-
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathglut_233.cpp
331 lines (274 loc) · 9.43 KB
/
glut_233.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
#include "stdafx.h"
#include "glut_233.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_10.h"
#include "engine_common.h"
void
engine_glut_233_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);
//glOrtho (static_cast<GLdouble> (-width_in / 2.0), static_cast<GLdouble> (width_in / 2.0),
// static_cast<GLdouble> (height_in / 2.0), static_cast<GLdouble> (-height_in / 2.0), -100.0, 100.0);
glMatrixMode (GL_MODELVIEW);
}
void
engine_glut_233_key (unsigned char key_in,
int x,
int y)
{
switch (key_in)
{
case 27: /* Escape */
glutLeaveMainLoop ();
break;
} // end SWITCH
}
void
engine_glut_233_key_special (int key_in,
int x,
int y)
{
struct Engine_OpenGL_GLUT_233_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_233_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 = 0.0f;
cb_data_p->camera.position.z = 500.0f;
cb_data_p->camera.rotation.z = 0.0f;
break;
} // end SWITCH
}
void
engine_glut_233_menu (int entry_in)
{
struct Engine_OpenGL_GLUT_233_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_233_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_233_mouse_button (int button, int state, int x, int y)
{
struct Engine_OpenGL_GLUT_233_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_233_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
}
void
engine_glut_233_mouse_move (int x, int y)
{
struct Engine_OpenGL_GLUT_233_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_233_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
}
void
engine_glut_233_timer (int v)
{
struct Engine_OpenGL_GLUT_233_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_233_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
glutTimerFunc (1000 / 30,
engine_glut_233_timer,
v);
}
void
engine_glut_233_draw (void)
{
struct Engine_OpenGL_GLUT_233_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_233_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);
glColor3f (1.0f, 0.0f, 0.0f); glVertex3i (0, 0, 0); glVertex3i (100, 0, 0);
glColor3f (0.0f, 1.0f, 0.0f); glVertex3i (0, 0, 0); glVertex3i (0, 100, 0);
glColor3f (0.0f, 0.0f, 1.0f); glVertex3i (0, 0, 0); glVertex3i (0, 0, 100);
glEnd ();
glColor3f (1.0f, 1.0f, 1.0f);
//; [W, 0] .map(l = > pointLight([W], 0, l, W));
//static GLfloat light_position_a[] = {0.0f, static_cast<float> (ENGINE_GLUT_233_DEFAULT_W), static_cast<float> (ENGINE_GLUT_233_DEFAULT_W)};
//static GLfloat light_position_2[] = {0.0f, 0.0f, static_cast<float> (ENGINE_GLUT_233_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);
glRotatef (cb_data_p->f * 180.0f / static_cast<float> (M_PI), 0.0f, 1.0f, 0.0f);
float i = 2.0f * static_cast<float> (M_PI);
while (i > 0.0f)
{
glPushMatrix ();
glRotatef (i * 180.0f / static_cast<float> (M_PI), 0.0f, 0.0f, 1.0f);
i -= static_cast<float> (M_PI) / 512.0f; // PI/512 or PI/256
glTranslatef (99.0f, 0.0f, 0.0f);
glRotatef ((i + cb_data_p->f * 3.0f) * 180.0f / static_cast<float> (M_PI), 0.0f, 1.0f, 0.0f); // TRY THIS TOO: rotateY(f*3);
if (cb_data_p->n % 64 == 0) // n++%64 or n++%32
{
//box(40, 9, 9);
glPushMatrix ();
glScalef (40.0f, 9.0f, 9.0f);
glBegin (GL_QUADS);
// Define vertices in counter-clockwise (CCW) order with normal pointing out
glColor3f (0.0f, 1.0f, 0.0f);
glVertex3f ( 1.0f, 1.0f, -1.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glVertex3f ( 1.0f, 1.0f, 1.0f);
// Bottom face (y = -1.0f)
glColor3f (1.0f, 0.5f, 0.0f);
glVertex3f ( 1.0f, -1.0f, 1.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glVertex3f ( 1.0f, -1.0f, -1.0f);
// Front face (z = 1.0f)
glColor3f (1.0f, 0.0f, 0.0f);
glVertex3f ( 1.0f, 1.0f, 1.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glVertex3f ( 1.0f, -1.0f, 1.0f);
// Back face (z = -1.0f)
glColor3f (1.0f, 1.0f, 0.0f);
glVertex3f ( 1.0f, -1.0f, -1.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glVertex3f ( 1.0f, 1.0f, -1.0f);
// Left face (x = -1.0f)
glColor3f (0.0f, 0.0f, 1.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
// Right face (x = 1.0f)
glColor3f (1.0f, 0.0f, 1.0f);
glVertex3f (1.0f, 1.0f, -1.0f);
glVertex3f (1.0f, 1.0f, 1.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glEnd ();
glPopMatrix ();
} // end IF
cb_data_p->n++;
glPushMatrix ();
rail (30.0f);
rail (-60.0f);
glPopMatrix ();
glPopMatrix ();
} // end WHILE
cb_data_p->f += 0.01f;
glutSwapBuffers ();
}
void
engine_glut_233_idle (void)
{
glutPostRedisplay ();
}
void
engine_glut_233_visible (int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc (engine_glut_233_idle);
else
glutIdleFunc (NULL);
}
//////////////////////////////////////////
void
rail (float r)
{
glTranslatef (r, 0.0f, 0.0f);
//box (20, 3, 20);
glPushMatrix ();
glScalef (20.0f, 3.0f, 20.0f);
glBegin (GL_QUADS);
// Define vertices in counter-clockwise (CCW) order with normal pointing out
glColor3f (0.0f, 1.0f, 0.0f);
glVertex3f (1.0f, 1.0f, -1.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glVertex3f (1.0f, 1.0f, 1.0f);
// Bottom face (y = -1.0f)
glColor3f (1.0f, 0.5f, 0.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
// Front face (z = 1.0f)
glColor3f (1.0f, 0.0f, 0.0f);
glVertex3f (1.0f, 1.0f, 1.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
// Back face (z = -1.0f)
glColor3f (1.0f, 1.0f, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glVertex3f (1.0f, 1.0f, -1.0f);
// Left face (x = -1.0f)
glColor3f (0.0f, 0.0f, 1.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
// Right face (x = 1.0f)
glColor3f (1.0f, 0.0f, 1.0f);
glVertex3f (1.0f, 1.0f, -1.0f);
glVertex3f (1.0f, 1.0f, 1.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glEnd ();
glPopMatrix ();
}