X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=a9a5d6b221e63d2e039ef16f53b3ac22706fc3bd;hp=23f37eda565376ccc7934f75936a2260307d8088;hb=c042b436d22f2eb9fa232ff667f1e48ededef033;hpb=9a7eff8658f05246667588a7efbe259aa0b7a488 diff --git a/scene.c b/scene.c index 23f37ed..71523bc 100644 --- a/scene.c +++ b/scene.c @@ -10,6 +10,7 @@ #include #include #include +#include #include "bitmap.h" @@ -109,6 +110,40 @@ char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures"; char dataDir[200]; // Stores the directory name for the meshes and textures. +static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light +static GLfloat lightPosition[4]; + +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 = -100; +GLfloat far = 100; + +/* 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[] = {0.0, 0.0, 0.0, 1.0}; +GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0}; +GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0}; +GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0}; +GLfloat glightmodel[] = {0.2,0.2,0.2,1}; + + /** * Prints out error message when file cannot be read * @param fileName Name of file that could not be read @@ -464,9 +499,6 @@ 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(); @@ -487,141 +519,204 @@ 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; + } + } } -static GLfloat floorVertices[4][3] = { - { -20.0, 0.0, 20.0 }, - { 20.0, 0.0, 20.0 }, - { 20.0, 0.0, -20.0 }, - { -20.0, 0.0, -20.0 }, -}; +/** + * Called when motion event occurs + * @param x Mouse x position + * @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(); + } +} -/* Draw a floor (possibly textured). */ -static void -drawFloor(void) -{ - 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); - }*/ +/** + * 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); +} -static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */ -static GLfloat lightPosition[4]; -static float lightAngle = 0.0, lightHeight = 20; +/** + * Draw x, z axis on floor + */ +void drawLine() { + // **NOTE: fix function + glDisable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4ub( 0.0, 0.0, 0.0, 0.5 ); + glBegin(GL_LINES); + glVertex3i( 10.0, 0.1, 10.0); + glVertex3i( -10.0, 0.1, -10.0); + glEnd(); + + glDisable(GL_BLEND); + glEnable(GL_TEXTURE_2D); +} /** * Display function */ void display() { - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glLoadIdentity(); - - /*glTranslatef( 0.0f, 0.0f, 0.0f); - glBegin(GL_QUADS); - glVertex3f( 0.0f, 1.0f, -1.0f); - glVertex3f( 0.0f, 1.0f, 1.0f); - glVertex3f( 0.0f, -1.0f, 1.0f); - glVertex3f( 0.0f, -1.0f, -1.0f); - glEnd();*/ - - - //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0 - //glutSolidTeapot(1); - - /* glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f); - + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glLoadIdentity(); + gluLookAt( + 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 */ + ); - glMatrixMode(GL_PROJECTION); - glLoadIdentity();*/ + // **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. */ + /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); lightPosition[1] = lightHeight; lightPosition[2] = 12*sin(lightAngle); - //if (directionalLight) { - lightPosition[3] = 0.0; - //} else { - // lightPosition[3] = 1.0; - //} + lightPosition[3] = 0.0; - glPushMatrix(); + glPushMatrix(); - /* Tell GL new light source position. */ - glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + /* 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 - /* Draw "bottom" of floor in blue. */ - glFrontFace(GL_CW); /* Switch face orientation. */ - glColor4f(0.1, 0.1, 0.7, 1.0); - drawFloor(); - glFrontFace(GL_CCW); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); - /* Draw "top" of floor. Use blending to blend in reflection. */ - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glColor4f(0.7, 0.0, 0.0, 0.3); - glColor4f(1.0, 1.0, 1.0, 0.3); drawFloor(); - glDisable(GL_BLEND); - glPushMatrix(); - glDisable(GL_LIGHTING); + drawLine(); + + // Draw teapot for a test object + glPushMatrix(); + glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface + glColor3f(0.5, 0.5, 0.5); + glutSolidTeapot(1); + glPopMatrix(); - /* Draw a yellow ball at the light source. */ + // Draw a white ball over the light source + glPushMatrix(); + glDisable(GL_LIGHTING); + glColor3f(1.0, 1.0, 1.0); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); - glutSolidSphere(1.0, 5, 5); - - glEnable(GL_LIGHTING); + glutSolidSphere(1.0, 50, 50); + glEnable(GL_LIGHTING); glPopMatrix(); - drawFloor(); - glutSwapBuffers(); + glPopMatrix(); + + glutSwapBuffers(); } /** - * init function, sets OpenGL's starting state + * init function; sets initial OpenGL state */ void init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); - // gluPerspective( 60, 1, 0.1, 1000.0); - gluPerspective( /* field of view in degree */ 40.0, - /* aspect ratio */ 1.0, - /* Z near */ 20.0, /* Z far */ 100.0); - glMatrixMode(GL_MODELVIEW); - gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */ - 0.0, 8.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 0.); /* up is in postivie Y direction */ + + //gluPerspective( + // 60.0, /* field of view in degree */ + // 1.0, /* aspect ratio */ + // near, /* Z near */ + // far /* Z far */ + // ); + + + 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); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHTING); + glEnable(GL_COLOR_MATERIAL); + glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); + glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0); + glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } - /** * Main function * @param argc Number of arguments @@ -629,55 +724,43 @@ void init() { * @return Program exit code */ int main(int argc, char **argv) { + if(argc>1) + strcpy(dataDir, argv[1]); + else if(opendir(dirDefault1)) + strcpy(dataDir, dirDefault1); + else if(opendir(dirDefault2)) + strcpy(dataDir, dirDefault2); + else fileErr(dirDefault1); - if(argc>1) - strcpy(dataDir, argv[1]); - else if(opendir(dirDefault1)) - strcpy(dataDir, dirDefault1); - else if(opendir(dirDefault2)) - strcpy(dataDir, dirDefault2); - else fileErr(dirDefault1); + for(int i=0; i