Ejemplo n.º 1
0
void DrawScene()
{
	modelViewMatrix.PushMatrix();	
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);

		// Transform the light position into eye coordinates
		M3DVector4f vLightPos = { LIGHT_POSITION[0], LIGHT_POSITION[1], LIGHT_POSITION[2], LIGHT_POSITION[3] };
		M3DVector4f vLightEyePos;
		m3dTransformVector4(vLightEyePos, vLightPos, mCamera);

    /* ------------ */
    /* FERRIS WHEEL */

    modelViewMatrix.PushMatrix();
        /* Position the ferris wheel appropriately. */
      modelViewMatrix.Translate(FERRIS_WHEEL_POSITION[0], FERRIS_WHEEL_POSITION[1], FERRIS_WHEEL_POSITION[2]);

      /* Apply the Translation to this entire block of objects */
      modelViewMatrix.PushMatrix();
        //theWheel.Draw(modelViewMatrix, shaderManager, transformPipeline, vLightEyePos, capTexture, wheelTexture, wallTexture, carTexture, currentTextureIndex);
      modelViewMatrix.PopMatrix();

    modelViewMatrix.PopMatrix();

    /* -------------- */
    /* ROLLER COASTER */

    modelViewMatrix.PushMatrix();
      modelViewMatrix.Translate(0.0, 0.0, -10.0);
      //track.Draw(modelViewMatrix, shaderManager, transformPipeline, vLightEyePos);
    modelViewMatrix.PopMatrix();

    /* -------- */
    /* CAROUSEL */  

    modelViewMatrix.PushMatrix();
      //modelViewMatrix.Translate(3.0f, 0.0f, -3.0f);
      modelViewMatrix.Translate(0.0f, 0.0f, -3.0f);
      //carousel.Draw(modelViewMatrix, shaderManager, transformPipeline, vLightEyePos);
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
      modelViewMatrix.Translate(0.0f, 0.0f, -2.0f);
      //unicorn.Draw(modelViewMatrix, shaderManager, transformPipeline, vLightEyePos);
      //ostrich.Draw(modelViewMatrix, shaderManager, transformPipeline, vLightEyePos);
      turtle.Draw(modelViewMatrix, shaderManager, transformPipeline, vLightEyePos);
    modelViewMatrix.PopMatrix();

	modelViewMatrix.PopMatrix();
}
Ejemplo n.º 2
0
int main()
{

  Scene *scene = NULL;
  LSystems lsystems;
  Turtle turtle;
  SDL_Window*window = NULL;
  SDL_GLContext Context;

  //Use OpenGL 3.1 core
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);

  window = SDL_CreateWindow( "L-Systems",
                                200,
                                100,
                                WINDOWWIDTH,
                                WINDOWHEIGHT,
                                SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);

  if( window == NULL )
  {
    printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
    return EXIT_FAILURE;
  }
  Context = SDL_GL_CreateContext( window );

  scene = new Scene();

  scene->init();


  bool quit = false;

  SDL_Event event;
  SDL_TimerID Update = SDL_AddTimer(500,UpdateIteration,&lsystems);

  while(quit!=true)
  {
    while( SDL_PollEvent(&event) != 0)
    {
      if(event.type == SDL_QUIT)
      {
        quit=true;
      }
      //If esc pressed exit window
      if(event.type == SDL_KEYDOWN)
      {
        switch (event.key.keysym.sym)
        {
          case SDLK_ESCAPE:
          {
            quit=true; break;
          }

          // if 1 is pressed draw 1st tree type
          case SDLK_1:
          {
            lsystems.selectTree(1);lsystems.m_iterations=0; break;
          }

          // if 2 is pressed draw 2ns tree type
          case SDLK_2:
          {
            lsystems.selectTree(2); lsystems.m_iterations=0 ; break;
          }

          // press up to increase angle
          case SDLK_UP:
          {
            turtle.m_angle+=5; break;
          }

          // press down to decrease angle
          case SDLK_DOWN:
          {
            turtle.m_angle -=5; break;
          }

          // if right pressed increase max increments (max growth)
          case SDLK_RIGHT:
          {
            lsystems.m_maxIterations+=1; lsystems.m_iterations=0; break;
          }

          // if left pressed decrease max increments (min graowth)
          case SDLK_LEFT:
          {
            lsystems.m_maxIterations-=1; lsystems.m_iterations=0; break;
          }

          default:
          {
            break;
          }
        }
      }
    }

    scene->drawScene();

    //lsystems.createLeaf();
    lsystems.setAxiom();
    lsystems.setRule();
    lsystems.setAlphabet();
    lsystems.setAlphabetRule();
    turtle.setAngle(turtle.m_angle);


    // number of iterations
    lsystems.productions(lsystems.m_iterations);
    lsystems.getDrawingRule();

    // width and height. width increases with each iteration
    turtle.Draw(lsystems,lsystems.m_iterations*0.008,0.20);

    SDL_GL_SwapWindow( window);
  }

  // Delete our scene
  delete scene;

  //Destroy window
  SDL_DestroyWindow( window );

  // Disable our timer
  SDL_RemoveTimer(Update);

  //Quit SDL subsystems
  SDL_Quit();

  return EXIT_SUCCESS;
}