| 1 | #include "framework.h" |
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| 2 | |
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| 3 | int verbose = 1; |
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| 4 | |
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| 5 | void DrawGLScene() |
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| 6 | { |
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| 7 | if (dist > zoomTo +.1) |
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| 8 | dist -= .1; |
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| 9 | else if (dist < zoomTo -.1) |
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| 10 | dist += .1; |
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| 11 | rotatorP += rotatorV; |
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| 12 | |
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| 13 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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| 14 | glLoadIdentity(); // Reset the view |
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| 15 | |
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| 16 | glMatrixMode(GL_PROJECTION); |
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| 17 | glLoadIdentity(); |
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| 18 | gluPerspective(45.0f,500/375,0.1f,dist * 5.0f); |
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| 19 | gluLookAt (dist*sin(rotatorP),dist ,dist*cos(rotatorP), 0,0,0, 0,1,0); |
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| 20 | |
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| 21 | obj->draw(); |
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| 22 | |
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| 23 | SDL_GL_SwapBuffers(); // Swap the buffers |
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| 24 | } |
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| 25 | |
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| 26 | |
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| 27 | int main(int argc, char *argv[]) |
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| 28 | { |
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| 29 | Uint8* keys; // This variable will be used in the keyboard routine |
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| 30 | int done=FALSE; // We aren't done yet, are we? |
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| 31 | |
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| 32 | // Create a new OpenGL window with the title "Cone3D Basecode" at |
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| 33 | // 640x480x32, fullscreen and check for errors along the way |
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| 34 | if(wHandler.CreateGLWindow("Whandler Basecode", 500, 375, 32, FALSE) == FALSE) |
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| 35 | { |
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| 36 | // If an error is found, display a message, kill the GL and SDL screens (if they were created) and exit |
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| 37 | printf("Could not initalize OpenGL :(\n\n"); |
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| 38 | wHandler.KillGLWindow(); |
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| 39 | return 0; |
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| 40 | } |
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| 41 | |
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| 42 | printf ("%i, %i\n", wHandler.screen->w, wHandler.screen->h); |
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| 43 | if (argc>=3) |
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| 44 | obj = new Object (argv[1], atof(argv[2])); |
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| 45 | else if (argc>=2) |
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| 46 | obj = new Object(argv[1]); |
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| 47 | else |
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| 48 | obj = new Object(); |
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| 49 | |
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| 50 | glEnable(GL_LIGHTING); |
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| 51 | glEnable(GL_DEPTH_TEST); |
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| 52 | |
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| 53 | GLfloat whiteLight[] = {1.0, 1.0, 1.0,1.0}; |
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| 54 | GLfloat light0Position[] = {10.0, 10.0, 10.0, 0.0}; |
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| 55 | GLfloat light1Position[] = {-10.0, -7.0, -6.0, 0.0}; |
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| 56 | GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0}; |
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| 57 | |
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| 58 | glEnable(GL_LIGHT0); |
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| 59 | glLightfv(GL_LIGHT0, GL_POSITION, light0Position); |
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| 60 | glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight); |
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| 61 | glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight); |
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| 62 | |
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| 63 | glEnable(GL_LIGHT1); |
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| 64 | glLightfv(GL_LIGHT1, GL_POSITION, light1Position); |
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| 65 | glLightfv(GL_LIGHT1, GL_DIFFUSE, whiteLight); |
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| 66 | glLightfv(GL_LIGHT1, GL_SPECULAR, whiteLight); |
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| 67 | |
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| 68 | rotatorP = .0; |
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| 69 | rotatorV = .0; |
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| 70 | dist = 5.0; |
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| 71 | zoomTo = dist; |
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| 72 | // Build the font from a TGA image font.tga in the data directory |
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| 73 | // Hide the mouse cursor |
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| 74 | SDL_ShowCursor(2); |
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| 75 | |
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| 76 | // This is the main loop for the entire program and it will run until done==TRUE |
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| 77 | while(!done) |
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| 78 | { |
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| 79 | // Draw the scene |
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| 80 | DrawGLScene(); |
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| 81 | // And poll for events |
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| 82 | SDL_Event event; |
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| 83 | while ( SDL_PollEvent(&event) ) { |
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| 84 | switch (event.type) { |
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| 85 | case SDL_MOUSEMOTION: |
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| 86 | if (verbose >=3) |
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| 87 | printf("Mouse motion about %d,%d Pixels to (%d,%d).\n", |
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| 88 | event.motion.xrel, event.motion.yrel, |
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| 89 | event.motion.x, event.motion.y); |
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| 90 | break; |
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| 91 | case SDL_MOUSEBUTTONDOWN: |
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| 92 | if (event.button.button == 4) |
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| 93 | { |
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| 94 | printf("MouseWheel up\n"); |
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| 95 | zoomTo *= .5; |
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| 96 | } |
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| 97 | else if (event.button.button == 5) |
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| 98 | { |
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| 99 | printf("MouseWheel down\n"); |
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| 100 | zoomTo *= 2; |
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| 101 | } |
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| 102 | else |
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| 103 | { |
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| 104 | printf("MouseButton %d pressed at (%d,%d).\n", |
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| 105 | event.button.button, event.button.x, event.button.y); |
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| 106 | rotatorV = ( (float)wHandler.screen->w/2 -event.button.x) / (float)wHandler.screen->w / 100.0; |
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| 107 | } |
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| 108 | |
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| 109 | break; |
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| 110 | /* case SDL_MOUSEBUTTONUP: |
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| 111 | printf("MouseButton %d released at (%d,%d).\n", |
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| 112 | event.button.button, event.button.x, event.button.y); |
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| 113 | break; |
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| 114 | */ |
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| 115 | // If a quit event was recieved |
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| 116 | case SDL_QUIT: |
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| 117 | // then we're done and we'll end this program |
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| 118 | done=TRUE; |
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| 119 | break; |
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| 120 | default: |
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| 121 | break; |
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| 122 | } |
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| 123 | } |
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| 124 | |
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| 125 | // Get the state of the keyboard keys |
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| 126 | keys = SDL_GetKeyState(NULL); |
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| 127 | |
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| 128 | // and check if ESCAPE has been pressed. If so then quit |
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| 129 | if(keys[SDLK_ESCAPE]) done=TRUE; |
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| 130 | } |
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| 131 | |
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| 132 | // Kill the GL & SDL screens |
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| 133 | delete obj; |
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| 134 | wHandler.KillGLWindow(); |
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| 135 | // And quit |
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| 136 | return 0; |
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| 137 | } |
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