| 1 | #include "framework.h" |
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| 2 | |
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| 3 | int verbose = 4; |
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| 4 | |
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| 5 | void DrawGLScene() |
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| 6 | { |
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| 7 | currFrame = SDL_GetTicks(); |
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| 8 | dt = currFrame - lastFrame; |
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| 9 | if (dt == 0) |
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| 10 | dist += (zoomTo-dist)/500; |
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| 11 | else |
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| 12 | dist += (zoomTo-dist)/500 *(float)dt; |
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| 13 | |
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| 14 | rotatorP += rotatorV *(float)dt; |
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| 15 | |
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| 16 | |
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| 17 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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| 18 | glLoadIdentity(); // Reset the view |
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| 19 | |
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| 20 | glMatrixMode(GL_PROJECTION); |
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| 21 | glLoadIdentity(); |
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| 22 | gluPerspective(45.0f,500/375,0.1f,dist * 5.0f); |
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| 23 | gluLookAt (0, dist , dist, 0,0,0, up.x,up.y,up.z); |
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| 24 | |
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| 25 | glMatrixMode(GL_MODELVIEW); |
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| 26 | glPushMatrix(); |
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| 27 | // glRotatef (180, dir.x, dir.y, dir.z); |
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| 28 | glMultMatrixf (*matQ); |
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| 29 | obj->draw(); |
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| 30 | |
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| 31 | glPopMatrix(); |
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| 32 | |
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| 33 | SDL_GL_SwapBuffers(); // Swap the buffers |
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| 34 | lastFrame = currFrame; |
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| 35 | } |
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| 36 | |
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| 37 | |
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| 38 | int main(int argc, char *argv[]) |
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| 39 | { |
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| 40 | Uint8* keys; // This variable will be used in the keyboard routine |
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| 41 | int done=FALSE; // We aren't done yet, are we? |
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| 42 | |
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| 43 | // Create a new OpenGL window with the title "Cone3D Basecode" at |
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| 44 | // 640x480x32, fullscreen and check for errors along the way |
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| 45 | if(wHandler.CreateGLWindow("Whandler Basecode", 640, 480, 32, FALSE) == FALSE) |
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| 46 | { |
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| 47 | // If an error is found, display a message, kill the GL and SDL screens (if they were created) and exit |
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| 48 | printf("Could not initalize OpenGL :(\n\n"); |
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| 49 | wHandler.KillGLWindow(); |
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| 50 | return 0; |
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| 51 | } |
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| 52 | |
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| 53 | printf ("%i, %i\n", wHandler.screen->w, wHandler.screen->h); |
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| 54 | if (argc>=3) |
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| 55 | obj = new Object (argv[1], atof(argv[2])); |
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| 56 | else if (argc>=2) |
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| 57 | obj = new Object(argv[1]); |
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| 58 | else |
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| 59 | obj = new Object(); |
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| 60 | |
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| 61 | M = Vector(wHandler.screen->w/2, wHandler.screen->h/2, 0); |
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| 62 | rotAxis = Vector (0.0,1.0,0.0); |
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| 63 | rotAngle = 0; |
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| 64 | |
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| 65 | matQ[0][0] = matQ[1][1] = matQ[2][2] = matQ[3][3] = 1; |
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| 66 | rotQ = Quaternion (rotAngle, rotAxis); |
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| 67 | rotQlast = rotQ; |
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| 68 | dir = Vector (0.0, 0.0, 1.0); |
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| 69 | up = Vector (0.0, 1.0, 0.0); |
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| 70 | |
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| 71 | glEnable(GL_LIGHTING); |
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| 72 | glEnable(GL_DEPTH_TEST); |
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| 73 | |
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| 74 | GLfloat whiteLight[] = {1.0, 1.0, 1.0,1.0}; |
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| 75 | GLfloat light0Position[] = {10.0, 10.0, 10.0, 0.0}; |
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| 76 | GLfloat light1Position[] = {-10.0, -7.0, -6.0, 0.0}; |
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| 77 | GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0}; |
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| 78 | |
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| 79 | glEnable(GL_LIGHT0); |
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| 80 | glLightfv(GL_LIGHT0, GL_POSITION, light0Position); |
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| 81 | glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight); |
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| 82 | glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight); |
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| 83 | |
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| 84 | glEnable(GL_LIGHT1); |
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| 85 | glLightfv(GL_LIGHT1, GL_POSITION, light1Position); |
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| 86 | glLightfv(GL_LIGHT1, GL_DIFFUSE, whiteLight); |
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| 87 | glLightfv(GL_LIGHT1, GL_SPECULAR, whiteLight); |
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| 88 | |
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| 89 | |
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| 90 | glEnable(GL_TEXTURE_2D); |
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| 91 | rotatorP = .0; |
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| 92 | rotatorV = .0; |
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| 93 | dist = 5.0; |
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| 94 | zoomTo = dist; |
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| 95 | // Build the font from a TGA image font.tga in the data directory |
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| 96 | // Hide the mouse cursor |
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| 97 | SDL_ShowCursor(2); |
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| 98 | mouse1Down = false; |
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| 99 | |
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| 100 | // This is the main loop for the entire program and it will run until done==TRUE |
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| 101 | while(!done) |
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| 102 | { |
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| 103 | // Draw the scene |
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| 104 | DrawGLScene(); |
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| 105 | // And poll for events |
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| 106 | SDL_Event event; |
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| 107 | while ( SDL_PollEvent(&event) ) { |
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| 108 | switch (event.type) { |
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| 109 | case SDL_MOUSEMOTION: |
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| 110 | if (verbose >=3) |
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| 111 | printf("Mouse motion about %d,%d Pixels to (%d,%d).\n", |
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| 112 | event.motion.xrel, event.motion.yrel, |
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| 113 | event.motion.x, event.motion.y); |
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| 114 | // TRACKBALL |
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| 115 | if (mouse1Down) |
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| 116 | { |
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| 117 | int mX = event.button.x; |
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| 118 | int mY = event.button.y; |
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| 119 | int wH = wHandler.screen->h; |
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| 120 | int wW = wHandler.screen->w; |
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| 121 | Vector tmpV (mX, mY, sqrt ( (float) abs(wH * wH/4 - (wW/2-mX) * (wW/2-mX) - (wH/2-mY) * (wH/2-mY)) )); |
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| 122 | // printf ("tmpV: %f, %f, %f\n", tmpV.x, tmpV.y, tmpV.z); |
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| 123 | p2 = tmpV-M; |
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| 124 | p2.y = -p2.y; |
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| 125 | rotAxis = p1.cross(p2); |
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| 126 | // printf ("rotAxis: %f, %f, %f\n", rotAxis.x, rotAxis.y, rotAxis.z); |
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| 127 | |
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| 128 | // in case that there is no rotation-axis defined |
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| 129 | if (rotAxis.x != 0 || rotAxis.y != 0 || rotAxis.z != 0) |
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| 130 | { |
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| 131 | rotAxis.normalize(); |
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| 132 | // printf ("rotAxis: %f, %f, %f\n", rotAxis.x, rotAxis.y, rotAxis.z, rotAngle); |
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| 133 | |
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| 134 | rotAngle = angle_rad (p1, p2); |
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| 135 | rotQ = Quaternion (rotAngle, rotAxis); |
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| 136 | rotQ = rotQ * rotQlast; |
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| 137 | rotQ.matrix (matQ); |
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| 138 | // dir = rotQ.apply(dir); |
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| 139 | // dir.normalize(); |
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| 140 | // printf ("rotAxis: %f, %f, %f, %f\n", dir.x, dir.y, dir.z, rotAngle); |
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| 141 | } |
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| 142 | rotQlast = rotQ; |
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| 143 | p1 = p2; |
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| 144 | |
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| 145 | } |
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| 146 | break; |
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| 147 | case SDL_MOUSEBUTTONDOWN: |
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| 148 | if (event.button.button == 4) |
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| 149 | { |
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| 150 | printf("MouseWheel up\n"); |
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| 151 | zoomTo *= .5; |
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| 152 | } |
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| 153 | else if (event.button.button == 5) |
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| 154 | { |
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| 155 | printf("MouseWheel down\n"); |
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| 156 | zoomTo *= 2.0; |
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| 157 | } |
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| 158 | else if (event.button.button == 1) |
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| 159 | { |
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| 160 | mouse1Down = true; |
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| 161 | int mX = event.button.x; |
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| 162 | int mY = event.button.y; |
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| 163 | int wH = wHandler.screen->h; |
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| 164 | int wW = wHandler.screen->w; |
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| 165 | Vector tmpV (mX, mY, sqrt ( (float) abs(wH * wH/4 - (wW/2-mX) * (wW/2-mX) - (wH/2-mY) * (wH/2-mY)) )); |
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| 166 | p1 = tmpV-M; |
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| 167 | p1.y = -p1.y; |
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| 168 | |
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| 169 | } |
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| 170 | else |
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| 171 | { |
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| 172 | printf("MouseButton %d pressed at (%d,%d).\n", |
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| 173 | event.button.button, event.button.x, event.button.y); |
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| 174 | rotatorV = ( (float)wHandler.screen->w/2 -event.button.x) / (float)wHandler.screen->w / 100.0; |
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| 175 | } |
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| 176 | |
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| 177 | break; |
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| 178 | case SDL_MOUSEBUTTONUP: |
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| 179 | if (event.button.button == 4); |
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| 180 | else if (event.button.button == 5); |
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| 181 | else if (event.button.button == 1) |
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| 182 | mouse1Down =false; |
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| 183 | else |
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| 184 | { |
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| 185 | printf("MouseButton %d released at (%d,%d).\n", |
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| 186 | event.button.button, event.button.x, event.button.y); |
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| 187 | } |
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| 188 | break; |
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| 189 | |
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| 190 | // If a quit event was recieved |
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| 191 | case SDL_QUIT: |
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| 192 | // then we're done and we'll end this program |
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| 193 | done=TRUE; |
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| 194 | break; |
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| 195 | default: |
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| 196 | break; |
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| 197 | } |
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| 198 | |
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| 199 | |
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| 200 | } |
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| 201 | |
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| 202 | // Get the state of the keyboard keys |
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| 203 | keys = SDL_GetKeyState(NULL); |
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| 204 | |
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| 205 | // and check if ESCAPE has been pressed. If so then quit |
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| 206 | if(keys[SDLK_ESCAPE]) done=TRUE; |
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| 207 | } |
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| 208 | |
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| 209 | // Kill the GL & SDL screens |
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| 210 | delete obj; |
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| 211 | wHandler.KillGLWindow(); |
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| 212 | // And quit |
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| 213 | return 0; |
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| 214 | } |
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