- with a stencil value of 1 to make sure the reflection only\r
- lives on the floor, not below the floor. */\r
-\r
- /* Don't update color or depth. */\r
- glDisable(GL_DEPTH_TEST);\r
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);\r
-\r
- /* Draw 1 into the stencil buffer. */\r
- glEnable(GL_STENCIL_TEST);\r
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);\r
- glStencilFunc(GL_ALWAYS, 1, 0xffffffff);\r
-\r
- /* Now render floor; floor pixels just get their stencil set to 1. */\r
- drawFloor();\r
+static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
+static GLfloat lightPosition[4];\r
+static float lightAngle = 0.0, lightHeight = 20;\r
\r
- /* Re-enable update of color and depth. */\r
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);\r
- glEnable(GL_DEPTH_TEST);\r
\r
- /* Now, only render where stencil is set to 1. */\r
- glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */\r
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);\r
- }\r
+/**\r
+ * Display function\r
+ */\r
+void display() {\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glLoadIdentity();\r
\r
- glPushMatrix();\r
+ /*glTranslatef( 0.0f, 0.0f, 0.0f);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f( 0.0f, 1.0f, -1.0f);\r
+ glVertex3f( 0.0f, 1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, 1.0f);\r
+ glVertex3f( 0.0f, -1.0f, -1.0f);\r
+ glEnd();*/\r
\r
- /* The critical reflection step: Reflect dinosaur through the floor\r
- (the Y=0 plane) to make a relection. */\r
- glScalef(1.0, -1.0, 1.0);\r
\r
- /* Reflect the light position. */\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+ //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
+ //glutSolidTeapot(1);\r
\r
- /* To avoid our normals getting reversed and hence botched lighting\r
- on the reflection, turn on normalize. */\r
- glEnable(GL_NORMALIZE);\r
- glCullFace(GL_FRONT);\r
+ /* glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+ gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
\r
- /* Draw the reflected dinosaur. */\r
- drawDinosaur();\r
\r
- /* Disable noramlize again and re-enable back face culling. */\r
- glDisable(GL_NORMALIZE);\r
- glCullFace(GL_BACK);\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();*/\r
\r
- glPopMatrix();\r
\r
- /* Switch back to the unreflected light position. */\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ //if (directionalLight) {\r
+ lightPosition[3] = 0.0;\r
+ //} else {\r
+ // lightPosition[3] = 1.0;\r
+ //}\r
\r
- if (stencilReflection) {\r
- glDisable(GL_STENCIL_TEST);\r
- }\r
- }\r
+ glPushMatrix();\r
\r
- /* Back face culling will get used to only draw either the top or the\r
- bottom floor. This let's us get a floor with two distinct\r
- appearances. The top floor surface is reflective and kind of red.\r
- The bottom floor surface is not reflective and blue. */\r
+ /* Tell GL new light source position. */\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
- /* Draw "bottom" of floor in blue. */\r
+ /* Draw "bottom" of floor in blue. */\r
glFrontFace(GL_CW); /* Switch face orientation. */\r
glColor4f(0.1, 0.1, 0.7, 1.0);\r
drawFloor();\r
glFrontFace(GL_CCW);\r
\r
- if (renderShadow) {\r
- if (stencilShadow) {\r
- /* Draw the floor with stencil value 3. This helps us only\r
- draw the shadow once per floor pixel (and only on the\r
- floor pixels). */\r
- glEnable(GL_STENCIL_TEST);\r
- glStencilFunc(GL_ALWAYS, 3, 0xffffffff);\r
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);\r
- }\r
- }\r
-\r
- /* Draw "top" of floor. Use blending to blend in reflection. */\r
+ /* Draw "top" of floor. Use blending to blend in reflection. */\r
glEnable(GL_BLEND);\r
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
glColor4f(0.7, 0.0, 0.0, 0.3);\r
drawFloor();\r
glDisable(GL_BLEND);\r
\r
- if (renderDinosaur) {\r
- /* Draw "actual" dinosaur, not its reflection. */\r
- drawDinosaur();\r
- }\r
-\r
- if (renderShadow) {\r
-\r
- /* Render the projected shadow. */\r
-\r
- if (stencilShadow) {\r
-\r
- /* Now, only render where stencil is set above 2 (ie, 3 where\r
- the top floor is). Update stencil with 2 where the shadow\r
- gets drawn so we don't redraw (and accidently reblend) the\r
- shadow). */\r
- glStencilFunc(GL_LESS, 2, 0xffffffff); /* draw if ==1 */\r
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);\r
- }\r
-\r
- /* To eliminate depth buffer artifacts, we use polygon offset\r
- to raise the depth of the projected shadow slightly so\r
- that it does not depth buffer alias with the floor. */\r
- if (offsetShadow) {\r
- switch (polygonOffsetVersion) {\r
- case EXTENSION:\r
-#ifdef GL_EXT_polygon_offset\r
- glEnable(GL_POLYGON_OFFSET_EXT);\r
- break;\r
-#endif\r
-#ifdef GL_VERSION_1_1\r
- case ONE_DOT_ONE:\r
- glEnable(GL_POLYGON_OFFSET_FILL);\r
- break;\r
-#endif\r
- case MISSING:\r
- /* Oh well. */\r
- break;\r
- }\r
- }\r
-\r
- /* Render 50% black shadow color on top of whatever the\r
- floor appareance is. */\r
- glEnable(GL_BLEND);\r
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
- glDisable(GL_LIGHTING); /* Force the 50% black. */\r
- glColor4f(0.0, 0.0, 0.0, 0.5);\r
-\r
- glPushMatrix();\r
- /* Project the shadow. */\r
- glMultMatrixf((GLfloat *) floorShadow);\r
- drawDinosaur();\r
- glPopMatrix();\r
-\r
- glDisable(GL_BLEND);\r
- glEnable(GL_LIGHTING);\r
-\r
- if (offsetShadow) {\r
- switch (polygonOffsetVersion) {\r
-#ifdef GL_EXT_polygon_offset\r
- case EXTENSION:\r
- glDisable(GL_POLYGON_OFFSET_EXT);\r
- break;\r
-#endif\r
-#ifdef GL_VERSION_1_1\r
- case ONE_DOT_ONE:\r
- glDisable(GL_POLYGON_OFFSET_FILL);\r
- break;\r
-#endif\r
- case MISSING:\r
- /* Oh well. */\r
- break;\r
- }\r
- }\r
- if (stencilShadow) {\r
- glDisable(GL_STENCIL_TEST);\r
- }\r
- }\r
-\r
- glPushMatrix();\r
+ glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 0.0);\r
- if (directionalLight) {\r
- /* Draw an arrowhead. */\r
- glDisable(GL_CULL_FACE);\r
- glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
- glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0);\r
- glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1);\r
- glBegin(GL_TRIANGLE_FAN);\r
- glVertex3f(0, 0, 0);\r
- glVertex3f(2, 1, 1);\r
- glVertex3f(2, -1, 1);\r
- glVertex3f(2, -1, -1);\r
- glVertex3f(2, 1, -1);\r
- glVertex3f(2, 1, 1);\r
- glEnd();\r
- /* Draw a white line from light direction. */\r
- glColor3f(1.0, 1.0, 1.0);\r
- glBegin(GL_LINES);\r
- glVertex3f(0, 0, 0);\r
- glVertex3f(5, 0, 0);\r
- glEnd();\r
- glEnable(GL_CULL_FACE);\r
- } else {\r
- /* Draw a yellow ball at the light source. */\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
- glPopMatrix();\r
-\r
- if (reportSpeed) {\r
- glFinish();\r
- end = glutGet(GLUT_ELAPSED_TIME);\r
- printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start);\r
- }\r
-\r
- glutSwapBuffers();\r
-}\r
-\r
-/* ARGSUSED2 */\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
-/* ARGSUSED1 */\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
-/* Advance time varying state when idle callback registered. */\r
-static void\r
-idle(void)\r
-{\r
- static float time = 0.0;\r
\r
- time = glutGet(GLUT_ELAPSED_TIME) / 500.0;\r
-\r
- jump = 4.0 * fabs(sin(time)*0.5);\r
- if (!lightMoving) {\r
- lightAngle += 0.03;\r
- }\r
- glutPostRedisplay();\r
-}\r
-\r
-enum {\r
- M_NONE, M_MOTION, M_LIGHT, M_TEXTURE, M_SHADOWS, M_REFLECTION, M_DINOSAUR,\r
- M_STENCIL_REFLECTION, M_STENCIL_SHADOW, M_OFFSET_SHADOW,\r
- M_POSITIONAL, M_DIRECTIONAL, M_PERFORMANCE\r
-};\r
-\r
-static void\r
-controlLights(int value)\r
-{\r
- switch (value) {\r
- case M_NONE:\r
- return;\r
- case M_MOTION:\r
- animation = 1 - animation;\r
- if (animation) {\r
- glutIdleFunc(idle);\r
- } else {\r
- glutIdleFunc(NULL);\r
- }\r
- break;\r
- case M_LIGHT:\r
- lightSwitch = !lightSwitch;\r
- if (lightSwitch) {\r
- glEnable(GL_LIGHT0);\r
- } else {\r
- glDisable(GL_LIGHT0);\r
- }\r
- break;\r
- case M_TEXTURE:\r
- useTexture = !useTexture;\r
- break;\r
- case M_SHADOWS:\r
- renderShadow = 1 - renderShadow;\r
- break;\r
- case M_REFLECTION:\r
- renderReflection = 1 - renderReflection;\r
- break;\r
- case M_DINOSAUR:\r
- renderDinosaur = 1 - renderDinosaur;\r
- break;\r
- case M_STENCIL_REFLECTION:\r
- stencilReflection = 1 - stencilReflection;\r
- break;\r
- case M_STENCIL_SHADOW:\r
- stencilShadow = 1 - stencilShadow;\r
- break;\r
- case M_OFFSET_SHADOW:\r
- offsetShadow = 1 - offsetShadow;\r
- break;\r
- case M_POSITIONAL:\r
- directionalLight = 0;\r
- break;\r
- case M_DIRECTIONAL:\r
- directionalLight = 1;\r
- break;\r
- case M_PERFORMANCE:\r
- reportSpeed = 1 - reportSpeed;\r
- break;\r
- }\r
- glutPostRedisplay();\r
-}\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
\r
-/* When not visible, stop animating. Restart when visible again. */\r
-static void\r
-visible(int vis)\r
-{\r
- if (vis == GLUT_VISIBLE) {\r
- if (animation)\r
- glutIdleFunc(idle);\r
- } else {\r
- if (!animation)\r
- glutIdleFunc(NULL);\r
- }\r
+ drawFloor();\r
+ glutSwapBuffers();\r
}\r
\r
-/* Press any key to redraw; good when motion stopped and\r
- performance reporting on. */\r
-/* ARGSUSED */\r
-static void\r
-key(unsigned char c, int x, int y)\r
-{\r
- if (c == 27) {\r
- exit(0); /* IRIS GLism, Escape quits. */\r
- }\r
- glutPostRedisplay();\r
-}\r
+/**\r
+ * init function, sets OpenGL's starting state\r
+ */\r
+void init() {\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ // gluPerspective( 60, 1, 0.1, 1000.0);\r
+ gluPerspective( /* field of view in degree */ 40.0,\r
+ /* aspect ratio */ 1.0,\r
+ /* Z near */ 20.0, /* Z far */ 100.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
+ 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
\r
-/* Press any key to redraw; good when motion stopped and\r
- performance reporting on. */\r
-/* ARGSUSED */\r
-static void\r
-special(int k, int x, int y)\r
-{\r
- glutPostRedisplay();\r
+ glMatrixMode(GL_MODELVIEW);\r
}\r
\r
-static int\r
-supportsOneDotOne(void)\r
-{\r
- const char *version;\r
- int major, minor;\r
\r
- version = (char *) glGetString(GL_VERSION);\r
- if (sscanf(version, "%d.%d", &major, &minor) == 2)\r
- return major >= 1 && minor >= 1;\r
- return 0; /* OpenGL version string malformed! */\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
\r
-int\r
-main(int argc, char **argv)\r
-{\r
- int i;\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
- glutInit(&argc, argv);\r
+ for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
+ for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
\r
- for (i=1; i<argc; i++) {\r
- if (!strcmp("-linear", argv[i])) {\r
- linearFiltering = 1;\r
- } else if (!strcmp("-mipmap", argv[i])) {\r
- useMipmaps = 1;\r
- } else if (!strcmp("-ext", argv[i])) {\r
- forceExtension = 1;\r
- }\r
- }\r
+ glutInit(&argc, argv);\r
\r
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);\r
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ glutInitWindowSize(500, 500);\r
+ glutCreateWindow("Scene Editor");\r
\r
-#if 1\r
- /* In GLUT 4.0, you'll be able to do this an be sure to\r
- get 2 bits of stencil if the machine has it for you. */\r
- glutInitDisplayString("samples stencil>=2 rgb double depth");\r
-#endif\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
\r
- glutCreateWindow("Shadowy Leapin' Lizards");\r
+ // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r
- if (glutGet(GLUT_WINDOW_STENCIL_SIZE) <= 1) {\r
- printf("dinoshade: Sorry, I need at least 2 bits of stencil.\n");\r
- exit(1);\r
- }\r
+ glutReshapeFunc(windowReshape);\r
+ glutDisplayFunc(display);\r
+ glutMouseFunc(mouse);\r
\r
- /* Register GLUT callbacks. */\r
- glutDisplayFunc(redraw);\r
- glutMouseFunc(mouse);\r
- glutMotionFunc(motion);\r
- glutVisibilityFunc(visible);\r
- glutKeyboardFunc(key);\r
- glutSpecialFunc(special);\r
-\r
- glutCreateMenu(controlLights);\r
-\r
- glutAddMenuEntry("Toggle motion", M_MOTION);\r
- glutAddMenuEntry("-----------------------", M_NONE);\r
- glutAddMenuEntry("Toggle light", M_LIGHT);\r
- glutAddMenuEntry("Toggle texture", M_TEXTURE);\r
- glutAddMenuEntry("Toggle shadows", M_SHADOWS);\r
- glutAddMenuEntry("Toggle reflection", M_REFLECTION);\r
- glutAddMenuEntry("Toggle dinosaur", M_DINOSAUR);\r
- glutAddMenuEntry("-----------------------", M_NONE);\r
- glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION);\r
- glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW);\r
- glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW);\r
- glutAddMenuEntry("----------------------", M_NONE);\r
- glutAddMenuEntry("Positional light", M_POSITIONAL);\r
- glutAddMenuEntry("Directional light", M_DIRECTIONAL);\r
- glutAddMenuEntry("-----------------------", M_NONE);\r
- glutAddMenuEntry("Toggle performance", M_PERFORMANCE);\r
- glutAttachMenu(GLUT_RIGHT_BUTTON);\r
- makeDinosaur();\r
-\r
-#ifdef GL_VERSION_1_1\r
- if (supportsOneDotOne() && !forceExtension) {\r
- polygonOffsetVersion = ONE_DOT_ONE;\r
- glPolygonOffset(-2.0, -1.0);\r
- } else\r
-#endif\r
- {\r
-#ifdef GL_EXT_polygon_offset\r
- /* check for the polygon offset extension */\r
- if (glutExtensionSupported("GL_EXT_polygon_offset")) {\r
- polygonOffsetVersion = EXTENSION;\r
- glPolygonOffsetEXT(-0.1, -0.002);\r
- } else\r
-#endif\r
- {\r
- polygonOffsetVersion = MISSING;\r
- printf("\ndinoshine: Missing polygon offset.\n");\r
- printf(" Expect shadow depth aliasing artifacts.\n\n");\r
- }\r
- }\r
+ makeMenu();\r
\r
- glEnable(GL_CULL_FACE);\r
- glEnable(GL_DEPTH_TEST);\r
- glEnable(GL_TEXTURE_2D);\r
- glLineWidth(3.0);\r
+ init();\r
\r
- glMatrixMode(GL_PROJECTION);\r
+ glMatrixMode(GL_PROJECTION);\r
gluPerspective( /* field of view in degree */ 40.0,\r
/* aspect ratio */ 1.0,\r
/* Z near */ 20.0, /* Z far */ 100.0);\r
0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
0.0, 1.0, 0.); /* up is in postivie Y direction */\r
\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\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
- makeFloorTexture();\r
-\r
- /* Setup floor plane for projected shadow calculations. */\r
- findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);\r
-\r
- glutMainLoop();\r
- return 0; /* ANSI C requires main to return int. */\r
-}
\ No newline at end of file
+ glutMainLoop();\r
+}\r