X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=386586e549f2e1656f3f6d9a73095ad7a7ec90e5;hp=4a5a6865c150d42655d2a00348248e2fe44b2a59;hb=d6176afd69975dd4fd1a474db49995b4066a8548;hpb=3ec168e4f99e004e9bcc18bad462a627462ba870 diff --git a/scene.c b/scene.c index 4a5a686..386586e 100644 --- a/scene.c +++ b/scene.c @@ -25,17 +25,14 @@ void processMainEvents(int id) { switch (id) { case M_ROTATE_MOVE_CAMERA: - // Do stuff + manipulateState = STATE_CAMERA_ROTATE_MOVE; break; - case M_POSITION_SCALE: - // Do stuff + manipulateState = STATE_OBJECT_POSITION_SCALE; break; - case M_ROTATION_TEXTURE_SCALE: - // Do stuff + manipulateState = STATE_OBJECT_ROTATION_TEXTURE_SCALE; break; - case M_EXIT: exit(EXIT_SUCCESS); @@ -113,7 +110,8 @@ void processLightEvents(int id) { * @param id ID of object selected */ void processObjectEvents(int id) { - + // **NOTE: For the testing phase, only have the teapot + addSceneObject(id); } /** @@ -129,7 +127,8 @@ void processTextureEvents(int id) { * @param id ID of ground texture selected */ void processGTextureEvents(int id) { - + currentGroundTexture = id; + glutPostRedisplay(); } /** @@ -163,13 +162,13 @@ void makeMenu() { // Construct main menu glutCreateMenu(processMainEvents); - //glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA); - //glutAddSubMenu("Add object", objectMenu); - //glutAddMenuEntry("Position/Scale", M_POSITION_SCALE); - //glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE); + glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA); + glutAddSubMenu("Add object", objectMenu); + glutAddMenuEntry("Position/Scale", M_POSITION_SCALE); + glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE); //glutAddSubMenu("Material", materialMenu); //glutAddSubMenu("Texture", textureMenu); - //glutAddSubMenu("Ground texture", gTextureMenu); + glutAddSubMenu("Ground texture", gTextureMenu); //glutAddSubMenu("Lights", lightMenu); glutAddMenuEntry("Exit", M_EXIT); @@ -184,15 +183,8 @@ void makeMenu() { */ void windowReshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - if (w <= h) - glFrustum(-1.0, 1.0, -1.0*(GLfloat) h / (GLfloat) w, - 1.0*(GLfloat) h / (GLfloat) w, 2.0, 10.0); - else - glFrustum(-1.0*(GLfloat) w / (GLfloat) h, - 1.0*(GLfloat) w / (GLfloat) h, -1.0, 1.0, 2.0, 10.0); - glMatrixMode(GL_MODELVIEW); + width = w; + height = h; } /** @@ -203,25 +195,17 @@ void windowReshape(int w, int h) { * @param y Mouse y position */ void mouse(int button, int state, int x, int y) { - if (button == GLUT_LEFT_BUTTON) { - if (state == GLUT_DOWN) { - moving = 1; + switch(button) { + case GLUT_LEFT_BUTTON: + case GLUT_MIDDLE_BUTTON: + if ( state == GLUT_DOWN ) { + buttonSelected = button; + } else if ( state == GLUT_UP ) { + buttonSelected = -1; + } startx = x; starty = y; - } - if (state == GLUT_UP) { - moving = 0; - } - } - if (button == GLUT_MIDDLE_BUTTON) { - if (state == GLUT_DOWN) { - lightMoving = 1; - lightStartX = x; - lightStartY = y; - } - if (state == GLUT_UP) { - lightMoving = 0; - } + break; } } @@ -238,31 +222,50 @@ void mouse(int button, int state, int x, int y) { void keyboard(unsigned char key, int x, int y) { switch(key) { case 'w': - camz = camz - 1; + case 'W': + camz -= factor; break; case 'a': - camx = camx - 1; + case 'A': + camx -= factor; break; case 's': - camz = camz + 1; + case 'S': + camz += factor; break; case 'd': - camx = camx + 1; + case 'D': + camx += factor; break; case 'q': - camy = camy + 1; + case 'Q': + camy += factor; break; case 'e': - camy = camy - 1; + case 'E': + camy -= factor; break; case 'z': - rot = rot + 1; + case 'Z': + keyrot += factor; break; case 'x': - rot = rot - 1; + case 'X': + keyrot -= factor; + break; + case '=': + case '+': + factor += 0.1; + printf("Factor of change is now %f\n", factor); + break; + case '-': + case '_': + factor -= 0.1; + printf("Factor of change is now %f\n", factor); break; + } - printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot); + printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, keyrot); glutPostRedisplay(); } @@ -272,20 +275,47 @@ void keyboard(unsigned char key, int x, int y) { * @param y Mouse y position */ void motion(int x, int y) { - if (moving) { - angle = angle + (x - startx); - angle2 = angle2 + (y - starty); - startx = x; - starty = y; - glutPostRedisplay(); - } - if (lightMoving) { - lightAngle += (x - lightStartX)/40.0; - lightHeight += (lightStartY - y)/20.0; - lightStartX = x; - lightStartY = y; - glutPostRedisplay(); + if ( buttonSelected == -1 ) return; // No button selected, no action + + switch ( manipulateState ) { + case STATE_CAMERA_ROTATE_MOVE: + rotate += (x - startx); + + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: rotate, h: zoom + zoom += (y - starty); + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w: rotate, h: tilt + camAngle += (y - starty); + } + + starty = y; + startx = x; + + break; + + case STATE_OBJECT_POSITION_SCALE: + //SceneObject co = sceneObjs[curObject]; + + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: left/right, h: near/far + + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w: big/small, h: up/down + } + break; + + case STATE_OBJECT_ROTATION_TEXTURE_SCALE: + if ( buttonSelected == GLUT_LEFT_BUTTON ) { + // w: rotate on width, h: rotate on h + } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) { + // w & h, rotate on h + } + break; + } + + glutPostRedisplay(); } /** @@ -293,44 +323,125 @@ void motion(int x, int y) { */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Redraw projection matrix + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + float aspect; + if ( width <= height ) { + aspect = (float)height / (float)width; + } else { + aspect = (float)width / (float)height; + } + + gluPerspective( + 75.0, + aspect, + 0.1, + 300 + ); + + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - /* Reposition the light source. */ - lightPosition[0] = 12*cos(lightAngle); - lightPosition[1] = lightHeight; - lightPosition[2] = 12*sin(lightAngle); - lightPosition[3] = 0.0; + gluLookAt( + 0.0, 0.0, 15.0 + (zoom*zoomFactor), /* eye is at (x,y,z) */ + 0.0, 0.0, 0.0, /* center is at (x,y,z) */ + 0.0, 10.0, 0.0 /* up is in postivie Y direction */ + ); + + glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); + + /* Reposition the light source 0. */ + lightPosition0[0] = 12*cos(lightAngle0); + lightPosition0[1] = lightHeight0; + lightPosition0[2] = 12*sin(lightAngle0); + lightPosition0[3] = 0.0; + + direction0[0] = lightPosition0[0]; + direction0[2] = lightPosition0[2]; + + /* Reposition the light source 1. */ + lightPosition1[0] = 12*cos(lightAngle1); + lightPosition1[1] = lightHeight1; + lightPosition1[2] = 12*sin(lightAngle1); + lightPosition1[3] = 0.0; + + direction1[0] = lightPosition1[0]; + direction1[2] = lightPosition1[2]; glPushMatrix(); /* Perform scene rotations based on user mouse/keyboard input. */ - glRotatef(angle, 0.0, 1.0, 0.0); - glRotatef(angle2, 1.0, 0.0, 0.0); + glRotatef(rotate*rotateFactor, 0.0, 1.0, 0.0); glTranslatef(camx, camy, camz); - glRotatef(rot, 1.0, 0.0, 0.0); + glRotatef(keyrot, 1.0, 0.0, 0.0); - glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); + glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1); drawFloor(); - - drawLine(); - // Draw teapot for a test object + // Draw sceneObjs array + glPushMatrix(); + for ( int i = 0; i < nObjects; i++ ) { + SceneObject so = sceneObjs[i]; + + // Apply rotation vector + vector* rv = so.rotation.vect; + glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]); + + // Apply scaling vector + vector* sv = so.scale; + glScalef(*sv[0], *sv[1], *sv[2]); + + // Apply translation vector + glTranslatef(so.x, so.y, so.z); + + // Apply texture + if ( so.texture > 0 ) { + getTexture(so.texture); + glBindTexture(GL_TEXTURE_2D, so.texture); + } else { + getTexture(0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw actual object + if ( so.mesh > 0 ) { + // drawMesh(); + } else if ( so.mesh == -1 ) { // a mesh of -1 draws the teapot + // The teapot does not obey the right-hand rule + glFrontFace(GL_CW); + glutSolidTeapot(1); + glFrontFace(GL_CCW); + } + + glBindTexture(GL_TEXTURE_2D, 0); + } + glPopMatrix(); + + // Draw a white ball over the light source glPushMatrix(); - glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface - glColor3f(0.0, 0.0, 0.0); - glutSolidTeapot(1); + glDisable(GL_LIGHTING); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]); + glutSolidSphere(0.5, 50, 50); + glEnable(GL_LIGHTING); glPopMatrix(); // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); - glColor3f(1.0, 1.0, 0.0); - glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 50, 50); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]); + glutSolidSphere(0.5, 50, 50); glEnable(GL_LIGHTING); glPopMatrix(); + drawAxisLines(); + glPopMatrix(); glutSwapBuffers(); @@ -340,26 +451,21 @@ void display() { * init function; sets initial OpenGL state */ void init() { - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - glLightfv(GL_LIGHT0, GL_POSITION, light0_pos); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); - glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); + glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); + glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); + glLightfv(GL_LIGHT1, GL_SPECULAR, specular1); + glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); - - glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); - glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); - glMaterialfv(GL_FRONT, GL_SPECULAR, specular); - glMaterialfv(GL_FRONT, GL_EMISSION, emission0); - glMaterialf(GL_FRONT, GL_SHININESS, shine); + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); } @@ -394,25 +500,8 @@ int main(int argc, char **argv) { glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type - glEnable(GL_CULL_FACE); - glEnable(GL_TEXTURE_2D); - glLineWidth(1.0); - - // **NOTE: Currently the perspective and look-at code is static, for testing purposes - //glMatrixMode(GL_PROJECTION); - //gluPerspective( - // 40.0, /* field of view in degree */ - // 1.0, /* aspect ratio */ - // 1.0, /* Z near */ // **NOTE: Seems to be issue with near < 0 causing invisible everything - // 100.0 /* Z far */ - // ); - - glMatrixMode(GL_MODELVIEW); - gluLookAt( - 0.0, 35.0, -20.0, /* eye is at (x,y,z) */ - 0.0, 10.0, 0.0, /* center is at (x,y,z) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ - ); + glEnable(GL_NORMALIZE); + glLineWidth(2.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);