From: Sam Moore Date: Mon, 17 Sep 2012 11:55:36 +0000 (+0800) Subject: Parallel Programming - Improve camera UI X-Git-Url: https://git.ucc.asn.au/?a=commitdiff_plain;h=3aa33507aadf1d2b1649dc8d489c1811842d4c7a;p=matches%2Fhonours.git Parallel Programming - Improve camera UI Can now fly around (sort of) like Descent games. Except glut can only handle one key press at a time... pretty terrible Maybe I'll change it to SDL... But I think I'm getting side tracked --- diff --git a/course/semester2/pprog/assignment1/single-thread/graphics.c b/course/semester2/pprog/assignment1/single-thread/graphics.c index 6fdb5810..32ca0801 100644 --- a/course/semester2/pprog/assignment1/single-thread/graphics.c +++ b/course/semester2/pprog/assignment1/single-thread/graphics.c @@ -22,6 +22,9 @@ float look[3]; int windowWidth, windowHeight, upY; double scale = 1.0; +#ifdef FLYING_CAMERA +Camera eye; +#endif //FLYING_CAMERA /** * @function Graphics_Run @@ -95,6 +98,12 @@ void Graphics_Run(int argc, char ** argv) look[2] = 0; gluPerspective(VIEW_ANGLE, (double)WIDTH/(double)HEIGHT, WORLD_NEAR, WORLD_FAR); + #ifdef FLYING_CAMERA + eye.x[0] = 1; eye.x[1] = 0; eye.x[2] = 0; + eye.y[0] = 0; eye.y[1] = 1; eye.y[2] = 0; + eye.z[0] = 0; eye.z[1] = 0; eye.z[2] = 1; + #endif //FLYING_CAMERA + glutMainLoop(); } @@ -124,8 +133,15 @@ void Graphics_Display() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); + + #ifdef FLYING_CAMERA + gluLookAt(eye.p[0], eye.p[1], eye.p[2], + eye.p[0] + eye.x[0], eye.p[1] + eye.x[1], eye.p[2] + eye.x[2], + eye.z[0], eye.z[1], eye.z[2]); + #else gluLookAt(eyeRho * sin(eyePhi) * sin(eyeTheta), eyeRho * cos(eyePhi), eyeRho * sin(eyePhi) * cos(eyeTheta),look[0], look[1], look[2], 0, upY, 0); + #endif //FLYING_CAMERA BeforeDraw(); // Stuff to do before graphics is allowed to draw // Single-thread - perform a computation step, obviously! It's not done anywhere else @@ -164,6 +180,149 @@ void Graphics_Keyboard(unsigned char theKey, int mouseX, int mouseY) return; } + #ifdef FLYING_CAMERA + switch (theKey) + { + case 'W': + case 'w': + for (unsigned i = 0; i < DIMENSIONS; ++i) + eye.p[i] += eye.x[i]; + break; + case 'S': + case 's': + for (unsigned i = 0; i < DIMENSIONS; ++i) + eye.p[i] -= eye.x[i]; + break; + case 'A': + case 'a': + for (unsigned i = 0; i < DIMENSIONS; ++i) + eye.p[i] += eye.y[i]; + break; + case 'D': + case 'd': + for (unsigned i = 0; i < DIMENSIONS; ++i) + eye.p[i] -= eye.y[i]; + break; + case 'Z': + case 'z': + for (unsigned i = 0; i < DIMENSIONS; ++i) + eye.p[i] += eye.z[i]; + break; + case 'C': + case 'c': + for (unsigned i = 0; i < DIMENSIONS; ++i) + eye.p[i] -= eye.z[i]; + break; + + case 'I': + case 'i': + { + float theta = M_PI/80.0; + Camera old = eye; + + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.z[i] = old.z[i] * cos(theta) + old.x[i] * sin(theta); + eye.x[i] = old.x[i] * cos(theta) - old.z[i] * sin(theta); + } + break; + } + case 'K': + case 'k': + { + float theta = -M_PI/80.0; + Camera old = eye; + + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.z[i] = old.z[i] * cos(theta) + old.x[i] * sin(theta); + eye.x[i] = old.x[i] * cos(theta) - old.z[i] * sin(theta); + } + break; + } + + case 'J': + case 'j': + { + float theta = -M_PI/80.0; + Camera old = eye; + + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.y[i] = old.y[i] * cos(theta) + old.x[i] * sin(theta); + eye.x[i] = old.x[i] * cos(theta) - old.y[i] * sin(theta); + } + break; + } + + case 'L': + case 'l': + { + float theta = M_PI/80.0; + Camera old = eye; + + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.y[i] = old.y[i] * cos(theta) + old.x[i] * sin(theta); + eye.x[i] = old.x[i] * cos(theta) - old.y[i] * sin(theta); + } + break; + } + + case 'Q': + case 'q': + { + float theta = M_PI/80.0; + Camera old = eye; + + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.z[i] = old.z[i] * cos(theta) + old.y[i] * sin(theta); + eye.y[i] = old.y[i] * cos(theta) - old.z[i] * sin(theta); + } + break; + } + case 'E': + case 'e': + { + float theta = -M_PI/80.0; + Camera old = eye; + + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.z[i] = old.z[i] * cos(theta) + old.y[i] * sin(theta); + eye.y[i] = old.y[i] * cos(theta) - old.z[i] * sin(theta); + } + break; + } + } + + /* + float x = 0; float y = 0; float z = 0; + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + x += eye.x[i] * eye.x[i]; + y += eye.y[i] * eye.y[i]; + z += eye.z[i] * eye.z[i]; + } + for (unsigned i = 0; i < DIMENSIONS; ++i) + { + eye.x[i] /= sqrt(x); + eye.y[i] /= sqrt(y); + eye.z[i] /= sqrt(z); + } + */ + system("clear"); + printf("Camera status:\n"); + printf("Position: %f %f %f\n", eye.p[0], eye.p[1], eye.p[2]); + printf("x: %f %f %f (%f)\n", eye.x[0], eye.x[1], eye.x[2], sqrt(eye.x[0]*eye.x[0] + eye.x[1]*eye.x[1] + eye.x[2]*eye.x[2])); + printf("y: %f %f %f (%f)\n", eye.y[0], eye.y[1], eye.y[2], sqrt(eye.y[0]*eye.y[0] + eye.y[1]*eye.y[1] + eye.y[2]*eye.y[2])); + printf("z: %f %f %f (%f)\n", eye.z[0], eye.z[1], eye.z[2], sqrt(eye.z[0]*eye.z[0] + eye.z[1]*eye.z[1] + eye.z[2]*eye.z[2])); + + #else + + + if (theKey == 'i' || theKey == 'I') { eyePhi -= M_PI / 20; if (eyePhi == 0) @@ -193,6 +352,7 @@ void Graphics_Keyboard(unsigned char theKey, int mouseX, int mouseY) } if (sin(eyePhi) > 0) upY = 1; else upY = 1; + #endif //FLYING_CAMERA } /** diff --git a/course/semester2/pprog/assignment1/single-thread/graphics.h b/course/semester2/pprog/assignment1/single-thread/graphics.h index c2b99f38..97ccf472 100644 --- a/course/semester2/pprog/assignment1/single-thread/graphics.h +++ b/course/semester2/pprog/assignment1/single-thread/graphics.h @@ -14,7 +14,7 @@ #include "nbody.h" #define WIDTH 800 -#define HEIGHT 800 +#define HEIGHT 640 #define POINT_SIZE 1 #define POSITION_X 112 #define POSITION_Y 20 @@ -24,7 +24,7 @@ #define WORLD_TOP 10000 #define VIEW_ANGLE 45 #define RHO 100 -#define WORLD_NEAR 0.1 +#define WORLD_NEAR 0.0001 #define WORLD_FAR 1000000 #define BALL_SIZE 0.5 #define REFRESH_RATE 0.001 @@ -36,6 +36,20 @@ void Graphics_Keyboard(unsigned char key, int mouse_x, int mouse_y); void Graphics_Reshape(int width, int height); +#define FLYING_CAMERA + +#ifdef FLYING_CAMERA +typedef struct +{ + float p[DIMENSIONS]; // Translation position of the camera + + float x[DIMENSIONS]; + float y[DIMENSIONS]; + float z[DIMENSIONS]; + +} Camera; +#endif //FLYING_CAMERA + #endif //_GRAPHICS_H //EOF