[2931] | 1 | #include "framework.h" |
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[2748] | 2 | |
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[2933] | 3 | int verbose = 1; |
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[2748] | 4 | |
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| 5 | void DrawGLScene() |
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| 6 | { |
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[2939] | 7 | dist -= (dist-zoomTo)/100; |
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| 8 | |
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[2931] | 9 | rotatorP += rotatorV; |
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[2759] | 10 | |
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[2748] | 11 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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| 12 | glLoadIdentity(); // Reset the view |
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| 13 | |
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[2794] | 14 | glMatrixMode(GL_PROJECTION); |
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[2759] | 15 | glLoadIdentity(); |
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[2933] | 16 | gluPerspective(45.0f,500/375,0.1f,dist * 5.0f); |
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| 17 | gluLookAt (dist*sin(rotatorP),dist ,dist*cos(rotatorP), 0,0,0, 0,1,0); |
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[2794] | 18 | |
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[2748] | 19 | obj->draw(); |
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| 20 | |
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| 21 | SDL_GL_SwapBuffers(); // Swap the buffers |
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| 22 | } |
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| 23 | |
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| 24 | |
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| 25 | int main(int argc, char *argv[]) |
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| 26 | { |
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| 27 | Uint8* keys; // This variable will be used in the keyboard routine |
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| 28 | int done=FALSE; // We aren't done yet, are we? |
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| 29 | |
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| 30 | // Create a new OpenGL window with the title "Cone3D Basecode" at |
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| 31 | // 640x480x32, fullscreen and check for errors along the way |
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| 32 | if(wHandler.CreateGLWindow("Whandler Basecode", 500, 375, 32, FALSE) == FALSE) |
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| 33 | { |
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| 34 | // If an error is found, display a message, kill the GL and SDL screens (if they were created) and exit |
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| 35 | printf("Could not initalize OpenGL :(\n\n"); |
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| 36 | wHandler.KillGLWindow(); |
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| 37 | return 0; |
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| 38 | } |
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[2936] | 39 | |
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| 40 | printf ("%i, %i\n", wHandler.screen->w, wHandler.screen->h); |
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[2846] | 41 | if (argc>=3) |
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[2837] | 42 | obj = new Object (argv[1], atof(argv[2])); |
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[2846] | 43 | else if (argc>=2) |
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[2837] | 44 | obj = new Object(argv[1]); |
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[2848] | 45 | else |
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| 46 | obj = new Object(); |
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[2850] | 47 | |
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[2931] | 48 | glEnable(GL_LIGHTING); |
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| 49 | glEnable(GL_DEPTH_TEST); |
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| 50 | |
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| 51 | GLfloat whiteLight[] = {1.0, 1.0, 1.0,1.0}; |
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| 52 | GLfloat light0Position[] = {10.0, 10.0, 10.0, 0.0}; |
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| 53 | GLfloat light1Position[] = {-10.0, -7.0, -6.0, 0.0}; |
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[2780] | 54 | GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0}; |
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[2931] | 55 | |
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| 56 | glEnable(GL_LIGHT0); |
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| 57 | glLightfv(GL_LIGHT0, GL_POSITION, light0Position); |
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[2780] | 58 | glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight); |
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| 59 | glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight); |
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[2931] | 60 | |
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| 61 | glEnable(GL_LIGHT1); |
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| 62 | glLightfv(GL_LIGHT1, GL_POSITION, light1Position); |
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| 63 | glLightfv(GL_LIGHT1, GL_DIFFUSE, whiteLight); |
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| 64 | glLightfv(GL_LIGHT1, GL_SPECULAR, whiteLight); |
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| 65 | |
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| 66 | rotatorP = .0; |
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| 67 | rotatorV = .0; |
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[2933] | 68 | dist = 5.0; |
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[2938] | 69 | zoomTo = dist; |
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[2748] | 70 | // Build the font from a TGA image font.tga in the data directory |
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| 71 | // Hide the mouse cursor |
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[2931] | 72 | SDL_ShowCursor(2); |
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[2748] | 73 | |
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| 74 | // This is the main loop for the entire program and it will run until done==TRUE |
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| 75 | while(!done) |
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| 76 | { |
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| 77 | // Draw the scene |
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| 78 | DrawGLScene(); |
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| 79 | // And poll for events |
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| 80 | SDL_Event event; |
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| 81 | while ( SDL_PollEvent(&event) ) { |
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| 82 | switch (event.type) { |
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[2931] | 83 | case SDL_MOUSEMOTION: |
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| 84 | if (verbose >=3) |
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| 85 | printf("Mouse motion about %d,%d Pixels to (%d,%d).\n", |
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| 86 | event.motion.xrel, event.motion.yrel, |
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| 87 | event.motion.x, event.motion.y); |
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| 88 | break; |
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| 89 | case SDL_MOUSEBUTTONDOWN: |
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[2932] | 90 | if (event.button.button == 4) |
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[2933] | 91 | { |
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| 92 | printf("MouseWheel up\n"); |
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[2938] | 93 | zoomTo *= .5; |
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[2933] | 94 | } |
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[2932] | 95 | else if (event.button.button == 5) |
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[2933] | 96 | { |
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| 97 | printf("MouseWheel down\n"); |
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[2938] | 98 | zoomTo *= 2; |
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[2933] | 99 | } |
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[2932] | 100 | else |
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| 101 | { |
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| 102 | printf("MouseButton %d pressed at (%d,%d).\n", |
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| 103 | event.button.button, event.button.x, event.button.y); |
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[2936] | 104 | rotatorV = ( (float)wHandler.screen->w/2 -event.button.x) / (float)wHandler.screen->w / 100.0; |
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[2932] | 105 | } |
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| 106 | |
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[2931] | 107 | break; |
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[2932] | 108 | /* case SDL_MOUSEBUTTONUP: |
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[2931] | 109 | printf("MouseButton %d released at (%d,%d).\n", |
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| 110 | event.button.button, event.button.x, event.button.y); |
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| 111 | break; |
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[2932] | 112 | */ |
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[2748] | 113 | // If a quit event was recieved |
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[2863] | 114 | case SDL_QUIT: |
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| 115 | // then we're done and we'll end this program |
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[2748] | 116 | done=TRUE; |
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| 117 | break; |
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[2863] | 118 | default: |
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[2748] | 119 | break; |
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| 120 | } |
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| 121 | } |
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| 122 | |
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| 123 | // Get the state of the keyboard keys |
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| 124 | keys = SDL_GetKeyState(NULL); |
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| 125 | |
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| 126 | // and check if ESCAPE has been pressed. If so then quit |
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| 127 | if(keys[SDLK_ESCAPE]) done=TRUE; |
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| 128 | } |
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| 129 | |
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| 130 | // Kill the GL & SDL screens |
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[2848] | 131 | delete obj; |
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[2748] | 132 | wHandler.KillGLWindow(); |
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| 133 | // And quit |
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| 134 | return 0; |
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| 135 | } |
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