X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=7afde9cd41ca880037b945980ede82e8eef951d6;hp=1f0632d8f9a3fb5f9498d6f68f570ccda6d9c508;hb=f8f4c489085c83bc31276148991166165085b557;hpb=561e11f069889bfbd78a470a3cca016679af05b8 diff --git a/scene.c b/scene.c index 1f0632d..7afde9c 100644 --- a/scene.c +++ b/scene.c @@ -10,6 +10,7 @@ #include #include #include +#include #include "bitmap.h" @@ -109,16 +110,37 @@ char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures"; char dataDir[200]; // Stores the directory name for the meshes and textures. -static GLfloat floorVertices[4][3] = { - { -1000.0, 0.0, 1000.0 }, - { 1000.0, 0.0, 1000.0 }, - { 1000.0, 0.0, -1000.0 }, - { -1000.0, 0.0, -1000.0 }, -}; - static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light static GLfloat lightPosition[4]; -static float lightAngle = 10.0, lightHeight = 20; + +int moving, startx, starty; +int lightMoving = 0, lightStartX, lightStartY; + +/* Time varying or user-controled variables. */ +static float jump = 0.0; +static float lightAngle = 0.0, lightHeight = 5; +GLfloat angle = -150; /* in degrees */ +GLfloat angle2 = 30; /* in degrees */ + +/* Near and far parameters */ +GLfloat near = -10; +GLfloat far = 10; + +/* Zoom factor for mouse movements */ +GLfloat zoomFactor = 1.0; + +/* Recursion level for floor drawing */ +int drawFloorRecurse = 5; + +/* Size of floor, from -n to n */ +int floorSize = 100; + +/* Light 0 parameters */ +GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat ambient0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat light0_pos[] ={ 1.0, 2.0, 3,0, 1.0}; + /** * Prints out error message when file cannot be read @@ -475,9 +497,6 @@ void makeMenu() { * @param h New height */ void windowReshape(int w, int h) { - GLdouble near = -10.0; - GLdouble far = 10.0; - glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -498,36 +517,94 @@ void windowReshape(int w, int h) { * @param x Mouse x position * @param y Mouse y position */ -void mouse(int btn, int state, int x, int y) { - +void mouse(int button, int state, int x, int y) { + if (button == GLUT_LEFT_BUTTON) { + if (state == GLUT_DOWN) { + moving = 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; + } + } } /** - * Draw a floor. + * Called when motion event occurs + * @param x Mouse x position + * @param y Mouse y position */ -void drawFloor() { - glDisable(GL_LIGHTING); - - //if (useTexture) { - // glEnable(GL_TEXTURE_2D); - //} - - glBegin(GL_QUADS); - glTexCoord2f(0.0, 0.0); - glVertex3fv(floorVertices[0]); - glTexCoord2f(0.0, 16.0); - glVertex3fv(floorVertices[1]); - glTexCoord2f(16.0, 16.0); - glVertex3fv(floorVertices[2]); - glTexCoord2f(16.0, 0.0); - glVertex3fv(floorVertices[3]); - glEnd(); - - /*if (useTexture) { - glDisable(GL_TEXTURE_2D); - }*/ +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(); + } +} + +/** + * Recursive function to draw a square by drawing smaller and smaller + * divisions of the square, determined by drawFloorRecurse. + * @param recurseLevel Current level of recursion, only pass 0 + * @param x1 top-left x + * @param z1 top-left z + * @param x2 bottom-left x + * @param z2 bottom-left z + */ +void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) { + + if ( drawFloorRecurse != recurseLevel ) { + // Calculate middle points + float xm = (x1 + x2) / 2.0; + float zm = (z1 + z2) / 2.0; + + // Increment recursion level + int rnew = recurseLevel + 1; + + // Split into four sub-quads + drawSquare(rnew, x1, z1, xm, zm); + drawSquare(rnew, x1, zm, xm, z2); + drawSquare(rnew, xm, zm, x2, z2); + drawSquare(rnew, xm, z1, x2, zm); + + } else { + // Draw square. + // **NOTE: Is the polygon facing in the right direction? + glBegin(GL_QUADS); + glVertex3f(x1, 0.0, z1); + glVertex3f(x1, 0.0, z2); + glVertex3f(x2, 0.0, z2); + glVertex3f(x2, 0.0, z1); + glEnd(); + } - glEnable(GL_LIGHTING); +} + +/** + * Draw a floor by calling the drawSquare recursion + */ +void drawFloor() { + drawSquare(0, -floorSize, -floorSize, floorSize, floorSize); } /** @@ -537,11 +614,15 @@ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt( - 0.0, 0.0, -60.0, /* eye is at (x,y,z) */ + 0.0, 0.0, 10.0, /* eye is at (x,y,z) */ 0.0, 0.0, 0.0, /* center is at (x,y,z) */ 0.0, 1.0, 0.0 /* up is in postivie Y direction */ ); + // **NOTE: Currently this rotation function is all that moves the camera off + // the flat surface. Need to integrate function into gluLookAt + glRotatef(30.0, 1.0, 0.0, 0.0); + /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); lightPosition[1] = lightHeight; @@ -549,28 +630,27 @@ void display() { lightPosition[3] = 0.0; glPushMatrix(); + + /* Perform scene rotations based on user mouse input. */ + glRotatef(angle, 0.0, 1.0, 0.0); + //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); drawFloor(); - glDisable(GL_BLEND); + // Draw teapot for a test object glPushMatrix(); - - //glTranslatef(0.0, 0.0, 0.0); - - glutSolidTeapot(30); // Draw teapot for test + glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface + glutWireTeapot(1); glPopMatrix(); + // Draw a white ball over the light source glPushMatrix(); glDisable(GL_LIGHTING); glColor3f(1.0, 1.0, 1.0); - - /* Draw a yellow ball at the light source. */ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 5, 5); - + glutSolidSphere(1.0, 50, 50); glEnable(GL_LIGHTING); glPopMatrix(); @@ -587,17 +667,17 @@ void init() { glLoadIdentity(); gluPerspective( - 60.0, /* field of view in degree */ - 1.0, /* aspect ratio */ - 0.0, /* Z near */ - 900.0 /* Z far */ + 60.0, /* field of view in degree */ + 1.0, /* aspect ratio */ + near, /* Z near */ + far /* Z far */ ); - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); - glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); - glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); - glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); glEnable(GL_LIGHT0); + 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); glEnable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW); @@ -636,13 +716,14 @@ int main(int argc, char **argv) { glDepthFunc(GL_LEQUAL); // the type glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); - glLineWidth(3.0); + glLineWidth(1.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glutReshapeFunc(windowReshape); glutDisplayFunc(display); glutMouseFunc(mouse); + glutMotionFunc(motion); makeMenu();