void cameraMouseMove(sf::RenderWindow & window,gameMap_t * self){

    //Up Left
    if (sf::IntRect(0, 0, 200, 200).contains(sf::Mouse::getPosition(window))){
            cameraUp(self);
            cameraLeft(self);
    }
    //Up
   if (sf::IntRect(200, 0, 1290, 200).contains(sf::Mouse::getPosition(window))){
       cameraUp(self);
   }
  // Left
     if (sf::IntRect(0, 200, 200, 680).contains(sf::Mouse::getPosition(window))){
    cameraLeft(self);
  }
   //Down
    if (sf::IntRect(200, 880, 1520, 200).contains(sf::Mouse::getPosition(window))){
       cameraDown(self);
   }
   //Right
   // if (sf::IntRect(1720, 200, 200, 680).contains(sf::Mouse::getPosition(window))){
   //    cameraRight(self);
   // }
   //dDown Left
  if (sf::IntRect(0, 880, 200, 200).contains(sf::Mouse::getPosition(window))){
       cameraDown(self);
       cameraLeft(self);
}

}
Exemple #2
0
void MainWindow::keyPressEvent(QKeyEvent *e)
{
    switch (e->key())
    {
    case Qt::Key_W:
        carForward();
        break;
    case Qt::Key_A:
        carLeft();
        break;
    case Qt::Key_S:
        carBack();
        break;
    case Qt::Key_D:
        carRight();
        break;
    case Qt::Key_I:
        cameraUp();
        break;
    case Qt::Key_K:
        cameraDown();
        break;
    case Qt::Key_J:
        cameraLeft();
        break;
    case Qt::Key_L:
        cameraRight();
        break;
    }
}
Exemple #3
0
void render( void )
{
	glClear( GL_COLOR_BUFFER_BIT );

	static float scale = 0.0f;

	scale += 0.1f;

	Matrix matrix;
	matrix.rotate( 0.0f , scale , 0.0f );
	matrix.worldPosition( 0.0f , 0.0f , 5.0f );

	math::Vec3f cameraPosition( 0.0f , 0.0f , -3.0f );
	math::Vec3f cameraTarget( 0.0f , 0.0f , 2.0f );
	math::Vec3f cameraUp( 0.0f , 1.0f , 0.0f );
	matrix.setCamera( cameraPosition , cameraTarget , cameraUp );
	matrix.perspeciveProjection( 60.0f , WINDOW_WIDTH , WINDOW_HEIGHT , 1.0f , 100.0f );


	glUniformMatrix4fv( worldLocation , 1 , GL_TRUE , ( const GLfloat* ) matrix.getTranslation() );

	glEnableVertexAttribArray( 0 );
		glBindBuffer( GL_ARRAY_BUFFER , vertexBufferID );
		glVertexAttribPointer( 0 , 3 , GL_FLOAT , GL_FALSE , 0 , 0 );
		glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , indexBufferID );

		glDrawElements( GL_TRIANGLES , 12 , GL_UNSIGNED_INT , 0 );
	glDisableVertexAttribArray( 0 );

	glutSwapBuffers();
}
Exemple #4
0
int main()
{
	tw::vec3f position(1.0f, 0.0f, -2.0f);

	tw::vec3f axis(0.0f, 1.0f, 0.0f);
	float32_t angle = tw::radians(45.0f);

	tw::vec3f scale(1.0f, 1.0f, 1.0f);

	tw::mat4f translationMat = tw::translation(position);
	tw::quatf rotationQuat = tw::rotation(axis, angle);
	tw::mat4f scalingMat = tw::scaling(scale);

	tw::mat4f model = translationMat * tw::mat4_cast(rotationQuat) * scalingMat;

	tw::vec3f cameraPosition(0.0f, 0.0f, 1.0f);
	tw::vec3f cameraCenter(0.0f, 0.0f, 0.0f);
	tw::vec3f cameraUp(0.0f, 1.0f, 0.0f);
	tw::mat4f view = tw::lookAt(cameraPosition, cameraCenter, cameraUp);

	tw::mat4f mv = view * model;

	tw::vec4f p(1.0f, 0.0f, 0.0f, 1.0f);
	p = mv * p;

	std::cout << p.x << " " << p.y << " " << p.z << " " << p.w << std::endl;

	std::cin.get();
	return 0;
}
Exemple #5
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow)
{
    //init flags
    cameraDownFlag = false;
    cameraUpFlag = false;
    cameraLeftFlag = false;
    cameraRightFlag = false;
    carForwardFlag = false;
    carBackFlag = false;
    carLeftFlag = false;
    carRightFlag = false;

    ui->setupUi(this);

    _instance = new VlcInstance(VlcCommon::args(), this);
    _player = new VlcMediaPlayer(_instance);
    _player->setVideoWidget(ui->video);

    ui->video->setMediaPlayer(_player);

    connect(ui->actionOpen_Local_File, SIGNAL(triggered()), this, SLOT(openLocal()));
    connect(ui->actionOpen_URL, SIGNAL(triggered()), this, SLOT(openUrl()));
    connect(ui->actionCar_Address, SIGNAL(triggered()), this, SLOT(setCarAddr()));

    connect(ui->cameraDown, SIGNAL(pressed()), this, SLOT(cameraDown()));
    connect(ui->cameraUp, SIGNAL(pressed()), this, SLOT(cameraUp()));
    connect(ui->cameraLeft, SIGNAL(pressed()), this, SLOT(cameraLeft()));
    connect(ui->cameraRight, SIGNAL(pressed()), this, SLOT(cameraRight()));
    connect(ui->carForward, SIGNAL(pressed()), this, SLOT(carForward()));
    connect(ui->carBack, SIGNAL(pressed()), this, SLOT(carBack()));
    connect(ui->carLeft, SIGNAL(pressed()), this, SLOT(carLeft()));
    connect(ui->carRight, SIGNAL(pressed()), this, SLOT(carRight()));
    connect(ui->cameraDown, SIGNAL(released()), this, SLOT(cameraDownRelease()));
    connect(ui->cameraUp, SIGNAL(released()), this, SLOT(cameraUpRelease()));
    connect(ui->cameraLeft, SIGNAL(released()), this, SLOT(cameraLeftRelease()));
    connect(ui->cameraRight, SIGNAL(released()), this, SLOT(cameraRightRelease()));
    connect(ui->carForward, SIGNAL(released()), this, SLOT(carForwardRelease()));
    connect(ui->carBack, SIGNAL(released()), this, SLOT(carBackRelease()));
    connect(ui->carLeft, SIGNAL(released()), this, SLOT(carLeftRelease()));
    connect(ui->carRight, SIGNAL(released()), this, SLOT(carRightRelease()));



    sender = new MsgSender();


}
Exemple #6
0
	void Model::beginRender()
	{
		mt::mat4f projection;
		mt::make_projection_fov_m4( projection, m_cameraFOV, m_cameraWidth / m_cameraHeight, 1.f, 1000.f );

		DXCALL m_pDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX *)projection.buff() );

		const Model3DFrame & frame = this->getCurrentFrame();

		mt::mat4f lookAt;

		mt::vec3f cameraPos( frame.cameraPos.x, frame.cameraPos.y, frame.cameraPos.z );
		mt::vec3f cameraDir( -frame.cameraDir.x, -frame.cameraDir.z, -frame.cameraDir.y );
		mt::vec3f cameraUp( -frame.cameraRight.x, -frame.cameraRight.z, -frame.cameraRight.y );

		mt::make_lookat_m4( lookAt, cameraPos, cameraDir, cameraUp, -1.f );

		DXCALL m_pDevice->SetTransform( D3DTS_VIEW, (D3DMATRIX *)lookAt.buff() );

		DXCALL m_pDevice->SetTexture( 0, m_pTexture );

		DXCALL m_pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	}
void mouseEvents(sf::RenderWindow & window,gameMap_t * self){
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::W)){
            cameraUp(self);

    }
     if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)){
            cameraLeft(self);

    }
     if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)){
            cameraDown(self);

    }
     if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)){
            cameraRight(self);

    }

      if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)){
            pauseMenu(window);

    }
}
Exemple #8
0
void doMovement(CViewPoint* camera){
    GLfloat currentFrame = (GLfloat)glfwGetTime();
    deltaTime = currentFrame - lastFrame;
    lastFrame = currentFrame;

    GLfloat cameraSpeed = defaultCameraSpeed*deltaTime;
    if(!moved)
    {
		camera->rotate(glm::vec3(xoffset,yoffset,0));
		moved = true;
	}

    glm::vec3 eulers = camera->getEulers();

    glm::vec3 cameraTarget(-glm::sin(eulers.x)*glm::cos(eulers.y),
                           0,
                           glm::cos(eulers.x)*glm::cos(eulers.y));
    glm::vec3 cameraUp(0,1,0);

	if (keys[GLFW_MOUSE_BUTTON_2])
	{
		camera->move (cameraTarget*cameraSpeed);
	}
}
Exemple #9
0
int main(int argc, char** argv)
{
	try
	{
		int cudaDevice;
		std::string lsystemFile;
		int screenWidth;
		int screenHeight;

		CmdOptions cmdOptions(argc, argv);
		cmdOptions.read("device", cudaDevice, 0);
		cmdOptions.read<std::string>("lsystemFile", lsystemFile, "");
		cmdOptions.read("screenWidth", screenWidth, DEFAULT_SCREEN_WIDTH);
		cmdOptions.read("screenHeight", screenHeight, DEFAULT_SCREEN_HEIGHT);

		if (lsystemFile == "")
		{
			printUsage();
			exit(EXIT_FAILURE);
		}

		Framework::GLWindow window("LSystem", screenWidth, screenHeight, true, false);

		if (gl3wInit()) 
		{
			throw std::runtime_error("gl3wInit() failed");
		}

		cudaDeviceProp deviceProperties;
		cudaGetDeviceProperties(&deviceProperties, cudaDevice);
		cudaSetDevice(cudaDevice);

		LSystem lsystem(lsystemFile);

		/********************************/
		/*	CENTER L-SYSTEM ON SCREEN	*/
		/********************************/
		float width = lsystem.getBounds().extents().x;
		float height = lsystem.getBounds().extents().y;

		float screenDiagonal = sqrt(pow(width, 2) + pow(height, 2) + 1);
		float distance = min((screenDiagonal / 2.0f) / tan(HALF_FOV_RAD), ZFAR);

		float aspectRatio = screenWidth / (float)screenHeight;
		math::float3 cameraCenter(lsystem.getBounds().center().x, lsystem.getBounds().center().y, -distance);
		math::float3 cameraForward = cameraCenter + math::float3(0, 0, -1);
		math::float3 cameraUp(0, 1, 0);

		//////////////////////////////////////////////////////////////////////////

		SimpleCamera camera(FOV_RAD, aspectRatio, ZNEAR, ZFAR, cameraCenter, cameraForward, cameraUp);

		LSystemRenderer renderer(window, lsystem, camera);
		window.attach(&renderer);

		FirstPersonCameraNavigator navigator(&camera);

		LSystemInputHandler inputHandler(renderer, navigator);
		window.attach(static_cast<Framework::MouseInputHandler*>(&inputHandler));
		window.attach(static_cast<Framework::KeyboardInputHandler*>(&inputHandler));

		Framework::run(renderer, &inputHandler);

		return 0;
	}
	catch (std::exception& e)
	{
		std::cout << "Error: " << e.what() << std::endl;
	}
	catch (...)
	{
		std::cout << "Unknown error" << std::endl;
	}

	// DEBUG:
	system("pause");

	return -1;
}
Exemple #10
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowSmd)
{
	FileSystem fileSystem("../../Resources");
	Console console(fileSystem, false);
	
	ResourceManager resourceManager(fileSystem, console);

	InputDevice input(console);

	Window window("Void", console, input, resourceManager, fileSystem, 1280, 720, true, false);
	//Window window("Void", console, input, resourceManager, fileSystem);
	if(window.Initialise()) return 0;

	ConsoleEvent shouldQuitConsole(console, input, "Game.Quit");
	input.addDefaultBinding(Key::Q, shouldQuitConsole);
	input.addDefaultBinding(Key::Escape, shouldQuitConsole);

	ConsoleEvent cameraForward(console, input, "Camera.Move.Forward");
	input.addDefaultBinding(Key::W, cameraForward);
	ConsoleEvent cameraBackward(console, input, "Camera.Move.Backward");
	input.addDefaultBinding(Key::S, cameraBackward);
	ConsoleEvent cameraLeft(console, input, "Camera.Move.Left");
	input.addDefaultBinding(Key::A, cameraLeft);
	ConsoleEvent cameraRight(console, input, "Camera.Move.Right");
	input.addDefaultBinding(Key::D, cameraRight);
	ConsoleEvent cameraUp(console, input, "Camera.Move.Up");
	input.addDefaultBinding(Key::Space, cameraUp);
	ConsoleEvent cameraDown(console, input, "Camera.Move.Down");
	input.addDefaultBinding(Key::LCtrl, cameraDown);
	ConsoleEvent cameraSprint(console, input, "Camera.Move.Sprint");
	input.addDefaultBinding(Key::LShift, cameraSprint);

	window.GetGraphicsDevice().getRenderer3D().setSkybox(resourceManager.getResourceReference<TextureResource>("[Texture] Clouds.dds"));

	Camera &camera = window.GetGraphicsDevice().getRenderer3D().getCamera();
	camera.rotateY(Math::DegreesToRadians(90));
	camera.setPosition(-1100.0f, -170.0f, 0.0f);

	std::vector<PointLight> lights;

	ResourceReference<ModelResource> visibleLion = resourceManager.getResourceReference<ModelResource>("[Model] Lion.smdf");

	std::vector<ResourceReference<MaterialResource>> materials;
#define add_model(x) materials.push_back(resourceManager.getResourceReference<MaterialResource>("[Material] " x ".smtf"))
	add_model("Lion");add_model("Lionbackground"); add_model("VaseRound"); add_model("Ceiling");
	add_model("ColumnA"); add_model("ColumnB"); add_model("ColumnC"); add_model("Floor"); add_model("FabricGreen");
	add_model("FabricBlue"); add_model("FabricRed"); add_model("CurtainBlue"); add_model("CurtainRed");
	add_model("CurtainGreen"); add_model("VaseHanging"); add_model("Vase"); add_model("Bricks");
	add_model("Arch"); add_model("Details"); add_model("Roof");	add_model("VasePlant");
	add_model("Chain"); add_model("Thorn");add_model("Vase");

	Timer gameTime;

	bool isMousePressed = false;
	int oldMouseX = 0;
	int oldMouseY = 0;

	for(;;)
	{
		uint64 frameTime = gameTime.getElapsedReset();
		float frameSeconds = frameTime / 1000.0f;

		resourceManager.Update();
		console.update();

		if(window.Update()) break;
		input.Update();

		if(shouldQuitConsole.isPress()) break;

		if(isMousePressed != input.IsKeyDown(Key::LButton))
		{
			isMousePressed = !isMousePressed;
			if(isMousePressed)
			{
				window.setMouseClipping(true);
				oldMouseX = input.GetMouseXPositionAbsolute();
				oldMouseY = input.GetMouseYPositionAbsolute();
				window.setMouseVisibility(true);
			}
			else
			{
				window.setMouseClipping(false);
				window.SetMousePosition(oldMouseX, oldMouseY);
				window.setMouseVisibility(false);
			}
		}

		if(isMousePressed)
		{
			camera.rotateY(Math::DegreesToRadians(input.GetMouseXPositionRelative()));
			camera.rotateX(Math::DegreesToRadians(input.GetMouseYPositionRelative()));
		}

		float distance = 100.0f * frameSeconds;
		if(cameraSprint.isHeld()) distance *= 6;

		if(cameraForward.isHeld()) camera.moveX(distance);
		if(cameraBackward.isHeld()) camera.moveX(-distance);
		if(cameraRight.isHeld()) camera.moveZ(distance);
		if(cameraLeft.isHeld()) camera.moveZ(-distance);
		if(cameraUp.isHeld()) camera.moveY(distance);
		if(cameraDown.isHeld()) camera.moveY(-distance);

		visibleLion->Render();

		if(resourceManager.isLoading())
		{
			if(lights.empty())
				fillLightsGrid(lights, window);
		}
		else if(!lights.empty())
			lights.clear();

		if(input.IsKeyPress(Key::Num1))
			fillLightsGrid(lights, window);

		Vector3 lightChange;
		if(input.IsKeyDown(Key::Up)) lightChange.y += distance;
		if(input.IsKeyDown(Key::Down)) lightChange.y -= distance;
		if(input.IsKeyDown(Key::Left)) lightChange.x += distance;
		if(input.IsKeyDown(Key::Right)) lightChange.x -= distance;

		if(lightChange != Vector3::Zero)
		{
			for(PointLight &light : lights)
				light.setPosition(light.getPosition() + lightChange);
		}
			
		if(window.Render()) break;
	}

	return 0;
}
btVector3	GL_DialogDynamicsWorld::getRayTo(int x,int y)
{
	float cameraDistance = m_screenHeight/2.f;//m_screenWidth/2;//1.f;
	btVector3 cameraTargetPosition(0,0,0);
	btVector3 cameraUp(0,-1,0);

	if (1)//_ortho)
	{

		btScalar aspect;
		btVector3 extents;
		if (m_screenWidth> m_screenHeight) 
		{
			
			aspect = m_screenWidth / (btScalar)m_screenHeight;
			extents.setValue(aspect * 1.0f, 1.0f,0);
		} else 
		{
			cameraDistance = m_screenWidth/2.f;
			aspect = m_screenHeight / (btScalar)m_screenWidth;
			extents.setValue(1.0f, aspect*1.f,0);
		}
		
	

		extents *= cameraDistance;
		btVector3 lower = cameraTargetPosition - extents;
		btVector3 upper = cameraTargetPosition + extents;

		btScalar u = x / btScalar(m_screenWidth);
		btScalar v = (m_screenHeight - y) / btScalar(m_screenHeight);
		
		btVector3	p(0,0,0);
		p.setValue(
			(1.0f - u) * lower.getX() + u * upper.getX(),
			-((1.0f - v) * lower.getY() + v * upper.getY()),
			cameraTargetPosition.getZ());
		return p;
	}

	float top = 1.f;
	float bottom = -1.f;
	float nearPlane = 1.f;
	float tanFov = (top-bottom)*0.5f / nearPlane;
	float fov = 2 * atanf (tanFov);

	btVector3 cameraPosition(0,0,-100);
	btVector3	rayFrom = cameraPosition;
	btVector3 rayForward = (cameraTargetPosition-cameraPosition);
	rayForward.normalize();
	float farPlane = 10000.f;
	rayForward*= farPlane;

	btVector3 rightOffset;
	btVector3 vertical = cameraUp;

	btVector3 hor;
	hor = rayForward.cross(vertical);
	hor.normalize();
	vertical = hor.cross(rayForward);
	vertical.normalize();

	float tanfov = tanf(0.5f*fov);


	hor *= 2.f * farPlane * tanfov;
	vertical *= 2.f * farPlane * tanfov;

	btScalar aspect;
	
	if (m_screenWidth > m_screenHeight) 
	{
		aspect = m_screenWidth / (btScalar)m_screenHeight;
		
		hor*=aspect;
	} else 
	{
		aspect = m_screenHeight / (btScalar)m_screenWidth;
		vertical*=aspect;
	}


	btVector3 rayToCenter = rayFrom + rayForward;
	btVector3 dHor = hor * 1.f/float(m_screenWidth);
	btVector3 dVert = vertical * 1.f/float(m_screenHeight);


	btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
	rayTo += btScalar(x) * dHor;
	rayTo -= btScalar(y) * dVert;
	//rayTo += y * dVert;

	return rayTo;
}
/**
 * Function that listens for event input from keyboard.
 */
void Keyboard(unsigned char key, int x, int y) {

	switch (key){

	/*projection commands*/
	case '1':
		printf("changing projection to orthographic.\n");
		orthographic();
		break;
	case '2':
		printf("changing projection to oblique.\n");
		oblique();
		break;
	case '3':
		printf("changing projection to perspective.\n");
		perspective();
		break;

	/*camera movement*/

	case 'm':
		printf("Camera movement. You can no use w,a,s,d,z,x to move ");
		printf("around.\n");
		currentMode = 'm';
		glutPostRedisplay();
		break;

	case 'w':
		if(useSmooth == true){
			useSmooth = false;
			bezSpeed += 0.25;
			calculateNewBezierCurve(direction,P0,Pref,V0,bezierP,PrefChange,uM,
									uMPrim,bezSpeed);
			bezierPCounter = 0;
			useSmooth = true;
		}else{
			cameraForward(0);
		}
		break;
	case 'a':
		if(useSmooth == true){
			direction = 'l';
			calculateNewBezierCurve(direction,P0,Pref,V0,bezierP,PrefChange,uM,
									uMPrim,bezSpeed);
			bezierPCounter = 0;
		}else{
			cameraLeft();
		}
		break;
	case 's':
		if(useSmooth == true){
			if(bezSpeed > 0.5){
				useSmooth = false;
				bezSpeed -= 0.25;
				calculateNewBezierCurve(direction,P0,Pref,V0,bezierP,PrefChange,
										uM,uMPrim,bezSpeed);
				bezierPCounter = 0;
				useSmooth = true;
			}

		}else{
			cameraBackward();
		}
		break;
	case 'd':
		if(useSmooth == true){
			direction = 'r';
			calculateNewBezierCurve(direction,P0,Pref,V0,bezierP,PrefChange,uM,
									uMPrim,bezSpeed);
			bezierPCounter = 0;
		}else{
			cameraRight();
		}
		break;

	/*object movement*/
	case 'q':
		printf("Closing program.....\n");
		exit(0);
		break;

	case 'v':
		glutFullScreenToggle();
		break;

	case 'o':
		printf("\ncurrent mode: open OFF file.\n");
		currentMode = 'o';
		glutPostRedisplay();
		loadVertices(NULL);
		glutPostRedisplay();
		break;

	case 't':
		printf("current mode: translation.\n");
		currentMode = 't';
		chosenMovement = 'n';
		chosenMovement = 'n';
		glutPostRedisplay();
		printf("In which direction (x,y or z) do you want to move the object?");
		printf("\npress x,y or z button to choose.\n");

		break;

	case 'e':
		printf("current mode: Scaling.\n");
		currentMode = 's';
		glutPostRedisplay();
		chosenMovement = 'n';
		chosenMovement = 'n';
		printf("press + or - button to scale the object.\n");
		break;

	case 'r':
		printf("current mode: Rotating.\n");
		currentMode = 'r';
		glutPostRedisplay();
		chosenMovement = 'n';
		chosenMovement = 'n';
		printf("Press x,y,or z to choose which axis the object should ");
		printf("rotate around.\n");
		break;

	case 'x':

		if(currentMode == 't'){
			printf("X direction chosen. press + or - button ");
			printf("to move the object.\n");
			chosenDirection = 'x';
		}else if(currentMode == 'r'){
			printf("X direction chosen. press + or - button ");
			printf("to rotate the object around the X-axis.\n");
			chosenDirection = 'x';
		}else{
			cameraUp();
		}
		break;

	case 'y':
		if(currentMode == 't'){
			printf("Y direction chosen. press + or - button ");
			printf("to move the object.\n");
			chosenDirection = 'y';
		}else if(currentMode == 'r'){
			printf("Y direction chosen. press + or - button ");
			printf("to rotate the object around the Y-axis.\n");
			chosenDirection = 'y';
		}
		break;

	case 'z':
		if(currentMode == 't'){
			printf("Z direction chosen. press + or - button ");
			printf("to move the object.\n");
			chosenDirection = 'z';
		} else if(currentMode == 'r'){
			printf("Z direction chosen. press + or - button ");
			printf("to rotate the object around the Z-axis.\n");
			chosenDirection = 'z';
		}else{
			cameraDown();
		}
	break;

	case '+':

		if(currentMode == 't'){
			if(chosenDirection == 'x' || chosenDirection == 'y'
					|| chosenDirection == 'z'){
				chosenMovement = '+';
				translateStage();
			}
		}else if(currentMode == 's'){
			chosenMovement = '+';
			scaleStage();
		}else if(currentMode == 'r'){
			chosenMovement = '+';
			rotateStage();
		}

		break;

	case '-':
		if(currentMode == 't'){
			if(chosenDirection == 'x' || chosenDirection == 'y'
					|| chosenDirection == 'z'){
				chosenMovement = '-';
				translateStage();
			}
		}else if(currentMode == 's'){
			chosenMovement = '-';
			scaleStage();
		}else if(currentMode == 'r'){
			chosenMovement = '-';
			rotateStage();
		}

		break;

	case 'f':
		/*changes between line mode and filled mode for the object.*/
		if(objectFilled == false){
			glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
			sendTMatrixToGPU();
			glutPostRedisplay();
			objectFilled = true;
		}else if(objectFilled == true){
			glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
			sendTMatrixToGPU();
			glutPostRedisplay();
			objectFilled = false;
		}
		break;

	case 'h':

		printf("Help:\n----------------------------------------------------\n");
		printf("The allowed keyboard commands are: \n");
		printf("o: open file,		q: quit program,	t: transform object\n");
		printf("e: scale object,	r: rotate object,	m: camera movement.\n");
		printf("f: object fill: on/off	");
		printf("x: choose x-axis. If camera mode: go up.\ny: choose y-axis	");
		printf("z: choose z-axis. If camera mode: go down.\n\n");
		printf("w: move camera forward.		a: move camera left.\n");
		printf("s: move camera backwards.	d: move camera right.\n");
		printf("v: toggle between fullscreenmode..\n");
		printf("1: orthographic projection.	2: oblique projection.\n");
		printf("3: perspective projection.\n");
		printf("You may also use the mouse to move the camera. To enable, ");
		printf("press and hold left\nmouse button and move the mouse.\n");
		printf("Use the mouseScroll to zoom in or out.\n");
		printf("-----------------------------------------------------------\n");
		break;

	default:
		printf("Unknown keyboard command. Press \"h\" for help. \n");
		break;
	}
}
Exemple #13
0
View *CascadedShadowMap::createLightView(float nSlice1, float nSlice2, Camera *camera, Camera *lightCamera, View *view, Frustum *frustum)
{
	glm::vec3 ntl,ntr,nbl,nbr,ftl,ftr,fbl,fbr,nc,fc,X,Y,Z;

	float nearDepth = (float)(view->getNear()+(view->getFar()-view->getNear())*nSlice1);
	float farDepth = (float)(view->getNear()+(view->getFar()-view->getNear())*nSlice2);

	float nh = (frustum->getHeightNear()+(frustum->getHeightFar()-frustum->getHeightNear())*nSlice1)/2.0f;
	float nw = (frustum->getWidthNear()+(frustum->getWidthFar()-frustum->getWidthNear())*nSlice1)/2.0f; 
	float fh = (frustum->getHeightNear()+(frustum->getHeightFar()-frustum->getHeightNear())*nSlice2)/2.0f;
	float fw = (frustum->getWidthNear()+(frustum->getWidthFar()-frustum->getWidthNear())*nSlice2)/2.0f;

	glm::vec3 cameraRight(camera->getRight()[0], camera->getRight()[1], camera->getRight()[2]);
	glm::vec3 cameraUp(camera->getUp()[0], camera->getUp()[1], camera->getUp()[2]);
	glm::vec3 cameraLookAt(camera->getLookAt()[0],camera->getLookAt()[1],camera->getLookAt()[2]);
	glm::vec3 cameraEye(camera->getEyeV()[0],camera->getEyeV()[1],camera->getEyeV()[2]);

	X = cameraRight;
	X = glm::normalize(X);
	Y = cameraUp;
	Y = glm::normalize(Y);
	Z = cameraLookAt - cameraEye;
	Z = glm::normalize(Z);

	nc = cameraEye+Z*nearDepth;
	fc = cameraEye+Z*farDepth;

	ntl = nc + Y * nh - X * nw;
	ntr = nc + Y * nh + X * nw;
	nbl = nc - Y * nh - X * nw;
	nbr = nc - Y * nh + X * nw;
	ftl = fc + Y * fh - X * fw;
	ftr = fc + Y * fh + X * fw;
	fbl = fc - Y * fh - X * fw;
	fbr = fc - Y * fh + X * fw;

	// calculate the actual bounds for the ortho projection
	glm::mat4 lightMVP;
	lightMVP = glm::ortho(-1,1,-1,1,0,1);
	lightMVP = lightCamera->transformToMatrix(lightMVP);

	float left, right, up, down, back;

	glm::vec4 corners[] = {glm::vec4(ntl,1.0f), glm::vec4(ntr,1.0f), glm::vec4(nbl,1.0f), glm::vec4(nbr,1.0f),
							glm::vec4(ftl,1.0f), glm::vec4(ftr,1.0f), glm::vec4(fbl,1.0f), glm::vec4(fbr,1.0f)};

	// get the projected positions of the corners
	for (int i=0; i<8; i++)
	{
		corners[i]=lightMVP*corners[i];
	}


	left  = corners[0][0];
	right = corners[0][0];
	up    = corners[0][1];
	down  = corners[0][1];
	back  = corners[0][2];

	// determine the bounds
	for (int i=1; i<8; i++)
	{
		if (corners[i][0]<left)
		{
			left=corners[i][0];
		}
		if (corners[i][0]>right)
		{
			right=corners[i][0];
		}
		if (corners[i][1]<down)
		{
			down=corners[i][1];
		}
		if (corners[i][1]>up)
		{
			up=corners[i][1];
		}
		if (corners[i][2]>back)
		{
			back=corners[i][2];
		}
	}

	View *lightView = new View();
	lightView->set2D(left,right,down,up,0.1,50);
	return lightView;
}