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glut_258.cpp
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glut_258.cpp
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#include "stdafx.h"
#include "glut_258.h"
#if defined (GLEW_SUPPORT)
#include "GL/glew.h"
#endif // GLEW_SUPPORT
#if defined (ACE_WIN32) || defined (ACE_WIN64)
#include "gl/GL.h"
#else
#include "GL/gl.h"
#endif // ACE_WIN32 || ACE_WIN64
#include "GL/freeglut.h"
#include "glm/gtc/matrix_transform.hpp"
#include "ace/Assert.h"
#include "ace/Log_Msg.h"
#include "common_tools.h"
#include "common_gl_defines.h"
#include "common_gl_tools.h"
#include "defines_11.h"
#include "engine_common.h"
void
engine_glut_258_reshape (int width_in, int height_in)
{
glViewport (0, 0, width_in, height_in);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
ACE_ASSERT (height_in);
gluPerspective (45.0,
width_in / static_cast<GLdouble> (height_in),
100.0, -100.0);
glMatrixMode (GL_MODELVIEW);
}
void
engine_glut_258_key (unsigned char key_in,
int x,
int y)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
switch (key_in)
{
case 27: /* escape */
glutLeaveMainLoop ();
break;
} // end SWITCH
}
void
engine_glut_258_key_special (int key_in,
int x,
int y)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
switch (key_in)
{
case GLUT_KEY_LEFT:
cb_data_p->camera.rotation.z -= 0.5f;
break;
case GLUT_KEY_RIGHT:
cb_data_p->camera.rotation.z += 0.5f;
break;
case GLUT_KEY_UP:
cb_data_p->camera.position.x = 0.0f;
cb_data_p->camera.position.y = 500.0f;
cb_data_p->camera.position.z = 800.0f;
cb_data_p->camera.rotation.z = 0.0f;
break;
case GLUT_KEY_DOWN:
break;
} // end SWITCH
}
void
engine_glut_258_menu (int entry_in)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
switch (entry_in)
{
case 0:
cb_data_p->wireframe = !cb_data_p->wireframe;
break;
default:
break;
} // end SWITCH
}
void
engine_glut_258_mouse_button (int button, int state, int x, int y)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
if (button == GLUT_LEFT_BUTTON)
{
if (state == GLUT_UP)
{
cb_data_p->angle += cb_data_p->deltaAngle;
cb_data_p->xOrigin = -1;
} // end IF
else
cb_data_p->xOrigin = x;
} // end IF
}
void
engine_glut_258_mouse_move (int x, int y)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
// this will only be true when the left button is down
if (cb_data_p->xOrigin >= 0)
{
cb_data_p->deltaAngle = (x - cb_data_p->xOrigin) * 0.001f;
// update camera's direction
//cb_data_p->camera.looking_at.x = sin (cb_data_p->angle + cb_data_p->deltaAngle);
//cb_data_p->camera.looking_at.z = -cos (cb_data_p->angle + cb_data_p->deltaAngle);
} // end IF
}
void
engine_glut_258_timer (int v)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
//if (cb_data_p->spinning)
//{
cb_data_p->angle += 1.0f;
if (cb_data_p->angle > 360.0f)
{
cb_data_p->angle -= 360.0f;
}
// glutPostRedisplay();
//} // end IF
glutTimerFunc (1000 / 30, engine_glut_258_timer, v);
}
void
engine_glut_258_draw (void)
{
struct Engine_OpenGL_GLUT_258_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_258_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// reset transformations
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
// rotate the camera
glm::mat4 rotation_matrix = glm::rotate (glm::mat4 (1.0f),
glm::radians (cb_data_p->camera.rotation.z),
glm::vec3 (0.0f, 0.0f, 1.0f));
glm::vec3 rotation_center (0.0f, 0.0f, 0.0f);
glm::vec4 pos_rot_h =
rotation_matrix * glm::vec4 (cb_data_p->camera.position - rotation_center,
1.0f);
cb_data_p->camera.position = glm::vec3 (pos_rot_h) + rotation_center;
// set the camera
gluLookAt (cb_data_p->camera.position.x, cb_data_p->camera.position.y, cb_data_p->camera.position.z,
cb_data_p->camera.looking_at.x, cb_data_p->camera.looking_at.y, cb_data_p->camera.looking_at.z,
cb_data_p->camera.up.x, cb_data_p->camera.up.y, cb_data_p->camera.up.z);
glPolygonMode (GL_FRONT_AND_BACK,
cb_data_p->wireframe ? GL_LINE : GL_FILL);
// draw a red x-axis, a green y-axis, and a blue z-axis. Each of the
// axes are 100 units long
glBegin (GL_LINES);
glColor4f (1.0f, 0.0f, 0.0f, 1.0f); glVertex3i (0, 0, 0); glVertex3i (100, 0, 0);
glColor4f (0.0f, 1.0f, 0.0f, 1.0f); glVertex3i (0, 0, 0); glVertex3i (0, 100, 0);
glColor4f (0.0f, 0.0f, 1.0f, 1.0f); glVertex3i (0, 0, 0); glVertex3i (0, 0, 100);
glEnd ();
glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
//[1, 1, -1] .map(i = > spotLight(W, W, W, 0, -W * i, 200, 0, i, -.3))
static GLfloat light_position_a[] = {0.0f, static_cast<float> (ENGINE_GLUT_258_DEFAULT_W), static_cast<float> (ENGINE_GLUT_258_DEFAULT_W)};
static GLfloat light_position_2[] = {0.0f, 0.0f, static_cast<float> (ENGINE_GLUT_258_DEFAULT_W)};
glLightfv (GL_LIGHT0, GL_POSITION, light_position_a);
glLightfv (GL_LIGHT1, GL_POSITION, light_position_2);
static GLfloat light_ambient_a[] = {1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat light_diffuse_a[] = {1.0f, 1.0f, 1.0f, 1.0f};
glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient_a);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse_a);
static GLfloat light_direction_a[] = {0.0f, 0.0f, 0.0f, 0.0f};
glLightfv (GL_LIGHT0, GL_SPOT_DIRECTION, light_direction_a);
glLightfv (GL_LIGHT1, GL_SPOT_DIRECTION, light_direction_a);
glPushMatrix ();
cb_data_p->f += 0.0012f;
glRotatef (cb_data_p->f * 180.0f / static_cast<float> (M_PI), 0.0f, 1.0f, 0.0f);
for (int i = -ENGINE_GLUT_258_DEFAULT_W; i < 350; i += 79)
{
glPushMatrix ();
glTranslatef (0.0f, std::fmod (static_cast<float> (i + (cb_data_p->f * 33.0f)), 316.0f), 0.0f);
glRotatef (cb_data_p->r * 180.0f / static_cast<float> (M_PI), 1.0f, 0.0f, 0.0f);
cb_data_p->r = -cb_data_p->r;
cb_data_p->wireframe ? glutWireTorus (12.0, 100.0, 16, 40)
: glutSolidTorus (12.0, 100.0, 16, 40);
glPopMatrix ();
} // end FOR
glPopMatrix ();
glutSwapBuffers ();
}
void
engine_glut_258_idle (void)
{
glutPostRedisplay ();
}
void
engine_glut_258_visible (int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc (engine_glut_258_idle);
else
glutIdleFunc (NULL);
}