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 | 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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