Esempio n. 1
1
void display(void)	
{
	// Buffer clearen
	glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// View Matrix erstellen
	glLoadIdentity();
	float x = distance * sin(theta) * cos(phi);
	float y = distance * cos(theta);
	float z = distance * sin(theta) * sin(phi);
	gluLookAt(x, y, z, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	// Teekanne rendern.
	glutSolidTeapot(1);

	// Den Matrix-Stack sichern.
	glPushMatrix();
	
		// Zeichnen der Kugelkreisbahn.	
			drawCircle(10.0f, 50);
		// Zeichnen der Kugel.
			// Wenden Sie eine Translation und eine Rotation an, bevor sie die Kugel zeichnen. Sie können die Variable 'angle' für die Rotation verwenden.
			// Bedenken Sie dabei die richtige Reihenfolge der beiden Transformationen.
			glRotated(angle, 0, 1.0f, 0);
			glTranslatef(10.0f, 0, 0);
			glutSolidSphere(1.0f, 32, 32);
		// Zeichnen der Würfelkreisbahn.
			// Hinweis: Der Ursprung des Koordinatensystems befindet sich nun im Zentrum des Würfels.
			// Drehen Sie das Koordinatensystem um 90° entlang der Achse, die für die Verschiebung des Würfels genutzt wurde.
			// Danach steht die Würfelkreisbahn senkrecht zur Tangentialrichtung der Kugelkreisbahn.
			glRotated(90.0f, 1.0f, 0, 0);
			drawCircle(5.0f, 50);
		// Zeichnen des Würfels.
			// Wenden Sie die entsprechende Translation und Rotation an, bevor sie den Würfel zeichnen.
			glRotated(angle, 0, 1.0f, 0);
			glTranslatef(5.0f, 0, 0);
			glutSolidCube(1.0f);
		// Zeichnen einer Linie von Würfel zu Kegel.
			glDisable(GL_LIGHTING);
			glTranslatef(3.0f, 0, 0);
			glBegin(GL_LINE_STRIP);
			glVertex3f(0, 0, 0);
			glVertex3f(-3.0f, 0, 0);
			glEnd();
			glEnable(GL_LIGHTING);
		// Drehung anwenden, sodass Koordinatensystem in Richtung Ursprung orientiert ist. (Hinweis: Implementieren Sie dies zuletzt.)
			GLfloat height = 8*cos(toRad(angle-90));
			GLfloat d = 8*sin(toRad(angle-90));
			GLfloat e = 10 - d;
			GLfloat l = pow(pow(height,2) + pow(e,2), 0.5f);
			GLfloat alpha = toDeg(acos(e/l)) - 90;
			if(static_cast<int>(angle)%360 > 180) alpha = -alpha;
			glRotated(alpha, 0, 1.0f, 0);
			if(static_cast<int>(angle)%360 > 180)
			{
				glRotated(180 - angle, 0, 1.0f, 0);
				std::cout << alpha + 180 - (int)angle%360 << std::endl;
			}
			else 
			{
				glRotated(-angle, 0, 1.0f, 0);
				std::cout << alpha - (int)angle%360 << std::endl;
			}
		// Zeichnen der Linie von Kegel zu Urpsrung.	
			glDisable(GL_LIGHTING);
			glBegin(GL_LINE_STRIP);
			glVertex3f(0, 0, 0);
			glVertex3f(0, 0, l);
			glEnd();
			glEnable(GL_LIGHTING);
		// Zeichnen des Kegels.
			glutSolidCone(0.5f, 1.0f, 32, 4);
	// Den Matrix-Stack wiederherstellen.

	glPopMatrix();
	
	glutSwapBuffers();	

	angle += 5.0f / 60.0f;
}
Esempio n. 2
0
void RCamera::Animate(int deltaTime) {
    const float UP_AMT = 1;
    const float BACK_AMT = 2.2;
    const float LOOK_AHEAD = 6;
    
    glLoadIdentity();

    RPlayer *player = m_engine->GetPlayer(m_playerId);
    Vector4 desiredUp = Normalize3(player->GetUp());
    
    Vector4 playAhead = player->GetAhead();
    Vector4 dirNormal = CrossProduct(playAhead,desiredUp);
    playAhead = Normalize3(CrossProduct(desiredUp,dirNormal));
    
    Vector4 desiredPos = player->GetPosition()+desiredUp*UP_AMT-playAhead*BACK_AMT;

    Vector4 desiredAhead = Normalize3(player->GetPosition()+playAhead*LOOK_AHEAD-desiredPos);
    
    
    float distance = Length3(desiredPos - m_pos);

    m_pos = desiredPos;
    m_ahead = desiredAhead;
    m_up = CrossProduct(CrossProduct(m_ahead,desiredUp),m_ahead);
    Vector4 aa = m_pos+m_ahead;
    if(!freeCameraEnabled)
        gluLookAt(m_pos[0],m_pos[1],m_pos[2],aa[0],aa[1],aa[2],m_up[0],m_up[1],m_up[2]);

    //m_ahead = playAhead;
    // NOTE:
    // m_ahead and m_up must be normal to each other
    // AND correspond exactly to depth and height.
    // View Frustum culling finds the the vertices
    // of the view frustum by moving in these directions,
    // so if they are not exactly straight ahead and straight up
    // there will be a problem.
    //m_ahead = Normalize3(player->GetAhead());
    //m_ahead = Normalize3(desiredAhead);
    //m_up = desiredUp;
    //m_up = Normalize3(player->GetUp());


    //Vector4 pointAhead = desiredPos+desiredAhead;
    //Vector4 pointAhead = m_pos+m_ahead;
    
    //gluLookAt(m_pos[0],m_pos[1],m_pos[2],pointAhead[0],pointAhead[1],pointAhead[2],m_up[0],m_up[1],m_up[2]);
    //glLoadIdentity();
    timeSinceLastMove +=deltaTime;
    //if(timeSinceLastMove>100) {
    timeSinceLastMove = 0;
    viewPos[0]+=-speed*sin(viewAngle*PI/180);;
    viewPos[2]+=speed*cos(viewAngle*PI/180);
    
    
    if (freeCameraEnabled) {
      if(onTrack) m_engine->GetWorld()->getTrack()->Viewpoint(trackDistance,12);
      else {
	glRotatef(viewAngle,0,1,0);
	glTranslatef(viewPos[0],viewPos[1],viewPos[2]);
      }
    }

    /*
    Vector4 pos = player->GetPosition()+.2*desiredUp;
    Vector4 a = pos+playAhead;
    
    m_ahead = Normalize3(playAhead);
    
    Vector4 upNormalizer = CrossProduct(m_ahead,desiredUp);
    m_up = Normalize3(CrossProduct(upNormalizer,m_ahead));
    
    if (!freeCameraEnabled)
      gluLookAt(pos[0],pos[1],pos[2],a[0],a[1],a[2],m_up[0],m_up[1],m_up[2]);
    
    m_pos = pos;
    */
//     cout << "Position: "; PrintVector(m_pos); cout << endl;
//     cout << "Ahead: "; PrintVector(m_ahead); cout << endl;
//     cout << "Up: "; PrintVector(m_up); cout << endl;
}
void lookAt(Point3D *position, Point3D *target)
{
    gluLookAt(position->x, position->y, position->z, target->x, target->y, target->z, 0, 1, 0);
}
Esempio n. 4
0
void gl_renderiza_escena(void) {



	static float grados=0;
	/* Auxiliar de cálculo */

	unsigned int aux,j;
	float aux2;
	float viewport[4];
	GLboolean visible;
	/* Reseteamos los buffers y la matriz de modelado */
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
	
	
	
	/* Dibujamos el fondo */

	/* Primero preparamos el estado de OpenGL */
	

	
	
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixd(&matriz_proyeccion_B[0][0]);
	
	gluLookAt(	camara[3][0],camara[3][1],camara[3][2],			// Posición

				camara[3][0]+camara[2][0],camara[3][1]+camara[2][1],camara[3][2]+camara[2][2],		
																// Punto al que miramos
				camara[1][0],camara[1][1],camara[1][2]);		// Orientación Y


	
	
	glMatrixMode(GL_MODELVIEW);
 	glDisable(GL_DEPTH_TEST);
  glDisable(GL_TEXTURE_2D);

	glLoadIdentity();

	    	glDisable(GL_LIGHTING);

	for (aux=0;aux<n_estrellas;aux+=4) {
				glPointSize(estrellas[aux+3]);
		glBegin(GL_POINTS);

				glVertex3f(estrellas[aux],estrellas[aux+1],estrellas[aux+2]);
		glEnd();
	}

	glPointSize(4.0f);
  glEnable(GL_TEXTURE_2D);
  for (aux=0;aux<n_sprites_spc;aux++) {

		glLoadMatrixf(&sprites_spc[aux].matriz);
	  glBindTexture(GL_TEXTURE_2D, sprites_spc[aux].textura);
		aux2=sprites_spc[aux].tam_x;
		glBegin(GL_QUADS);
  	glTexCoord2f(1.0f, 1.0f); glVertex2f( aux2,  aux2);
		glTexCoord2f(1.0f, 0.0f); glVertex2f( aux2,  -aux2);
	  glTexCoord2f(0.0f, 0.0f); glVertex2f(-aux2,  -aux2);
		glTexCoord2f(0.0f, 1.0f); glVertex2f(-aux2,  aux2);	

		glEnd();
  }

	glEnable(GL_DEPTH_TEST);
	glClear(GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	
/* Dibujamos el laser */
    if (disparo_laser.ttl>0) {
        //glDisable(GL_TEXTURE_2D);
        memcpy(auxiliar_objeto,camara,sizeof(float)*16);
        auxiliar_objeto[3][0]=disparo_laser.posicion[0];
        auxiliar_objeto[3][1]=disparo_laser.posicion[1];
        auxiliar_objeto[3][2]=disparo_laser.posicion[2];

        glLoadMatrixf(&auxiliar_objeto);
        glBindTexture(GL_TEXTURE_2D, textura[5]);
        aux2=0.5f;
        glBegin(GL_QUADS);

        glTexCoord2f(1.0f, 1.0f); glVertex2f( aux2,  aux2);
		glTexCoord2f(1.0f, 0.0f); glVertex2f( aux2,  -aux2);
	    glTexCoord2f(0.0f, 0.0f); glVertex2f(-aux2,  -aux2);
		glTexCoord2f(0.0f, 1.0f); glVertex2f(-aux2,  aux2);	
        glEnd();
       	glLoadIdentity();

      if ( audio_on == 1){                // Actualizamos posicion de la fuente de laser

          ActualizarSource ( 0, auxiliar_objeto[3]);
       }
    }

        
	

	/* Luces */	
	glEnable(GL_LIGHTING);
LightPosition1[0]=-camara[2][0];
LightPosition1[1]=-camara[2][1];
LightPosition1[2]=-camara[2][2];
LightPosition1[3]=0;
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition1);	
	
	
	/* Comenzamos a dibujar la nave de marras */
  	

    glEnable(GL_TEXTURE_2D);


	auxiliar_objeto[0][0]=nave1->base[0].x;
	auxiliar_objeto[0][1]=nave1->base[0].y;
	auxiliar_objeto[0][2]=nave1->base[0].z;
	auxiliar_objeto[0][3]=0;

	auxiliar_objeto[1][0]=nave1->base[1].x;
	auxiliar_objeto[1][1]=nave1->base[1].y;
	auxiliar_objeto[1][2]=nave1->base[1].z;
	auxiliar_objeto[1][3]=0;

	auxiliar_objeto[2][0]=nave1->base[2].x;
	auxiliar_objeto[2][1]=nave1->base[2].y;
	auxiliar_objeto[2][2]=nave1->base[2].z;
	auxiliar_objeto[2][3]=0;

	auxiliar_objeto[3][0]=nave1->x;
	auxiliar_objeto[3][1]=nave1->y;
	auxiliar_objeto[3][2]=nave1->z;
	auxiliar_objeto[3][3]=1;





	glLoadMatrixf(&auxiliar_objeto);	

  glBindTexture(GL_TEXTURE_2D, nave1->n_textura);
    for (j = 0; j < nave1->n_caras; j++) {

        glBegin(GL_TRIANGLES);


        glTexCoord2f(nave1->triangulos[j].vertices[0].u,
                     nave1->triangulos[j].vertices[0].v);

        glNormal3f(nave1->triangulos[j].vertices[0].Nx,
                   nave1->triangulos[j].vertices[0].Ny,
                   nave1->triangulos[j].vertices[0].Nz);
        glVertex3f(nave1->triangulos[j].vertices[0].x,nave1->triangulos[j].vertices[0].y,nave1->triangulos[j].vertices[0].z);


        glTexCoord2f(nave1->triangulos[j].vertices[1].u,
                     nave1->triangulos[j].vertices[1].v);

        glNormal3f(nave1->triangulos[j].vertices[1].Nx,
                   nave1->triangulos[j].vertices[1].Ny,
                   nave1->triangulos[j].vertices[1].Nz);

        glVertex3f(nave1->triangulos[j].vertices[1].x,nave1->triangulos[j].vertices[1].y,nave1->triangulos[j].vertices[1].z);


        glTexCoord2f(nave1->triangulos[j].vertices[2].u,
                     nave1->triangulos[j].vertices[2].v);

        glNormal3f(nave1->triangulos[j].vertices[2].Nx,
                   nave1->triangulos[j].vertices[2].Ny,
                   nave1->triangulos[j].vertices[2].Nz);
        glVertex3f(nave1->triangulos[j].vertices[2].x,nave1->triangulos[j].vertices[2].y,nave1->triangulos[j].vertices[2].z);

        glEnd();
    }


 	glLoadIdentity();
 	glDisable(GL_LIGHTING);
   glRasterPos3f(nave1->x,nave1->y,nave1->z);
	glGetBooleanv( GL_CURRENT_RASTER_POSITION_VALID,&visible);
   glGetFloatv( GL_CURRENT_RASTER_POSITION,&viewport);
 	glLoadIdentity();

 	if ( audio_on == 1){
 	       PosSonidoNave1[0] = nave1->x;
 	       PosSonidoNave1[1] = nave1->y;
 	       PosSonidoNave1[2] = nave1->z;
          ActualizarSource ( 2, PosSonidoNave1 );  // Actualizamos posicion de la fuente de la nave enemiga
     }

	/* Dibujado de las fuentes */
  	glDisable(GL_DEPTH_TEST);
	/* Las fuentes se dibujan en primer plano y utilizando
	el canal ALPHA */
	
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixd(&matriz_proyeccion_C[0][0]);

	glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, textura[3]);
	

	/* CrossHair */
	/* Con la funcion glTexCoord2f mapeamos las coordenadas de la textura*/
	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 1.0f); glVertex2f(config.SCREEN_SIZE_X/2-16.0f,config.SCREEN_SIZE_Y/2+16.0f);	
	glTexCoord2f(0.0f, 0.0f); glVertex2f(config.SCREEN_SIZE_X/2-16.0f,config.SCREEN_SIZE_Y/2-16.0f);	
	glTexCoord2f(1.0f, 0.0f); glVertex2f(config.SCREEN_SIZE_X/2+16.0f,config.SCREEN_SIZE_Y/2-16.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex2f(config.SCREEN_SIZE_X/2+16.0f,config.SCREEN_SIZE_Y/2+16.0f);
	glEnd();

	/* Localizador */

if (visible) {
	glBindTexture(GL_TEXTURE_2D, textura[4]);
	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 1.0f); glVertex2f(viewport[0]-16.0f,viewport[1]+16.0f);	
	glTexCoord2f(0.0f, 0.0f); glVertex2f(viewport[0]-16.0f,viewport[1]-16.0f);	
	glTexCoord2f(1.0f, 0.0f); glVertex2f(viewport[0]+16.0f,viewport[1]-16.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex2f(viewport[0]+16.0f,viewport[1]+16.0f);
	glEnd();
}
	
	 /* Actualizamos posicion del listener */

     if (audio_on == 1){
        ActualizarListener (1,camara[3][0],camara[3][1],camara[3][2],0.0f,0.0f,0.0f,camara[1][0],camara[1][1],camara[1][2],
                                    camara[3][0]+camara[2][0],camara[3][1]+camara[2][1],camara[3][2]+camara[2][2]);
      }
	/* Calculamos e imprimimos los frames por segundo */


   print(fuentes[1],0.0f,config.SCREEN_SIZE_Y,.5f,"Velocidad %f",velocidad);



	/* Incrementamos el número de frames visualizados */	
  	FPS++;

	/* Llamamos a la función de intercambio de buffers*/

	
    sys_swapbuffers();

}
Esempio n. 5
0
int
main(int argc, char **argv)
{
  int i;

  glutInitWindowSize(400, 200);
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
  glutInit(&argc, argv);

  for (i = 1; i < argc; i++) {
    if (!strcmp("-sb", argv[i])) {
      glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
      singleBuffer = 1;
    }
  }

  glutCreateWindow("multilight");

  glClearColor(0.0, 0.0, 0.0, 0.0);

  glMatrixMode(GL_PROJECTION);
  gluPerspective(50.0, 2.0, 0.1, 100.0);
  glMatrixMode(GL_MODELVIEW);
  gluLookAt(
    0.0, 1.0, -16.0,
    0.0, 0.0, 0.0,
    0.0, 1.0, 0.);

  numActiveLights = MIN_VALUE(MAX_LIGHTS, 8);
  for (i = 0; i < numActiveLights; i++) {
    initLight(i);
  }

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, modelAmb);
  glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
  glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);

  glMaterialfv(GL_FRONT, GL_AMBIENT, matAmb);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, matDiff);
  glMaterialfv(GL_FRONT, GL_SPECULAR, matSpec);
  glMaterialfv(GL_FRONT, GL_EMISSION, matEmission);
  glMaterialf(GL_FRONT, GL_SHININESS, 10.0);

  glNewList(DL_LIGHT_SPHERE, GL_COMPILE);
  glutSolidSphere(0.2, 4, 4);
  glEndList();

  glNewList(DL_BIG_SPHERE, GL_COMPILE);
  glutSolidSphere(1.5, 20, 20);
  glEndList();

  glNewList(DL_ICO, GL_COMPILE);
  glutSolidIcosahedron();
  glEndList();

  glutDisplayFunc(display);
  glutVisibilityFunc(visible);
  glutKeyboardFunc(key);
  glutMouseFunc(mouse);
  glutMotionFunc(motion);

  glutCreateMenu(menu);
  glutAddMenuEntry("Sphere", M_SPHERE);
  glutAddMenuEntry("Icosahedron", M_ICO);
  glutAddMenuEntry("Linear attenuation", M_LINEAR);
  glutAddMenuEntry("Quadratic attenuation", M_QUAD);
  glutAddMenuEntry("Toggle Light Number Labels", M_LABELS);
  glutAddMenuEntry("Report Light Significance", M_REPORT_SIG);
  glutAddMenuEntry("Lambertian-based Significance", M_LAMBERTIAN);
  glutAddMenuEntry("Distance-based Significance", M_DISTANCE);
  glutAddMenuEntry("Time Frames", M_TIME);
  glutAddMenuEntry("Quit", 666);
  glutAttachMenu(GLUT_RIGHT_BUTTON);

  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}
Esempio n. 6
0
void vsx_widget_desktop::draw() {
  if (!init_run) return;
  // this is designed to be root, so set up things

  // Deal with movement around the desktop

	#define SGN(N) (N >= 0 ? 1 : -1)
	#define MAX(N, M) ((N) >= (M) ? (N) : (M))
	#define MIN(N, M) ((N) <= (M) ? (N) : (M))
	#define CLAMP(N, L, U) (MAX(MIN((N), (U)), (L)))
	//if (logo_time > animlen) {
	if (!interpolating) {
		double acc = 4, dec = 3, spd = global_key_speed;
		// interpolation falloff control
		float tt = dtime*interpolation_speed*global_interpolation_speed;
		if (tt > 1) { tt = 1; }

		if(zpd != 0.0) {
			double sgn = SGN(zpd);
			zps += dtime * acc * sgn * global_interpolation_speed;
			zps = CLAMP(zps, -1.2f, 1.2f);
		}
		if(zpd == 0.0) {
			double sgn = SGN(zps);
			zps -= dtime * dec * sgn * global_interpolation_speed;
			zps = MAX(zps * sgn, 0) * sgn;
		}

		zp += zps * fabs(zp - 1.1)* spd * dtime + zpp*(zp - 1.0f);
		zpp = zpp*(1-tt);

		if (zp > 100) {zp = 100; zps = 0;}
		if (zp < 1.2) {zp = 1.2; zps = 0;}

		if(xpd != 0.0) {
			double sgn = SGN(xpd);
			xps += dtime * acc * sgn * global_interpolation_speed;
			xps = CLAMP(xps, -1, 1);
		}
		if(xpd == 0.0) {
			double sgn = SGN(xps);
			xps -= dtime * dec * sgn * global_interpolation_speed;
			xps = MAX(xps * sgn, 0) * sgn;
		}
		xp += xps * fabs(zp - 1.1)* spd * dtime*0.6 + xpp*(zp-1.0f);
		xpp = xpp*(1-tt);

		if (xp > 10) {xp = 10; xps = 0;}
		if (xp < -10) {xp = -10; xps = 0;}

		if(ypd != 0.0) {
			double sgn = SGN(ypd);
			yps += dtime * acc * sgn * global_interpolation_speed;
			yps = CLAMP(yps, -1, 1);
		}
		if(ypd == 0.0) {
			double sgn = SGN(yps);
			yps -= dtime * dec * sgn * global_interpolation_speed;
			yps = MAX(yps * sgn, 0) * sgn;
		}
		yp += yps * fabs(zp - 1.1)* spd * dtime*0.6 + ypp*(zp-1.0f);
		ypp = ypp*(1-tt);

		if (yp > 10) {yp = 10; yps = 0;}
		if (yp < -10) {yp = -10; yps = 0;}
//    			printf("xp: %f xps: %f xpd %f dt %f::",xp,xps,xpd,tt);

	}
	else {
		float tt = dtime*10.0f*global_interpolation_speed;
		if (tt > 1) { tt = 1; interpolating = false;}
		xp = xp*(1-tt)+camera_target.x*tt;
		yp = yp*(1-tt)+camera_target.y*tt;
		zp = zp*(1-tt)+camera_target.z*tt;
		if (
			(round(xp*2000) == round(camera_target.x*2000)) &&
			(round(yp*2000) == round(camera_target.y*2000)) &&
			(round(zp*2000) == round(camera_target.z*2000))
		) interpolating = false;
	}

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45,screen_x/screen_y,0.001,120.0);

	gluLookAt(xp,yp,zp-1.1f,xp,yp,-1.1f,0.0,1.0,0.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	// PERFORMANCE_MODE_CHANGE
	// if (performance_mode)
	//  glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	//else
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	//
	//return;
	glEnable(GL_BLEND);
	//glClear(GL_COLOR_BUFFER_BIT);
	if (!performance_mode)
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//glEnable(GL_LINE_SMOOTH);
	if (!performance_mode)
	{
		glDisable(GL_DEPTH_TEST);
		glDepthMask(GL_FALSE);
		glColor4f(1,1,1,1);
		#ifndef VSXU_PLAYER
    if (!mtex.bind())
		#endif
    glColor4f(skin_color[13].r,skin_color[13].g,skin_color[13].b,skin_color[13].a);
    //else
     	glBegin(GL_QUADS);
      	glTexCoord2f(0, 0);
        glVertex3f(pos.x-size.x/2,pos.y-size.y/2,-10.0f);
      	glTexCoord2f(0, 1);
        glVertex3f(pos.x-size.x/2,pos.y+size.y/2,-10.0f);
      	glTexCoord2f(1, 1);
        glVertex3f(pos.x+size.x/2,pos.y+size.y/2,-10.0f);
      	glTexCoord2f(1, 0);
        glVertex3f(pos.x+size.x/2,pos.y-size.y/2,-10.0f);
      glEnd();
		#ifndef VSXU_PLAYER
    mtex._bind();
		#endif
	}
  draw_children();
}
Esempio n. 7
0
void draw()
{
    // Clear Screen
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Place Camera
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(eyeX, eyeY, eyeZ,   0, 0, 0,   upX, upY, upZ);

    // Set Perspective
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60.0, 1.33, 1.6, 10);
    glMatrixMode(GL_MODELVIEW);

    // Draw Faces Far and Near
    glBegin(GL_QUADS);
    glColor3f(1.0, 0.0, 0.0);
    glVertex3f(0.8, 0.8, -0.8);
    glVertex3f(0.8, -0.8, -0.8);
    glVertex3f(-0.8, -0.8, -0.8);
    glVertex3f(-0.8, 0.8, -0.8);

    glColor3f(0.0, 1.0, 0.0);
    glVertex3f(0.8, 0.8, 0.8);
    glVertex3f(0.8, -0.8, 0.8);
    glVertex3f(-0.8, -0.8, 0.8);
    glVertex3f(-0.8, 0.8, 0.8);
    glEnd();

    // Draw Faces Right and Left
    glBegin(GL_QUADS);
    glColor3f(0.0, 0.0, 1.0);
    glVertex3f(0.8, -0.8, -0.8);
    glVertex3f(0.8, 0.8, -0.8);
    glVertex3f(0.8, 0.8, 0.8);
    glVertex3f(0.8, -0.8, 0.8);

    glColor3f(1.0, 1.0, 0.0);
    glVertex3f(-0.8, -0.8, -0.8);
    glVertex3f(-0.8, 0.8, -0.8);
    glVertex3f(-0.8, 0.8, 0.8);
    glVertex3f(-0.8, -0.8, 0.8);
    glEnd();

    // Draw Faces Top and Bottom
    glBegin(GL_QUADS);
    glColor3f(0.0, 1.0, 1.0);
    glVertex3f(-0.8, 0.8, -0.8);
    glVertex3f(-0.8, 0.8, 0.8);
    glVertex3f(0.8, 0.8, 0.8);
    glVertex3f(0.8, 0.8, -0.8);

    glColor3f(1.0, 0.0, 1.0);
    glVertex3f(-0.8, -0.8, -0.8);
    glVertex3f(-0.8, -0.8, 0.8);
    glVertex3f(0.8, -0.8, 0.8);
    glVertex3f(0.8, -0.8, -0.8);
    glEnd();

    glfwSwapBuffers();
}
Esempio n. 8
0
void GLCanvas::renderSkeleton()
{
    Vector3 lookAt = _cameraPosition + _cameraFront;
    gluLookAt(_cameraPosition.x(), _cameraPosition.y(), _cameraPosition.z(),
              lookAt.x()         , lookAt.y()         , lookAt.z(),
              _cameraUp.x()      , _cameraUp.y()      , _cameraUp.z());

    if (_style & DRAW_GRID)
    {
        drawGrid();
    }
    if (_skeleton == nullptr)
    {
        return;
    }

    for (auto it = _skeleton->beginBones(); it != _skeleton->endBones(); ++it)
    {
        glPushMatrix();
        Bone bone = *(it->second);

        int boneId = bone.getId();

        // don't draw any bone without valid id
        if (boneId < 0)
        {
            continue;
        }

        // get the bone id as color for SELECTION_MODE
        GLubyte boneIdColor[4] = {GLubyte((boneId >> 8) & 255), GLubyte((boneId >> 8) & 255), GLubyte(boneId & 255), 255};

        const GLubyte* boneColor1 = boneStandardColor1;
        const GLubyte* boneColor2 = boneStandardColor2;

        if (_style & SELECTION_MODE)
        {
            boneColor1 = boneIdColor;
            boneColor2 = boneIdColor;
        }
        else if (_style & HIGHLIGHT_SELECTED_BONE && bone.getId() == _skeleton->getSelectedBoneId())
        {
            boneColor1 = boneHighlightedColor1;
            boneColor2 = boneHighlightedColor2;
        }

        Vector3 startPos = bone.getStartPos();

        glTranslatef(startPos.x(), startPos.y(), startPos.z());

        float length = bone.getLength();

        Vector3 dir = bone.getDirection();
        Vector3 up = bone.getUpDirection();
        Vector3 right = bone.getRightDirection();

        Vector3 endPos = dir*length;

        startPos = Vector3(0, 0, 0);

        float length_10 = length * 0.1f;
        Vector3 endPos_10 = endPos * 0.1f;

        Vector3 upPoint = up*length_10 + endPos_10;
        Vector3 downPoint = - up*length_10 + endPos_10;
        Vector3 rightPoint = right*length_10 + endPos_10;
        Vector3 leftPoint = - right*length_10 + endPos_10;

        if (!(_style & SELECTION_MODE))
        {
            //set point size to 10 pixels
            glPointSize(10.0f);
            glColor4ubv(pointColor);

            // TODO(JK#9#): maybe don't draw points for bones (or add render style flag)
            glBegin(GL_POINTS);
                glVertex3f(endPos.x(), endPos.y(), endPos.z());
            glEnd();
        }

        // set line width
        glLineWidth(_lineWidth);

        // draw local coordinate system
        if (_style & DRAW_LOCAL_COORDINATE_SYSTEM)
        {
            glBegin(GL_LINES);
                glColor4ubv(red);

                glVertex3f(endPos.x(), endPos.y(), endPos.z());
                glVertex3f(endPos.x() + dir.x()*0.1f, endPos.y() + dir.y()*0.1f, endPos.z() + dir.z()*0.1f);

                glColor4ubv(green);

                glVertex3f(endPos.x(), endPos.y(), endPos.z());
                glVertex3f(endPos.x() + up.x()*0.1f, endPos.y() + up.y()*0.1f, endPos.z() + up.z()*0.1f);

                glColor4ubv(blue);

                glVertex3f(endPos.x(), endPos.y(), endPos.z());
                glVertex3f(endPos.x() + right.x()*0.1f, endPos.y() + right.y()*0.1f, endPos.z() + right.z()*0.1f);
            glEnd();
        }

        if (_style & DRAW_ROTATION_AXIS)
        {
            Vector3 rotAxis = bone.getRelOrientation().getRotationAxis();

            glBegin(GL_LINES);
                glColor4ubv(yellow);

                glVertex3f(-rotAxis.x()*0.2f, -rotAxis.y()*0.2f, -rotAxis.z()*0.2f);
                glVertex3f(rotAxis.x()*0.2f, rotAxis.y()*0.2f, rotAxis.z()*0.2f);
            glEnd();
        }

        // draw bone
        glPolygonMode(GL_FRONT, GL_FILL);

        glColor4ubv(boneColor1);

        glBegin(GL_TRIANGLE_FAN);
            glVertex3f(0.0f, 0.0f, 0.0f);
            glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
            glVertex3f(leftPoint.x(), leftPoint.y(), leftPoint.z());
            glVertex3f(downPoint.x(), downPoint.y(), downPoint.z());
            glVertex3f(rightPoint.x(), rightPoint.y(), rightPoint.z());
            glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
        glEnd();


        glColor4ubv(boneColor2);

        glBegin(GL_TRIANGLE_FAN);
            glVertex3f(endPos.x(), endPos.y(), endPos.z());
            glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
            glVertex3f(rightPoint.x(), rightPoint.y(), rightPoint.z());
            glVertex3f(downPoint.x(), downPoint.y(), downPoint.z());
            glVertex3f(leftPoint.x(), leftPoint.y(), leftPoint.z());
            glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
        glEnd();

        if (!(_style & SELECTION_MODE))
        {
            // draw black mesh lines around bones
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
            glColor4ubv(black);

            glBegin(GL_TRIANGLE_FAN);
                glVertex3f(0.0f, 0.0f, 0.0f);
                glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
                glVertex3f(leftPoint.x(), leftPoint.y(), leftPoint.z());
                glVertex3f(downPoint.x(), downPoint.y(), downPoint.z());
                glVertex3f(rightPoint.x(), rightPoint.y(), rightPoint.z());
                glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
            glEnd();

            glBegin(GL_TRIANGLE_FAN);
                glVertex3f(endPos.x(), endPos.y(), endPos.z());
                glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
                glVertex3f(rightPoint.x(), rightPoint.y(), rightPoint.z());
                glVertex3f(downPoint.x(), downPoint.y(), downPoint.z());
                glVertex3f(leftPoint.x(), leftPoint.y(), leftPoint.z());
                glVertex3f(upPoint.x(), upPoint.y(), upPoint.z());
            glEnd();

            // draw labels
            if (_style & DRAW_LABEL)
            {
                // glDisable(GL_DEPTH_TEST);
                GLImage* image = _labels.find(boneId)->second;
                image->setPosition(0.5f * bone.getLength() * dir - 0.06f * bone.getLength() * _cameraFront);
                image->render();
                // glEnable(GL_DEPTH_TEST);
            }
        }

        // reset line width
        glLineWidth(1.0f);

        if (_style & DRAW_SPIN_ARROWS && bone.getId() == _skeleton->getSelectedBoneId())
        {
            drawSpinArrows(endPos - 0.2 * bone.getLength() * dir, dir, up, right);
        }
        glPopMatrix();

        // append trace point and draw trace
        if (_traceLength > 0)
        {
            Vector3 globalEndPos = bone.getEndPos();
            std::map<int, std::vector<Vector3> >::iterator traceIt = _boneIdsWithTracePoints.find(boneId);
            if (traceIt != _boneIdsWithTracePoints.end())
            {
                if (traceIt->second.size() < _traceLength)
                {
                    traceIt->second.push_back(globalEndPos);
                }
                else
                {
                    traceIt->second[_tracePos] = globalEndPos;
                }

                glBegin(GL_LINES);
                    glColor4ubv(yellow);

                    for (size_t i = 0; i < traceIt->second.size() - 1; ++i)
                    {
                        if (i != _tracePos)
                        {
                            glVertex3f(traceIt->second[i].x(), traceIt->second[i].y(), traceIt->second[i].z());
                            glVertex3f(traceIt->second[i+1].x(), traceIt->second[i+1].y(), traceIt->second[i+1].z());
                        }
                    }
                    // draw gab between end and beginning of the vector data
                    if (traceIt->second.size() > 1 && _tracePos != traceIt->second.size() - 1)
                    {
                        glVertex3f(traceIt->second.back().x(), traceIt->second.back().y(), traceIt->second.back().z());
                        glVertex3f(traceIt->second[0].x(), traceIt->second[0].y(), traceIt->second[0].z());
                    }

                glEnd();
            }
        }
    }

    // draw joints (after everything else, as they are transparent and need everything else be rendered)
    if (_style & DRAW_JOINT_CONSTRAINTS)
    {
        for (auto it = _skeleton->beginBones(); it != _skeleton->endBones(); ++it)
        {
            glPushMatrix();
            Bone bone = *(it->second);

            Vector3 startPos = bone.getStartPos();
            glTranslatef(startPos.x(), startPos.y(), startPos.z());

            JointConstraint constraint = bone.getJointConstraint();

            drawJoint(constraint);

            glPopMatrix();
        }
    }

    // update trace position
    if (++_tracePos >= _traceLength)
    {
        _tracePos = 0;
    }

    if (!(_style & SELECTION_MODE) && _style & DRAW_AABB)
    {
        drawAABB(_skeleton->getAABB());
    }
}

void GLCanvas::drawSpinArrows(Vector3 pos, Vector3 dir, Vector3 up, Vector3 right) const
{
    float length = 0.03f;
    float offset = 0.05f;

    GLubyte red[4] = {255, 0, 0, 255};
    GLubyte green[4] = {0, 255, 0, 255};
    GLubyte blue[4] = {0, 0, 255, 255};
    GLubyte black[4] = {0, 0, 0, 255};

    // set arroe ids to next available free ids
    int idArrowDir = _skeleton->getNextFreeId();
    int idArrowUp = _skeleton->getNextFreeId() + 1;
    int idArrowRight = _skeleton->getNextFreeId() + 2;

    GLubyte idArrowDirColor[4] = {GLubyte((idArrowDir >> 8) & 255), GLubyte((idArrowDir >> 8) & 255), GLubyte(idArrowDir & 255), 255};
    GLubyte idArrowUpColor[4] = {GLubyte((idArrowUp >> 8) & 255), GLubyte((idArrowUp >> 8) & 255), GLubyte(idArrowUp & 255), 255};
    GLubyte idArrowRightColor[4] = {GLubyte((idArrowRight >> 8) & 255), GLubyte((idArrowRight >> 8) & 255), GLubyte(idArrowRight & 255), 255};

    const GLubyte* arrowDirColor = red;
    const GLubyte* arrowUpColor = green;
    const GLubyte* arrowRightColor = blue;

    // base points of the arrow pyramids
    Vector3 basePointUp = pos + up * offset;
    Vector3 basePointRight = pos + right * offset;
    Vector3 basePointDown = pos - up * offset;
    Vector3 basePointLeft = pos - right * offset;

    dir *= length;
    up *= length;
    right *= length;

    Vector3 dirHalf = dir * 0.5;
    Vector3 rightHalf = right * 0.5;

    // base vertices of the circle like arrow
    Vector3 upperCircle[4];
    upperCircle[0] = basePointDown;
    upperCircle[1] = basePointDown - right;
    upperCircle[2] = basePointLeft - up;
    upperCircle[3] = basePointLeft;

    Vector3 lowerCircle[4];
    lowerCircle[0] = basePointDown - up;
    lowerCircle[1] = basePointDown - right*1.4 - up;
    lowerCircle[2] = basePointLeft - right - up*1.4;
    lowerCircle[3] = basePointLeft - right;

    // the arrow rendering is done twice, one iteration for filling color, one for having black corner lines
    int numIterations = 2;
    if (_style & SELECTION_MODE)
    {
        // do not draw the corner lines in selection mode
        numIterations = 1;
        // draw the arrows with their id color
        arrowDirColor = idArrowDirColor;
        arrowUpColor = idArrowUpColor;
        arrowRightColor = idArrowRightColor;
    }
    // draw vertices twice, one run with filling and one with black lines
    for (int j = 0; j < numIterations; ++j)
    {
        if (j == 0)
        {
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        }
        else
        {
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
            glColor4f(0.0, 0.0, 0.0, 1.0);
            arrowDirColor = arrowUpColor = arrowRightColor = black;
        }

        if (j == 0)
        {
            glColor4ubv(arrowUpColor);
        }
        glColor4ubv(arrowUpColor);

        // arrow pointing upwards
        glBegin(GL_TRIANGLE_FAN);
            glVertex3f(basePointUp.x() + up.x()*2.0, basePointUp.y() + up.y()*2.0, basePointUp.z() + up.z()*2.0);
            glVertex3f(basePointUp.x() + dir.x(), basePointUp.y() + dir.y(), basePointUp.z() + dir.z());
            glVertex3f(basePointUp.x() + right.x(), basePointUp.y() + right.y(), basePointUp.z() + right.z());
            glVertex3f(basePointUp.x() - dir.x(), basePointUp.y() - dir.y(), basePointUp.z() - dir.z());
            glVertex3f(basePointUp.x() - right.x(), basePointUp.y() - right.y(), basePointUp.z() - right.z());
            glVertex3f(basePointUp.x() + dir.x(), basePointUp.y() + dir.y(), basePointUp.z() + dir.z());
        glEnd();

        // arrow pointing downwards
    /*    glBegin(GL_TRIANGLE_FAN);
            glVertex3f(basePointDown.x() - up.x(), basePointDown.y() - up.y(), basePointDown.z() - up.z());
            glVertex3f(basePointDown.x() + dir.x(), basePointDown.y() + dir.y(), basePointDown.z() + dir.z());
            glVertex3f(basePointDown.x() + right.x(), basePointDown.y() + right.y(), basePointDown.z() + right.z());
            glVertex3f(basePointDown.x() - dir.x(), basePointDown.y() - dir.y(), basePointDown.z() - dir.z());
            glVertex3f(basePointDown.x() - right.x(), basePointDown.y() - right.y(), basePointDown.z() - right.z());
            glVertex3f(basePointDown.x() + dir.x(), basePointDown.y() + dir.y(), basePointDown.z() + dir.z());
        glEnd();
    */
        if (j == 0)
        {
            glColor4f(0.0, 0.0, 1.0, 1.0);
        }
        glColor4ubv(arrowRightColor);

        // arrow pointing to the right
        glBegin(GL_TRIANGLE_FAN);
            glVertex3f(basePointRight.x() + right.x()*2.0, basePointRight.y() + right.y()*2.0, basePointRight.z() + right.z()*2.0);
            glVertex3f(basePointRight.x() + dir.x(), basePointRight.y() + dir.y(), basePointRight.z() + dir.z());
            glVertex3f(basePointRight.x() - up.x(), basePointRight.y() - up.y(), basePointRight.z() - up.z());
            glVertex3f(basePointRight.x() - dir.x(), basePointRight.y() - dir.y(), basePointRight.z() - dir.z());
            glVertex3f(basePointRight.x() + up.x(), basePointRight.y() + up.y(), basePointRight.z() + up.z());
            glVertex3f(basePointRight.x() + dir.x(), basePointRight.y() + dir.y(), basePointRight.z() + dir.z());
        glEnd();

        // arrow pointing to the left
        /*    glBegin(GL_TRIANGLE_FAN);
                glVertex3f(basePointLeft.x() - right.x(), basePointLeft.y() - right.y(), basePointLeft.z() - right.z());
                glVertex3f(basePointLeft.x() + dir.x(), basePointLeft.y() + dir.y(), basePointLeft.z() + dir.z());
                glVertex3f(basePointLeft.x() - up.x(), basePointLeft.y() - up.y(), basePointLeft.z() - up.z());
                glVertex3f(basePointLeft.x() - dir.x(), basePointLeft.y() - dir.y(), basePointLeft.z() - dir.z());
                glVertex3f(basePointLeft.x() + up.x(), basePointLeft.y() + up.y(), basePointLeft.z() + up.z());
                glVertex3f(basePointLeft.x() + dir.x(), basePointLeft.y() + dir.y(), basePointLeft.z() + dir.z());
            glEnd();
        */

        if (j == 0)
        {
            glColor4f(1.0, 0.0, 0.0, 1.0);
        }
        glColor4ubv(arrowDirColor);

        glBegin(GL_TRIANGLE_FAN);
            // top of arrow
            glVertex3f(basePointLeft.x() - rightHalf.x() + up.x()*2.0, basePointLeft.y() - rightHalf.y() + up.y()*2.0, basePointLeft.z() - rightHalf.z() + up.z()*2.0);
            glVertex3f(basePointLeft.x() + rightHalf.x(), basePointLeft.y() + rightHalf.y(), basePointLeft.z() + rightHalf.z());
            glVertex3f(basePointLeft.x() - rightHalf.x() + dir.x(), basePointLeft.y() - rightHalf.y() + dir.y(), basePointLeft.z() - rightHalf.z() + dir.z());
            glVertex3f(basePointLeft.x() - right.x() - rightHalf.x(), basePointLeft.y() - right.y() - rightHalf.y(), basePointLeft.z() - right.z() - rightHalf.z());
            glVertex3f(basePointLeft.x() - rightHalf.x() - dir.x(), basePointLeft.y() - rightHalf.y() - dir.y(), basePointLeft.z() - rightHalf.z() - dir.z());
            glVertex3f(basePointLeft.x() + rightHalf.x(), basePointLeft.y() + rightHalf.y(), basePointLeft.z() + rightHalf.z());
        glEnd();

        // draw arrows base
        glBegin(GL_QUAD_STRIP);
            for (int i = 0; i < 4; ++i)
            {
                glVertex3f(upperCircle[i].x() + dirHalf.x(), upperCircle[i].y() + dirHalf.y(), upperCircle[i].z() + dirHalf.z());
                glVertex3f(upperCircle[i].x() - dirHalf.x(), upperCircle[i].y() - dirHalf.y(), upperCircle[i].z() - dirHalf.z());
            }

            for (int i = 3; i >= 0; --i)
            {
                glVertex3f(lowerCircle[i].x() + dirHalf.x(), lowerCircle[i].y() + dirHalf.y(), lowerCircle[i].z() + dirHalf.z());
                glVertex3f(lowerCircle[i].x() - dirHalf.x(), lowerCircle[i].y() - dirHalf.y(), lowerCircle[i].z() - dirHalf.z());
            }

            glVertex3f(upperCircle[0].x() + dirHalf.x(), upperCircle[0].y() + dirHalf.y(), upperCircle[0].z() + dirHalf.z());
            glVertex3f(upperCircle[0].x() - dirHalf.x(), upperCircle[0].y() - dirHalf.y(), upperCircle[0].z() - dirHalf.z());
        glEnd();

        glBegin(GL_QUAD_STRIP);
            for (int i = 0; i < 4; ++i)
            {
                glVertex3f(lowerCircle[i].x() + dirHalf.x(), lowerCircle[i].y() + dirHalf.y(), lowerCircle[i].z() + dirHalf.z());
                glVertex3f(upperCircle[i].x() + dirHalf.x(), upperCircle[i].y() + dirHalf.y(), upperCircle[i].z() + dirHalf.z());
            }

            for (int i = 3; i >= 0; --i)
            {
                glVertex3f(lowerCircle[i].x() - dirHalf.x(), lowerCircle[i].y() - dirHalf.y(), lowerCircle[i].z() - dirHalf.z());
                glVertex3f(upperCircle[i].x() - dirHalf.x(), upperCircle[i].y() - dirHalf.y(), upperCircle[i].z() - dirHalf.z());
            }
        glEnd();
    }
/*    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    glColor4f(0.0, 0.0, 0.0, 1.0);
    // arrow pointing upwards
    glBegin(GL_TRIANGLE_FAN);
        glVertex3f(basePointUp.x() + up.x()*2.0, basePointUp.y() + up.y()*2.0, basePointUp.z() + up.z()*2.0);
        glVertex3f(basePointUp.x() + dir.x(), basePointUp.y() + dir.y(), basePointUp.z() + dir.z());
        glVertex3f(basePointUp.x() + right.x(), basePointUp.y() + right.y(), basePointUp.z() + right.z());
        glVertex3f(basePointUp.x() - dir.x(), basePointUp.y() - dir.y(), basePointUp.z() - dir.z());
        glVertex3f(basePointUp.x() - right.x(), basePointUp.y() - right.y(), basePointUp.z() - right.z());
        glVertex3f(basePointUp.x() + dir.x(), basePointUp.y() + dir.y(), basePointUp.z() + dir.z());
    glEnd();

    // arrow pointing to the right
    glBegin(GL_TRIANGLE_FAN);
        glVertex3f(basePointRight.x() + right.x()*2.0, basePointRight.y() + right.y()*2.0, basePointRight.z() + right.z()*2.0);
        glVertex3f(basePointRight.x() + dir.x(), basePointRight.y() + dir.y(), basePointRight.z() + dir.z());
        glVertex3f(basePointRight.x() - up.x(), basePointRight.y() - up.y(), basePointRight.z() - up.z());
        glVertex3f(basePointRight.x() - dir.x(), basePointRight.y() - dir.y(), basePointRight.z() - dir.z());
        glVertex3f(basePointRight.x() + up.x(), basePointRight.y() + up.y(), basePointRight.z() + up.z());
        glVertex3f(basePointRight.x() + dir.x(), basePointRight.y() + dir.y(), basePointRight.z() + dir.z());
    glEnd();*/
}

void GLCanvas::renderSingleSensor() const
{
//    Vector3 lookAt = Vector3(0.0f, 0.0f, 0.0f);
    // Vector3 lookAt = _cameraPosition + _cameraFront;
//    gluLookAt(_cameraPosition.x(), _cameraPosition.y(), _cameraPosition.z(),
//              lookAt.x()         , lookAt.y()         , lookAt.z(),
//              _cameraUp.x()      , _cameraUp.y()      , _cameraUp.z());

    gluLookAt(0.0f, 0.0f, _cameraPosition.z(),
              0.0f, 0.0f, 0.0f,
              0.0f, 1.0f, 0.0f);

    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    Vector3 dir = _sensorOrientation.rotate(Vector3(1.0f, 0.0f, 0.0f));
    Vector3 up = 0.25 * _sensorOrientation.rotate(Vector3(0.0f, 1.0f, 0.0f));
    Vector3 right = 0.5 * _sensorOrientation.rotate(Vector3(0.0f, 0.0f, 1.0f));

    Vector3 frontUpRight = dir + up + right;
    Vector3 frontDownRight = dir - up + right;
    Vector3 frontUpLeft = dir + up - right;
    Vector3 frontDownLeft = dir - up - right;
    Vector3 backUpRight = -dir + up + right;
    Vector3 backDownRight = -dir - up + right;
    Vector3 backUpLeft = -dir + up - right;
    Vector3 backDownLeft = -dir - up - right;


    glBegin(GL_QUADS);
        glColor3f(0.8, 0.5, 0.5);
        glVertex3f(frontUpLeft.x(), frontUpLeft.y(), frontUpLeft.z());
        glVertex3f(frontUpRight.x(), frontUpRight.y(), frontUpRight.z());
        glVertex3f(frontDownRight.x(), frontDownRight.y(), frontDownRight.z());
        glVertex3f(frontDownLeft.x(), frontDownLeft.y(), frontDownLeft.z());

        glColor3f(0.5, 0.7, 0.5);
        glVertex3f(backUpRight.x(), backUpRight.y(), backUpRight.z());
        glVertex3f(frontUpRight.x(), frontUpRight.y(), frontUpRight.z());
        glVertex3f(frontUpLeft.x(), frontUpLeft.y(), frontUpLeft.z());
        glVertex3f(backUpLeft.x(), backUpLeft.y(), backUpLeft.z());

        glColor3f(0.5, 0.5, 0.7);
        glVertex3f(backDownRight.x(), backDownRight.y(), backDownRight.z());
        glVertex3f(frontDownRight.x(), frontDownRight.y(), frontDownRight.z());
        glVertex3f(frontUpRight.x(), frontUpRight.y(), frontUpRight.z());
        glVertex3f(backUpRight.x(), backUpRight.y(), backUpRight.z());

        glColor3f(0.7, 0.7, 0.7);
        glVertex3f(backUpRight.x(), backUpRight.y(), backUpRight.z());
        glVertex3f(backUpLeft.x(), backUpLeft.y(), backUpLeft.z());
        glVertex3f(backDownLeft.x(), backDownLeft.y(), backDownLeft.z());
        glVertex3f(backDownRight.x(), backDownRight.y(), backDownRight.z());

        glVertex3f(backDownLeft.x(), backDownLeft.y(), backDownLeft.z());
        glVertex3f(frontDownLeft.x(), frontDownLeft.y(), frontDownLeft.z());
        glVertex3f(frontDownRight.x(), frontDownRight.y(), frontDownRight.z());
        glVertex3f(backDownRight.x(), backDownRight.y(), backDownRight.z());

        glVertex3f(backUpLeft.x(), backUpLeft.y(), backUpLeft.z());
        glVertex3f(frontUpLeft.x(), frontUpLeft.y(), frontUpLeft.z());
        glVertex3f(frontDownLeft.x(), frontDownLeft.y(), frontDownLeft.z());
        glVertex3f(backDownLeft.x(), backDownLeft.y(), backDownLeft.z());
    glEnd();

    // scale slightly to ensure the lines are visible
    glScalef(1.001f, 1.001f, 1.001f);

    glLineWidth(1.0f);
    glColor3f(0.0, 0.0, 0.0);
    glBegin(GL_LINE_STRIP);
        glVertex3f(backUpRight.x(), backUpRight.y(), backUpRight.z());
        glVertex3f(backUpLeft.x(), backUpLeft.y(), backUpLeft.z());
        glVertex3f(backDownLeft.x(), backDownLeft.y(), backDownLeft.z());
        glVertex3f(backDownRight.x(), backDownRight.y(), backDownRight.z());
        glVertex3f(backUpRight.x(), backUpRight.y(), backUpRight.z());

        glVertex3f(frontUpRight.x(), frontUpRight.y(), frontUpRight.z());
        glVertex3f(frontUpLeft.x(), frontUpLeft.y(), frontUpLeft.z());
        glVertex3f(frontDownLeft.x(), frontDownLeft.y(), frontDownLeft.z());
        glVertex3f(frontDownRight.x(), frontDownRight.y(), frontDownRight.z());
        glVertex3f(frontUpRight.x(), frontUpRight.y(), frontUpRight.z());
    glEnd();

    glBegin(GL_LINES);
        glVertex3f(backUpLeft.x(), backUpLeft.y(), backUpLeft.z());
        glVertex3f(frontUpLeft.x(), frontUpLeft.y(), frontUpLeft.z());

        glVertex3f(backDownLeft.x(), backDownLeft.y(), backDownLeft.z());
        glVertex3f(frontDownLeft.x(), frontDownLeft.y(), frontDownLeft.z());

        glVertex3f(backDownRight.x(), backDownRight.y(), backDownRight.z());
        glVertex3f(frontDownRight.x(), frontDownRight.y(), frontDownRight.z());
    glEnd();

    glLineWidth(2.0f);
    // draw global coordinate system
    glBegin(GL_LINES);
        glColor3f(1.0, 0.0, 0.0);
        glVertex3f(-1.5, -1.0, -1.0);
        glVertex3f(1.0, -1.0, -1.0);

        glColor3f(0.0, 1.0, 0.0);
        glVertex3f(-1.5, -1.0, -1.0);
        glVertex3f(-1.5, 1.0, -1.0);

        glColor3f(0.0, 0.0, 1.0);
        glVertex3f(-1.5, -1.0, -1.0);
        glVertex3f(-1.5, -1.0, 1.0);
    glEnd();

    // draw global coordinate system
//    glBegin(GL_LINES);
//        glColor3f(1.0, 0.0, 0.0);
//        glVertex3f(0.0, 0.0, 0.0);
//        glVertex3f(1.5, 00.0, 0.0);
//
//        glColor3f(0.0, 1.0, 0.0);
//        glVertex3f(0.0, 0.0, 0.0);
//        glVertex3f(0.0, 1.5, 0.0);
//
//        glColor3f(0.0, 0.0, 1.0);
//        glVertex3f(0.0, 0.0, 0.0);
//        glVertex3f(0.0, 0.0, 1.5);
//    glEnd();

    glLineWidth(1.0f);
}


void GLCanvas::renderSingleJoint() const
{
    Vector3 lookAt = _cameraPosition + _cameraFront;
    gluLookAt(_cameraPosition.x(), _cameraPosition.y(), _cameraPosition.z(),
              lookAt.x()         , lookAt.y()         , lookAt.z(),
              _cameraUp.x()      , _cameraUp.y()      , _cameraUp.z());

    glBegin(GL_LINES);
        glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
        glVertex3f(0.0f, 0.0f, 0.0f);
        glVertex3f(1.0f, 0.0f, 0.0f);

        glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
        glVertex3f(0.0f, 0.0f, 0.0f);
        glVertex3f(0.0f, 1.0f, 0.0f);

        glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
        glVertex3f(0.0f, 0.0f, 0.0f);
        glVertex3f(0.0f, 0.0f, 1.0f);
    glEnd();

    if (_constraint != nullptr)
    {
        drawJoint(*_constraint, 1.0f);
    }
}

// Initialization of all OpenGL specific parameters.
void GLCanvas::InitGL()
{
    SetCurrent(*_GLRC);
	glClearColor(0.0, 0.0, 0.0, 0.0);
    //glClearColor(1.0, 1.0, 1.0, 1.0);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_POINT_SMOOTH);
    glEnable(GL_BLEND);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glShadeModel(GL_SMOOTH);
}
Esempio n. 9
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void  View::initialize(){
    glViewport(0,0,screenWidth,screenHeight);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(70,screenWidth/screenHeight,1,20);



    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();


    gluLookAt(2.5,2.5,2.5, 0,0,0 , 0,1,0);

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_STENCIL_TEST);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0); 
    glEnable(GL_LIGHT1); 
    glEnable(GL_LIGHT2);
    glEnable(GL_LIGHT3);
    glEnable(GL_NORMALIZE);
    glEnable( GL_TEXTURE_2D );
 
    glShadeModel(GL_SMOOTH);

    //when all light is off----> Pitch Black..!!!
    GLfloat ambientColor[] = {0.0f, 0.0f, 0.0f, 1.0f}; //Color (0.2, 0.2, 0.2)
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
    
    //point source    
    GLfloat diffuseLightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f};
    GLfloat specularLightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f};
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLightColor0);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specularLightColor0);

    //directed light
    GLfloat lightColor1[] = {1.0f, 0.27f, 0.0f, 1.0f}; //Color (0.5, 0.2, 0.2)
    glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);


    GLfloat  lightPos2[] = {2.5f,2.5f,2.5f, 1.0f };
    GLfloat  specular2[] = { 1.0f, 0.0f, 0.0f, 1.0f};
    GLfloat  ambientLight2[] = { 1.0f, 0.0f, 0.0f, 1.0f};
    glLightfv(GL_LIGHT2,GL_DIFFUSE,ambientLight2);
    glLightfv(GL_LIGHT2,GL_SPECULAR,specular2);
    glLightfv(GL_LIGHT2,GL_POSITION,lightPos2);
    glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,10.0f);
    glLightf(GL_LIGHT2,GL_SPOT_EXPONENT,5.0f);


    GLfloat  lightPos3[] = {0.0,2.5f,0.0f, 1.0f };
    GLfloat  specular3[] = { 0.0f, 0.0f, 1.0f, 1.0f};
    GLfloat  ambientLight3[] = { 0.0f, 0.0f, 1.0f, 1.0f};
    glLightfv(GL_LIGHT3,GL_DIFFUSE,ambientLight3);
    glLightfv(GL_LIGHT3,GL_SPECULAR,specular3);
    //controlls the cone -- more value more wider
    glLightf(GL_LIGHT3,GL_SPOT_CUTOFF,30.0f);
    //controlls the spread -- less the value more the spread
    glLightf(GL_LIGHT3,GL_SPOT_EXPONENT,45.0f);

    
 

}
Esempio n. 10
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void display(void){
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_LIGHTING);

  glDepthMask(GL_TRUE);
  glClearColor(1.0,1.0,1.0,1.0);
  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);


  /* A variável gouraud, utilizando a função display, decide o modelo de sombreamento (shading)
  para os objetos. Caso a variável gouraud sja setada o sombreamento que será utilizado será o
  Gouraund(GL_SMOOTH) e flat_shading caso contrário.
  */
  if(gouraud){
    glShadeModel(GL_SMOOTH);
  }
  else{
    glShadeModel(GL_FLAT);
  }    
  
  glPushMatrix();

  /* calcula a posicao do observador */
  obs[0]=raioxz*cos(2*PI*tetaxz/360);
  obs[2]=raioxz*sin(2*PI*tetaxz/360);
  gluLookAt(obs[0],obs[1],obs[2],olho[0],olho[1],olho[2],0.0,1.0,0.0);
  
  /* propriedades do material do plano 
  A função glMaterialfv() define as propriedades da reflexão difusa, especular e brilho do mateiral
  que irá compor o objeto, neste caso é um plano*/
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, plano_difusa);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, plano_especular);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, plano_brilho);
  
  /* desenha o plano */
  /* A função glNormal3f() define a orientação da normal do desenho. Por padrão a normal encontra-se
  na direção (x,y,z) = (0,0,1), assim para que a mesma esteja orientada junto ao plano, a função glNormal3f()
  orienta a normal no eixo y*/
  glNormal3f(0,1,0); 
  glBegin(GL_QUADS);
  glVertex3f(-10,0,10);
  glVertex3f(10,0,10);
  glVertex3f(10,0,-10);
  glVertex3f(-10,0,-10);
  glEnd();

  /*No OpenGL as fontes de luz não são visíveis, sendo assim, uma espfera foi definida para representar
  a fonte a luz. Na chamada da função glMaterialfv() o parâmetro GL_EMISSION define a intensidade emitida pelo material como sendo a própria fonte de luz, dando a aparência de que a esfera brilha, como uma lâmpada.*/
  glPushMatrix();
  glTranslatef(posicao_luz0[0],posicao_luz0[1],posicao_luz0[2]);
  glMaterialfv(GL_FRONT, GL_EMISSION, cor_luz0);
  glutSolidSphere(0.3,5,5);
  glPopMatrix();

  glMaterialfv(GL_FRONT, GL_EMISSION, cor_p);

  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_a_difusa);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_a_especular);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_a_brilho);

  glPushMatrix();
  glTranslatef(0.0,3.0,-3.0);
  glutSolidSphere(raioEsfera,fatias,pilhas);
  glPopMatrix();

  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_b_difusa);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_b_especular);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_b_brilho);
  
  glTranslatef(0.0,+3.0,+3.0);

  glutSolidSphere(raioEsfera,fatias,pilhas);

  glPopMatrix();
  glutSwapBuffers();
}
Esempio n. 11
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void GLFW_test2::run_thread(){
	float ratio;
	int width, height;

	glfwMakeContextCurrent(window); //これで描画するウィンドウを設定するのかもしれない
	glfwSwapInterval(1);

	/* OpenGLの初期化  */
	glEnable(GL_DEPTH_TEST);// デプスバッファの有効化。
	glEnable(GL_CULL_FACE);// カリングの有効化。
	glEnable(GL_LIGHTING);// ライティングの有効化。
	glEnable(GL_LIGHT0);// 光源0 を有効化。
	glEnable(GL_LIGHT1);// 光源1 を有効化。
	glCullFace(GL_FRONT);// カリング。
	glLightfv(GL_LIGHT1, GL_DIFFUSE, aLightColor);// 光源1の色を設定。
	glLightfv(GL_LIGHT1, GL_SPECULAR, aLightColor);// 光源1の色を設定。

	glClearColor(1, 1, 1, 1);// glClear() で使用する色(RGBA)

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glFlush();

	glfwGetFramebufferSize(window, &width, &height);
	ratio = width / (float) height;
	glViewport(0, 0, width, height);

	while (!glfwWindowShouldClose(window)){
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glLoadIdentity();

		glfwGetFramebufferSize(window, &width, &height);
		ratio = width / (float) height;
		glViewport(0, 0, width, height);

		// 透視投影。
		gluPerspective(30.0, ratio, 0.1, 500.0);
		// 視点設定前の行列をすべて平行移動(視界に収める)。
		glTranslated(0.0, 0.0, 0.0);
		// 視点の設定。
		gluLookAt(3.0 * 4, 4.0 * 4, 5.0 * 4, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);

		drawGround();

		// 光源の位置設定 (*重要 視点の位置を設定した後に行う) 
		glLightfv(GL_LIGHT0, GL_POSITION, aLight0pos);
		glLightfv(GL_LIGHT1, GL_POSITION, aLight1pos);

		/* 描画 */

		//drawCube();
		Drawer_test1::Cuboid(1, 2, 3);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	
	glfwMakeContextCurrent(NULL);

	//破壊すると、JOINがこまるのでHIDEして閉じたように見せる
	//Window自体は破壊されるがコンテクストは破壊されない
	glfwHideWindow(window);
}
Esempio n. 12
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// int main(int argc, char *argv[])
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,LPSTR lpszCmdLine, int nCmdShow)
{
	SpringNetwork cloth = SpringNetworkCreateRectangular(17, 17, 1.0f);
	for (auto &v : cloth.X) v.z -= 1.75f;  // put cloth object at 0,0,-1.5 region,  view/camera will be at origin.
	cloth.gravity = float3(0, -10.0f, 0);  // normally i perfer z-up for any environment or "world" space.
	cloth.dt = 0.033f;                     // speed it up a bit (regardless of fps, each frame advances cloth 1/30th of a second instead of just 1/60th).
	GLWin glwin("TestCloth sample");
	glwin.keyboardfunc = OnKeyboard;
	InitTex();                             // just initializes a checkerboard default texture
	int selection = 0;                     // index of currently selected point
	while (glwin.WindowUp())
	{
		int point_to_unpin = -1;           // if we temporarily move pin a point, we have to unpin it later after simulation.
		if (!glwin.MouseState)             // on mouse drag  
		{
			float3 v = glwin.MouseVector;  // assumes camera at 0,0,0 looking down -z axis
			selection = std::max_element(cloth.X.begin(), cloth.X.end(), [&v](const float3&a, const float3&b)->bool{return dot(v, normalize(a)) < dot(v, normalize(b)); })- cloth.X.begin();
		}
		else 
		{
			if (!cloth.PointStatusSet(selection, -1))
				 cloth.PointStatusSet((point_to_unpin = selection), 1);
			const float3 &v = glwin.MouseVector;
			cloth.X[selection] = v * (dot(v, cloth.X[selection]) / dot(v, v) *(1.0f + glwin.mousewheel*0.1f));
		}
	
		cloth.Simulate();

		if(point_to_unpin >=0)
			cloth.PointStatusSet(point_to_unpin, 0);

		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glViewport(0, 0, glwin.res.x,glwin.res.y);           // Set up the viewport
		glClearColor(0.1f, 0.1f, 0.15f, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glMatrixMode(GL_PROJECTION);
		glPushMatrix();
		glLoadIdentity();
		gluPerspective(glwin.ViewAngle, (double)glwin.aspect_ratio(), 0.01, 10);

		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		gluLookAt(0, 0, 0, 0, 0, -1, 0, 1, 0);

		glEnable(GL_DEPTH_TEST);
		glDisable(GL_TEXTURE_2D);
		glPointSize(3);
		glBegin(GL_POINTS);
		for (unsigned int i = 0; i < cloth.X.size(); i++ )
			glColor3f((i==selection)?1.0f:0 , 1, 0.5f), glVertex3fv(cloth.X[i]);
		glEnd();

		if (g_wireframe)
		{
			glBegin(GL_LINES);
			SpringNetworkDrawSprings(&cloth, [](const float3 &a, const float3 &b, const float3 &c){glColor3fv(c); glVertex3fv(a); glVertex3fv(b); });
			glColor3f(1, 0, 0);
			glEnd();
		}
		else
		{
			glEnable(GL_TEXTURE_2D);
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glEnable(GL_POLYGON_OFFSET_FILL);
			glPolygonOffset(1., 1. / (float)0x10000);
			glEnable(GL_LIGHTING);
			glEnable(GL_LIGHT0);
			glColor3f(0.5f, 0.5f, 0.5f);
			glBegin(GL_QUADS);
			for (auto const & q: cloth.quads)
			{
				for (int c = 0; c <4; c++)
					glTexCoord2f(q[c]%17/16.0f,q[c]/17/16.0f),glNormal3fv(cloth.N[q[c]]), glVertex3fv(cloth.X[q[c]]);
			}
			glEnd();
		}

		// Restore state
		glPopMatrix();  //should be currently in modelview mode
		glMatrixMode(GL_PROJECTION);
		glPopMatrix();
		glPopAttrib();
		glMatrixMode(GL_MODELVIEW);  

		glwin.PrintString({ 0, 0 }, "Press ESC to quit.  w toggles wireframe. ");
		glwin.PrintString({ 0, 1 }, "Use left mouse motion and wheel to move points.");
		glwin.PrintString({ 0, 2 }, "(w)ireframe %s   vert selected %d", ((g_wireframe) ? "ON " : "OFF"), selection);
#       ifdef _DEBUG
			glwin.PrintString({ 2, -1 }, "Running DEBUG Version.  Performance may be SLoooow.", 2, -1);
#       endif
		glwin.SwapBuffers();
	}
	std::cout << "\n";
	return 0;
}
Esempio n. 13
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	void RenderEngine::renderWorld( ICamera& camera )
	{
		World& world = *mClientWorld;

		glMatrixMode( GL_PROJECTION );
		glLoadIdentity();
		gluPerspective( 45.0f , mAspect , 0.01 , 1000.0 );

		Vec3f camPos  = camera.getPos();
		Vec3f viewPos = camPos + camera.getViewDir();
		Vec3f upDir   = camera.getUpDir();

		glMatrixMode( GL_MODELVIEW );
		glLoadIdentity();
		gluLookAt( camPos.x , camPos.y , camPos.z , 
			       viewPos.x , viewPos.y , viewPos.z , 0 , 0 , 1.0 );


		{
			
			glPushMatrix();

			glTranslatef( 0 , 10 , 0 );

			float len = 10;
			drawCroodAxis(len);


			glPopMatrix();
		}

#if 0
		glColor3f (1.0, 1.0, 0.0);//
		glBegin ( GL_TRIANGLES );//
		glVertex3f( 0 , 0 , 0  );// 
		glVertex3f(0 ,0.5 , 0 );
		glVertex3f(0 ,0.5 , 0.5  );
		glEnd ();

		mMesh.clearBuffer();
		mMesh.setVertexOffset( Vec3f(0,0,0) );
		mMesh.setColor( 0 , 255 , 0 );
		mMesh.addVertex( 0 , 0 , 0  );
		mMesh.addVertex( 0 ,0.5 , 0 );
		mMesh.addVertex( 0 ,0.5 , 0.5  );
		mMesh.addTriangle( 0 , 1 , 2 );
		mMesh.render();

		for( int i = 0 ; i < 1 ; ++i )
		{
			//glTranslatef( 0 , 1 , 0 );
			mBlockRenderer->drawUnknown( 0xffffffff );
		}
		mMesh.render();
#endif


		int bx = Math::floor( camPos.x );
		int by = Math::floor( camPos.y );

		ChunkPos cPos;
		cPos.setBlockPos( bx , by );
		int len = 1;

		glPolygonMode(GL_FRONT, GL_LINE);
		for( int i = -len ; i <= len ; ++i )
		{
			for( int j = -len ; j <= len ; ++j )
			{
				ChunkPos curPos;
				curPos.x = cPos.x + i;
				curPos.y = cPos.y + j;

				WDMap::iterator iter = mWDMap.find( curPos.hash_value() );
				WorldData* data = NULL;
				if ( iter == mWDMap.end() )
				{
					Chunk* chunk = world.getChunk( curPos );

					if ( !chunk )
						continue;

					data = new WorldData;
					data->needUpdate = true;
					data->drawList[0] = glGenLists( WorldData::NumPass );
					for( int i = 1 ; i < WorldData::NumPass ; ++i )
					{
						data->drawList[i] = data->drawList[0] + i;
					}
					mWDMap.insert( std::make_pair( curPos.hash_value() , data ) );
				}
				else
				{
					data = iter->second;
				}

				if ( data->needUpdate )
				{
					Chunk* chunk = world.getChunk( curPos );

					assert( chunk );

					glPushMatrix();
					glLoadIdentity();

					for( int i = 0 ; i < WorldData::NumPass ; ++i )
					{
						mMesh.clearBuffer();
						chunk->render( *mBlockRenderer );

						glNewList( data->drawList[i] , GL_COMPILE );
						mMesh.render();
						glEndList();
					}
					glPopMatrix();
					data->needUpdate = false;
				}
				else
				{
					glPushMatrix();
					int bx = ChunkSize * curPos.x;
					int by = ChunkSize * curPos.y;
					glTranslatef( bx , by , 0 );
					glCallLists( WorldData::NumPass , GL_UNSIGNED_INT , data->drawList );
					glPopMatrix();
				}
			}
		}

		BlockPosInfo info;
		BlockId id = world.rayBlockTest( camPos , camera.getViewDir() , 100 , &info );
		if ( id )
		{
			glPushMatrix();
			glTranslatef( info.x  , info.y , info.z );
			glColor3f ( 1 , 1 , 1 );
			glBegin( GL_LINE_LOOP );

			switch( info.face )
			{
			case FACE_X:
				glVertex3f( 1 , 0 , 0 );
				glVertex3f( 1 , 1 , 0 );
				glVertex3f( 1 , 1 , 1 );
				glVertex3f( 1 , 0 , 1 );
				break;
			case FACE_NX:
				glVertex3f( 0 , 0 , 0 );
				glVertex3f( 0 , 1 , 0 );
				glVertex3f( 0 , 1 , 1 );
				glVertex3f( 0 , 0 , 1 );
				break;
			case FACE_Y:
				glVertex3f( 0 , 1 , 0 );
				glVertex3f( 1 , 1 , 0 );
				glVertex3f( 1 , 1 , 1 );
				glVertex3f( 0 , 1 , 1 );
				break;
			case FACE_NY:
				glVertex3f( 0 , 0 , 0 );
				glVertex3f( 1 , 0 , 0 );
				glVertex3f( 1 , 0 , 1 );
				glVertex3f( 0 , 0 , 1 );
				break;
			case FACE_Z:
				glVertex3f( 0 , 0 , 1 );
				glVertex3f( 1 , 0 , 1 );
				glVertex3f( 1 , 1 , 1 );
				glVertex3f( 0 , 1 , 1 );
				break;
			case FACE_NZ:
				glVertex3f( 0 , 0 , 0 );
				glVertex3f( 1 , 0 , 0 );
				glVertex3f( 1 , 1 , 0 );
				glVertex3f( 0 , 1 , 0 );
				break;
			}

			glEnd();
			glPopMatrix();
		}

	}
Esempio n. 14
0
// The display function. It is called whenever the window needs
// redrawing (ie: overlapping window moves, resize, maximize)
// You should redraw your polygons here
void	display(void)
{
	// Clear the background
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if (PERSPECTIVE) {
		// Perpective Projection 
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(60, (GLdouble)window_width / window_height, 0.01, 10000);
		glutSetWindowTitle("Assignment 2 Template (perspective)");
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		// Set the camera position, orientation and target
		eyeX = rho * cos(theta)*sin(phi);
		eyeY = rho * sin(theta)*sin(phi);
		eyeZ = rho * cos(phi);
		gluLookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0);
	}
	else {
		// Orthogonal Projection 
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		glOrtho(-0.25*rho, 0.25*rho, -0.25*rho, 0.25*rho, -10000, 10000);
		glutSetWindowTitle("Assignment 2 Template (orthogonal)");
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
	}

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);


	glPushMatrix();
	glRotatef(degrees, 0.0, 0.0, 1);
	if (OBJECT_ON) {
		glColor3f(1, 0, 0);
		glBegin(GL_TRIANGLES);
		for (int i = 0; i < faces; i++) {
			glNormal3f(normList[(faceList[i].v1)].x, normList[(faceList[i].v1)].y, normList[(faceList[i].v1)].z); // normals
			glVertex3f(vertList[(faceList[i].v1)].x, vertList[(faceList[i].v1)].y, vertList[(faceList[i].v1)].z);

			glNormal3f(normList[(faceList[i].v2)].x, normList[(faceList[i].v2)].y, normList[(faceList[i].v2)].z); // normals
			glVertex3f(vertList[(faceList[i].v2)].x, vertList[(faceList[i].v2)].y, vertList[(faceList[i].v2)].z);

			glNormal3f(normList[(faceList[i].v3)].x, normList[(faceList[i].v3)].y, normList[(faceList[i].v3)].z); // normals
			glVertex3f(vertList[(faceList[i].v3)].x, vertList[(faceList[i].v3)].y, vertList[(faceList[i].v3)].z);
		}
		glEnd();
	}
	point p = { 200, 200, 0 };
	drawMapBase(mb, &p);

	//   //draw a red rectangle
	//   glColor3f(1,0,0);
	//glBegin(GL_POLYGON);
	//	glVertex3f(0.8,0.8,-0.8);
	//	glVertex3f(0.8,-0.8,-0.8);
	//	glVertex3f(-0.8,-0.8,-0.0);
	//	glVertex3f(-0.8,0.8,-0.0);
	//   glEnd();

	// Draw a blue tetraheadron
	/*
	glColor3f(0, 0, 1);
	glBegin(GL_TRIANGLES);
	glVertex3f(0.0, 1.6, 0.0);
	glVertex3f(0.8, -0.4, 0.8);
	glVertex3f(-0.8, -0.4, 0.8);

	glVertex3f(0.0, 1.6, 0.0);
	glVertex3f(0.8, -0.4, 0.8);
	glVertex3f(0.0, -0.4, -0.8);

	glVertex3f(0.0, 1.6, 0.0);
	glVertex3f(0.0, -0.4, -0.8);
	glVertex3f(-0.8, -0.4, 0.8);

	glVertex3f(-0.8, -0.4, 0.8);
	glVertex3f(0.8, -0.4, 0.8);
	glVertex3f(0.0, -0.4, -0.8);
	glEnd();
	*/
	if (AXIS_ON) {
		// Draw a green line
		glColor3f(0, 1, 0);
		glBegin(GL_LINES);

		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(4, 0, 0);
		glEnd();

		// Draw a green line
		glColor3f(0, 0, 1);
		glBegin(GL_LINES);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0, 4, 0);
		glEnd();

		// Draw a green line
		glColor3f(1, 0, 0);
		glBegin(GL_LINES);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0, 0, 4);
		glEnd();
	}
	glPopMatrix();

	// (Note that the origin is lower left corner)
	// (Note also that the window spans (0,1) )
	// Finish drawing, update the frame buffer, and swap buffers
	glutSwapBuffers();
}
Esempio n. 15
0
void DrawParabolicMapWithSphere()
{
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-width, width, -height, height, -100000, 100000);
  gluLookAt(0, 0, 1, 0, 0, 0, 0, -1, 0);
  glViewport(0, 0, width * 2, height * 2);
  glScissor(0, 0, width * 2, height * 2);
  glClearColor(1,1,1, 1);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  double showMapPoints[LOD+1][LOD+1][2];
  double showMapTexCoords[LOD+1][LOD+1][2];

  for (int i = 0; i <= LOD; i++)
  {
    float x = i * 1.0 / LOD;
    for (int j = 0; j <= LOD; j++)
    {
      float y = j * 1.0 / LOD;
      showMapPoints[i][j][0] = x * width;
      showMapPoints[i][j][1] = y * height;


      float parabolic_x, parabolic_y, parabolic_z;


      // float parabolic_x = ((mapped.x / (2 * (1 + mapped.z))) + 0.5) / 2;
      // float parabolic_y = (-mapped.y / (2 * (1 + mapped.z))) + 0.5;
      // float parabolic_z = (1 - parabolic_x * parabolic_x + parabolic_y * parabolic_y) / 2;
      if (i < LOD / 2) {
        parabolic_x = (2 * x - 0.5) * 2;
        parabolic_y = -(2 * y - 1);
        parabolic_z = (1 - (parabolic_x * parabolic_x + parabolic_y * parabolic_y)) / 2;
      } else {
        parabolic_x = (2 * (x - 0.5) - 0.5) * 2;
        parabolic_y = -(2 * y - 1);
        parabolic_z = -(1 - (parabolic_x * parabolic_x + parabolic_y * parabolic_y)) / 2;
      }
      // printf("para : %f, %f, %f\n",parabolic_x, parabolic_y, parabolic_z);

      Vector3d mapped = Vector3d(parabolic_x, parabolic_y, parabolic_z);
      mapped.normalize();

      double sum = sqrt(mapped.x*mapped.x + mapped.y*mapped.y + pow(mapped.z+1,2));
      showMapTexCoords[i][j][0] = (mapped.x/sum + 1) / 2;
      showMapTexCoords[i][j][1] = (-mapped.y/sum + 1) / 2;

      // showMapTexCoords[i][j][0] = x;
      // showMapTexCoords[i][j][1] = y;
    }
  }

  glEnable(GL_TEXTURE_2D);
  for (int i = 0; i < LOD; i++)
  {
    glBegin(GL_QUAD_STRIP);
    for (int j = 0; j < LOD; j++)
    {
      glTexCoord2dv(showMapTexCoords[i][j]);
      glVertex2dv(showMapPoints[i][j]);
      glTexCoord2dv(showMapTexCoords[i + 1][j]);
      glVertex2dv(showMapPoints[i + 1][j]);
    }
    glEnd();
  }
  glDisable(GL_TEXTURE_2D);
  return;
}
Esempio n. 16
0
void display(void)
{
	if(dipMode==1)
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	}else{
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	}
	

	curF++;
	// put your OpenGL display commands here
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	// reset OpenGL transformation matrix
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity(); // reset transformation matrix to identity

	// setup look at transformation so that 
	// eye is at : (0,0,3)
	// look at center is at : (0,0,0)
	// up direction is +y axis
	gluLookAt(0.f,0.f,3.f,0.f,0.f,0.f,0.f,1.f,0.f);
	glRotatef(fRotateAngle,.3f,1.f,.3f);
	//rand() * 2 - 1;

		// Test drawing a solid teapot

/*
	else{
		glLineWidth(2.5);
		//glColor3f(1. , 0. , 0.);
	}
*/

	glColor3f(changecolor + 1., changecolor + .5, changecolor);// set current color to orange
	//glutSolidTeapot(1.f); // call glut utility to draw a solid teapot 
  glBegin(GL_TRIANGLE_FAN);
  
	glVertex2f(-.6 + sin(change - 10) / 20, 1. + cos(change - 10) / 20);
	glVertex2f(-.6 + cos(change - 10) / 20, .6 + sin(change - 10) / 20);
	glVertex2f(-.2 + cos(change - 10) / 20, .6 + cos(change - 10) / 20); // v3
	glVertex2f(.2 + cos(change - 10) / 20, .6 + sin(change - 10) / 20); // v10
	glVertex2f(.6 + sin(change - 10) / 20, .6 + sin(change - 10) / 20);
	glVertex2f(.6 + cos(change - 10) / 20, 1. + sin(change - 10) / 20);

  glEnd();

  glBegin(GL_TRIANGLE_FAN);
/*	if (colorflag) {
		glColor3f(changecolor + 1., changecolor + .5, changecolor);// set current color to orange
	}
	else {
		glColor3f(changecolor + 1., changecolor + .5, changecolor);
	}*/

	glVertex2f(0. + sin(change - 10) / 20, -1. + sin(change - 10) / 20);
	glVertex2f(-.6 + sin(change - 10) / 20, -1. + sin(change - 10) / 20);
	glVertex2f(-.6 + cos(change - 10) / 20, -.6 + cos(change - 10) / 20);
	glVertex2f(-.2 + cos(change - 10) / 20, -.6 + sin(change - 10) / 20);
	glVertex2f(-.2 + cos(change - 10) / 20, .6 + cos(change - 10) / 20); // v3
	glVertex2f(.2 + cos(change - 10) / 20, .6 + sin(change - 10) / 20); // v10
	glVertex2f(.2 + sin(change - 10) / 20, -.6 + cos(change - 10) / 20);
	glVertex2f(.6 + cos(change - 10) / 20, -.6 + sin(change - 10) / 20);
	glVertex2f(.6 + sin(change - 10) / 20, -1. + cos(change - 10) / 20);

  glEnd();

	//glFlush();
	glutSwapBuffers();	// swap front/back framebuffer to avoid flickering 

	curClock=clock();
	float elapsed=(curClock-startClock)/(float)CLOCKS_PER_SEC;
	if(elapsed>1.0f){
		float fps=(float)(curF-prevF)/elapsed;
		printf("fps:%f\n",fps);
		prevF=curF;
		startClock=curClock;
	}
}
Esempio n. 17
0
/* Focntion de dessin */
void DrawGLScene()
{
// Effacement du buffer de couleur et de profondeur
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		

  glLoadIdentity();
  gluLookAt(0.0,15.0,20.0,0.0,8.0,0.0,0.0,1.0,0.0); 



// 1er Partie du TD
/*

  // Objet par extrusion : segement/pince
  glPushMatrix();
  glColor3f(0.6,0.6,0.6);
  glRotatef(45,1.0,0.0,0.0);
  glTranslatef(0,0,0);
  glScalef(0.5,0.5,0.5);
  extrude(9, Segment_2d, extrusion_vector);
  glPopMatrix();
*/

/*
  // Objet par révolution : base/lampadaire
  glPushMatrix();
  glColor3f(0.6,0.6,0.6);
  glTranslatef(-0,0.0,0);
  glRotatef(0,1.0,0.0,0.0);
  glScalef(0.3,0.3,0.3);
  revolution(7, pied_2d, 360, 16);
  glPopMatrix();				
*/

/*
  // Chargement d'un objet : articluation 
  DessinModele();
*/




  // Objets par listes d'affichage
/*
  Make_CallListes();

  glCallList(OBJET_1); 

  glCallList(OBJET_2); 

  glCallList(OBJET_3); 

  glCallList(OBJET_4); 

  glCallList(OBJET_5); 
*/



//2eme Partie du TD

  // Terain
  glBegin(GL_POLYGON);
  glNormal3f(0,1,0); 
  glVertex3f(-10.0f,0.0f,-10.0f);
  glVertex3f(10.0f,0.0f,-10.0f);
  glVertex3f(10.0f,0.0f,10.0f);
  glVertex3f(-10.0f,0.0f,10.0f);
  glEnd();	


  // Compilation des listes
  Make_CallListes();

  //pied 1
  glPushMatrix();
  glTranslatef(5.0f,0.0f,-8.0f);
  glCallList(OBJET_4);
  glPopMatrix();

  //pied 2
  glPushMatrix();
  glTranslatef(-5.0f,0.0f,-8.0f);
  glCallList(OBJET_4);
  glPopMatrix();

  //pied 3
  glPushMatrix();
  glTranslatef(5.0f,0.0f,0.0f);
  glCallList(OBJET_4);
  glPopMatrix();

  //pied 4
  glPushMatrix();
  glTranslatef(-5.0f,0.0f,0.0f);
  glCallList(OBJET_4);
  glPopMatrix();

  //etablie
  glPushMatrix();
  glTranslatef(0.0f,7.0f,-5.0f);
  glScalef(15.0,0.2,15.0);
  glutSolidCube(1.0);
  glPopMatrix();

  //base robot
  glPushMatrix();
  glTranslatef(5.0f,7.0f,-9.0f);
  glCallList(OBJET_3);
  glPopMatrix();


  //segement 1
  glPushMatrix();
  glTranslatef(-6.0f,7.5f,-10.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(-15.0,0.0,0.0,1.0);
  glCallList(OBJET_1);
  glPopMatrix();

  //segement 2
  glPushMatrix();
  glTranslatef(-3.0f,7.5f,-10.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(-15.0,0.0,0.0,1.0);
  glCallList(OBJET_1);
  glPopMatrix();

  //segement 1
  glPushMatrix();
  glTranslatef(0.0f,7.5f,-10.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(-15.0,0.0,0.0,1.0);
  glCallList(OBJET_1);
  glPopMatrix();


  //pince 1
  glPushMatrix();
  glTranslatef(-5.0f,7.2f,-2.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(45.0,0.0,0.0,1.0);
  glCallList(OBJET_2);
  glPopMatrix();

  //pince 2
  glPushMatrix();
  glTranslatef(-3.0f,7.2f,-2.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(45.0,0.0,0.0,1.0);
  glCallList(OBJET_2);
  glPopMatrix();


  //pince 3
  glPushMatrix();
  glTranslatef(-1.0f,7.2f,-2.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(45.0,0.0,0.0,1.0);
  glCallList(OBJET_2);
  glPopMatrix();


  //pince 4
  glPushMatrix();
  glTranslatef(1.0f,7.2f,-2.0f);
  glRotatef(90.0,1.0,0.0,0.0);
  glRotatef(45.0,0.0,0.0,1.0);
  glCallList(OBJET_2);
  glPopMatrix();


  //articulation 1
  glPushMatrix();
  glTranslatef(6.0f,8.0f,-2.0f);
  glCallList(OBJET_5);
  glPopMatrix();

  //articulation 2
  glPushMatrix();
  glTranslatef(3.0f,8.0f,-2.0f);
  glCallList(OBJET_5);
  glPopMatrix();


  //articulation 3
  glPushMatrix();
  glTranslatef(4.5f,8.0f,0.0f);
  glCallList(OBJET_5);
  glPopMatrix();



  // Permutation des buffers
  glutSwapBuffers();
  //Raffrechissement de l'image
  glutPostRedisplay();
}
Esempio n. 18
0
void display(){
  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

  /* Set up transformation */
  sceneTransformation();

  /*
	GLdouble V[3],U[3]= {0,1,0},R[3];

	V[0] = -current_view[0];
	V[1] = -current_view[1];
	V[2] = -current_view[2];
	Scross_product(&R[0],&R[1],&R[2],U[0],U[1],U[2],V[0],V[1],V[2]);
	Snormalize(&R[0],&R[1],&R[2]);
	GLdouble mx,my;

	mx = startX-prevx;
	my = startY-prevy;

	GLdouble newViewPoint[3] = {current_view[0] + (mx*distanceX *R[0]) + (my*distanceY*U[0]),
		current_view[1] + (mx*distanceX *R[1]) + (my*distanceY*U[1]),
		current_view[2] + (mx*distanceX *R[2]) + (my*distanceY*U[2])};
	GLdouble length_nvp = sqrt((newViewPoint[0]*newViewPoint[0])+
		(newViewPoint[1]*newViewPoint[1])+(newViewPoint[2]*newViewPoint[2]));
	
	current_view[0] = newViewPoint[0]*distanceX/length_nvp;
	current_view[1] = newViewPoint[1]*distanceY/length_nvp;
	current_view[2] = newViewPoint[2]*distanceZ/length_nvp;

	Scross_product(&U[0],&U[1],&U[2],R[0],R[1],R[2],V[0],V[1],V[2]);
	Snormalize(&U[0],&U[1],&U[2]);

	gluLookAt(-V[0],-V[1],-V[2],0,0,0,U[0],U[1],U[2]);

	prevx = startX;
	prevy = startY;
	*/

  /* Draw the scene into the back buffer */

  //draw rotator (larger cube)
  
  glPushMatrix();
  glLoadIdentity();
  glScalef(0.5f,0.5f,0.5f);
  gluLookAt(-1.0, -6.0, -2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
  glTranslatef(0.0f, 0.0f, 0.0f);
  glRotated(anglex,1,0,0);
  drawScene();
  glPopMatrix();
  

  //draw spinner (smaller cube)
  
  glPushMatrix();
  glRotated(angley,0,1,0);
  glTranslatef(-0.0f, 4.5f, -0.0f);
  glScalef(0.25f, 0.25f, 0.25f);
  drawScene();
  glPopMatrix();
  
  /*
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(45.0,20.0,1.0,100.0);
  glMatrixMode(GL_MODELVIEW);
  */
  /* Swap the front buffer with the back buffer - assumes double buffering */
  glutSwapBuffers();
}
Esempio n. 19
0
void display(void)
{
  curTime = timeGetTime();
  float dt = (float)(curTime - lastTime) * 0.001;//secに変換
  elapseTime1 += dt;
  elapseTime2 += dt;
  fps ++;
  if(elapseTime1 >= 1.0)
  {
		printf("frame per sec = %d \n", fps);
		elapseTime1 = 0.0;
		fps = 0;
  }
	lastTime = curTime;

	//カラーバッファ,デプスバッファのクリア
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glLoadIdentity();//視点を変えるときはこの位置に必要
  if(cos(M_PI * view.theta /180.0) >= 0.0)//カメラ仰角90度でビューアップベクトル切替
	  gluLookAt(view.pos[0], view.pos[1], view.pos[2], view.cnt[0], view.cnt[1], view.cnt[2], 0.0, 1.0, 0.0);
  else
	  gluLookAt(view.pos[0], view.pos[1], view.pos[2], view.cnt[0], view.cnt[1], view.cnt[2], 0.0, -1.0, 0.0);

  //光源設定//'l'を押した後光源位置可変
  glLightfv(GL_LIGHT0, GL_POSITION, lightPos);

  if(flagWireframe)//'w'でwireframeとsolid model切り替え
  {
	  glPolygonMode(GL_FRONT,GL_LINE);
	  glPolygonMode(GL_BACK,GL_POINT);
  }
  else glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);

  //描画
  // シェーダプログラムの適用 
  glUseProgram(shaderProg);
	//テクスチャユニットをシェーダ側のサンプラに関連付け,レンダリング
  //fragment shaderのユニフォーム変数texのインデックスを取得
  GLint texLoc = glGetUniformLocation(shaderProg, "tex");
  glUniform1i(texLoc, 0);//GL_TEXTURE0を適用
  drawTerrain(); 
  // シェーダプログラムの適用を解除	
  glUseProgram(0);
  drawParticle(dt);
	drawParticle2(dt);
  //テクスチャ、半透明物体があるとき
  glDepthMask(GL_FALSE); //デプスバッファを書き込み禁止
  glEnable(GL_BLEND);//アルファブレンディングを有効にする
  glBlendFunc(GL_DST_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//色混合係数を決める
  //半透明描画
  makeRiver(elapseTime2);
  drawRiver();
  //テクスチャ、半透明物体があるとき
  glDepthMask(GL_TRUE); //デプスバッファの書き込みを許可
  glDisable(GL_BLEND);

	if(flagHelp)
  {
		printf("矢印キーによるアフィン変換/光源移動 \n");
		printf(" →,←:x軸 \n");
		printf(" ↑,↓:y軸 \n");
		printf(" [Shift]+↑,↓:z軸 \n");
		printf(" 'r'を押した後:回転 \n");
		printf(" 't'を押した後:平行移動 \n");
		printf(" 's'を押した後:スケーリング \n");
		printf(" 'l'を押した後、光源位置の移動可 \n");
		printf("'w'でワイヤーフレームとソリッドモデル切り替え \n");
		printf("マウス操作で視点変更可 \n");
		printf("  dolly:中央付近を左ボタンクリックで近づき,右ボタンクリックで遠ざかる \n");
		printf("  pan:左横および右横を右ボタンクリックで注視点が左右に変化する \n");
		printf("  tilt:真上および真下を右ボタンクリックで注視点が上下に変化する \n");
		printf("  tumble:左右にドラッグすると視点が左右に変化する \n");
		printf("  crane:上下にドラッグすると視点が上下に変化する \n");
		printf("  zoom:左下を右ボタンクリックでズームイン \n");
		printf("        右下を右ボタンクリックでズームアウト \n");
		printf("[Shift]+'r'でリセット \n");
		printf("[F1]キー:βの調整 \n");
		printf("[F2]キー:σの調整 \n");
		printf("[F3]キー:seedの変更 \n");
		printf("[F4]キー:x方向の風力変更 \n");
		flagHelp = false;
  }
  //終了
  glutSwapBuffers();
}
Esempio n. 20
0
void glutDisplay(void)   
{
	static DWORD frames = 0;
	DWORD elapsed = 0;
	static bool bInit = false;
	static LARGE_INTEGER tSetposStart,tSetposEnd;

	if(!g_pVideoMixer)	return;

	if(!bInit)
	{
		bInit  = true;
	 	QueryPerformanceFrequency(&coutFreq);
		QueryPerformanceCounter (&tSetposStart);
	}

	QueryPerformanceCounter (&tSetposEnd);
	elapsed= 1000*(tSetposEnd.QuadPart - tSetposStart.QuadPart)/coutFreq.QuadPart ;


	static char prtinfo[MAX_PATH] = {0};
	if(elapsed >2000)
	{
		sprintf(prtinfo, "fps:%d \n", frames*1000/(elapsed));
		DP(prtinfo);
		frames = 0;
		QueryPerformanceCounter (&tSetposStart);
	}
	
	frames++;

	QueryPerformanceCounter (&st);



	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


	static GLfloat rotate = 0.0f;
	rotate += 0.03f;
	if(rotate > 360)
		rotate = 0;
	
	for(int i=0;i<4;i++)
	{
		switch(i)
		{
			case 0:
				glViewport( 0, g_wndHeight/2, g_wndWidth/2, g_wndHeight/2);
				glMatrixMode(GL_PROJECTION);	
				glLoadIdentity();					
				glOrtho(-0.5,0.5, -0.5, 0.5,  0.0,100.0);

				break;
			case 1:
				glViewport( g_wndWidth/2, g_wndHeight/2, g_wndWidth/2, g_wndHeight/2);
				glMatrixMode(GL_PROJECTION);	
				glLoadIdentity();					

				gluPerspective(20,(float)g_wndWidth/(float)g_wndWidth,0.0,10.0);
				gluLookAt(0.0f,0.0f,1.0f, 
					0.0f,0.0f,0.0f, 
					0.0f,1.0f,0.0f );
				break;
			case 2:
				glViewport( 0, 0, g_wndWidth/2, g_wndHeight/2);
				glMatrixMode(GL_PROJECTION);	
				glLoadIdentity();					
				gluPerspective(20,(float)g_wndWidth/(float)g_wndWidth,0.0,10.0);
				gluLookAt(0.0f + 10*cos(rotate),0.0f,10*sin(rotate), 
					0.0f,0.0f,0.0f, 
					0.0f,1.0f,0.0f );

				break;
			case 3:
				glViewport( g_wndWidth/2, 0, g_wndWidth/2, g_wndHeight/2);
				glMatrixMode(GL_PROJECTION);	
				glLoadIdentity();					
				gluPerspective(20,(float)g_wndWidth/(float)g_wndWidth,0.0,10.0);
				gluLookAt(0.0f,4.0f,4.0f,
					0.0f,0.0f,-4.0f, 
					0.0f,0.0f,-1.0f );

				break;
			default:
				break;
		}

		glMatrixMode(GL_MODELVIEW);	
		glLoadIdentity();		

		g_pVideoMixer->Display();


	}


	glutDispMsg(prtinfo);
	glutSwapBuffers();

	QueryPerformanceCounter (&ed);
	//DP("c:%d \n", 1000*(ed.QuadPart - st.QuadPart)/coutFreq.QuadPart );
}
Esempio n. 21
0
/*
 *  Configure view mode
 */
void View::setView() {
    gluLookAt(  ex,ey,ez, 
                vx,vy,vz, 
                0,Cos(elevationAngle),0);
}
Esempio n. 22
0
void AlignPairWidget::paintEvent(QPaintEvent *)
{
  QPainter painter(this);
  painter.beginNativePainting();
  makeCurrent();
  if(!isValid() )return;

  glEnable(GL_DEPTH_TEST);
  glDepthMask(GL_TRUE);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    if(freeMesh==0 || gluedTree==0) return;

    for(int i=0;i<2;++i)
    {
      if(i==0)
        glViewport (0, 0, (GLsizei) QTLogicalToDevice(this,width()/2), (GLsizei) QTLogicalToDevice(this,height()));
      else
        glViewport (QTLogicalToDevice(this,width()/2), 0, (GLsizei) QTLogicalToDevice(this,width()/2), (GLsizei) QTLogicalToDevice(this,height()));

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      gluPerspective(30, (AlignPairWidget::width()/2)/(float)AlignPairWidget::height(), 0.1, 100);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
      gluLookAt(0,0,6,   0,0,0,   0,1,0);
      tt[i]->center=vcg::Point3f(0, 0, 0);
      tt[i]->radius= 1;
      tt[i]->GetView();
      tt[i]->Apply();
      vcg::Box3f bb;
      if(i==0) bb=freeMesh->bbox();
      else	   bb=gluedTree->gluedBBox();
      vcg::GLW::DrawMode localDM=vcg::GLW::DMFlat;
      vcg::GLW::ColorMode localCM = vcg::GLW::CMPerMesh;
      if((freeMesh->m->hasDataMask(MeshModel::MM_VERTCOLOR))&&(isUsingVertexColor)) localCM = vcg::GLW::CMPerVert;
      if((freeMesh->m->cm.fn==0)||(usePointRendering)) localDM=vcg::GLW::DMPoints;
      glPushMatrix();
      bool allowScaling = qobject_cast<AlignPairDialog *>(parent())->allowScalingCB->isChecked();
      if(allowScaling)  vcg::glScale(3.0f/bb.Diag());
      else vcg::glScale(3.0f/gluedTree->gluedBBox().Diag());
      vcg::glTranslate(-bb.Center());
      if(i==0)
      {
        freeMesh->m->render(localDM,localCM,vcg::GLW::TMNone);
        drawPickedPoints(&painter, freePickedPointVec,vcg::Color4b(vcg::Color4b::Red));
      } else				{
        foreach(MeshNode *mn, gluedTree->nodeList)
          if(mn->glued && mn != freeMesh && mn->m->visible) mn->m->render(localDM,localCM,vcg::GLW::TMNone);
        drawPickedPoints(&painter, gluedPickedPointVec,vcg::Color4b(vcg::Color4b::Blue));
      }

      int pickSide= ( pointToPick[0] < QTLogicalToDevice(this,(width()/2)) )? 0 : 1;
      if(hasToPick && pickSide==i)
      {
        vcg::Point3f pp;
        hasToPick=false;
        if(vcg::Pick<vcg::Point3f>(pointToPick[0],pointToPick[1],pp))
        {
          std::vector<vcg::Point3f> &curVec = pickSide?gluedPickedPointVec:freePickedPointVec;

          qDebug("Picked point %i %i -> %f %f %f",pointToPick[0],pointToPick[1],pp[0],pp[1],pp[2]);

          if(hasToDelete)
          {
            int bestInd = -1;
            double bestDist =10e100;
            for(int i=0;i<curVec.size();++i)
              if(Distance(pp,curVec[i])<bestDist)
              {
                bestDist = Distance(pp,curVec[i]);
                bestInd=i;
              }
            hasToDelete=false;
            if(bestInd>=0)
              curVec.erase(curVec.begin()+bestInd);
          }
          else curVec.push_back(pp);
          hasToPick=false;
          update();
        }
      }
      glPopMatrix();
      tt[i]->DrawPostApply();
    }
    doneCurrent();
    painter.endNativePainting();
}
Esempio n. 23
0
/**
 * realiza a renderização de um frame do jogo
 */
void RobotWindow::display() {

	// ajusta para a matriz de modelo e zera as transformações
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

	// obtém a posição do robô e ajusta câmera para apontar para essa direção
    robot.configureLookAt(lookAt);
    setCameraPosition(cameraLongitude, cameraLatitude);
    gluLookAt(eye.x, eye.y, eye.z, lookAt.x, lookAt.y, lookAt.z, 0.0, 1.0, 0.0);

    // limpa o atual buffer de renderização
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // verifica se o jogo terminou (o robo tem vidas?)
    if (robot.getLives() == 0) {
    	// desenha o Game Over e paralisa a aplicação
    	textGameOver.draw2D();
    	glutSwapBuffers();
    	disableEvents();
    	return;
    } else // senão existem vidas
    	// verifica se o robot deve ser revivido
    	if (!robot.isAlive()) {
    		robot.revive();
    		newEvent(EVENT_RESET, interval);
    	}

    // verifica se deve desenhar o limite espacial do jogo
    if (drawCage) {
    	//glPushMatrix();
    	borderland.draw();
    	//glPopMatrix();
    }

    // desenha a plataforma
    //glPushMatrix();
    glColor4dv(platformColor.getVect());
    platform.draw();
    //glPopMatrix();

    /*/ Desenha uma pequena esfera na posição lookAt para referência visual
    glPushMatrix();
    glTranslated(lookAt.x, lookAt.y, lookAt.z);
    glColor3dv(laranja.getVect());
    glutSolidSphere(0.1, 20, 20);
    glPopMatrix();
	/*/

    // desenha o robô
    //glPushMatrix();
    robot.draw();
    //glPopMatrix();

    // desenha o número de vidas
    textLives.setText("Vidas: %d", robot.getLives());
    textLives.draw2D();

    // desenha o número de Frames Per Second
	textFps.setText("FPS: %d", getFps());
	textFps.draw2D();

	// solicita a saída em vídeo do quadro renderizado
    glutSwapBuffers();
}
Esempio n. 24
0
void Scene::render(){
    for(int t = 0; t < timeStep; t++){  //for every timestep
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);               // clear the color buffer
        glMatrixMode(GL_MODELVIEW);                   // indicate we are specifying camera transformations
        glLoadIdentity();
        gluLookAt(0.0, 1.0, -0.25, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0 );
        // if(t % 5 == 0) {
        //     init();
        // }

        //Draw the boundaries
        drawBoundaries();

        vector<vector<Particle * > > neighbors;

        //density calculations
        #pragma omp for
        for(int i = 0; i < particles->size(); i++){  //for every particle

            Particle *particle = particles->at(i);
            double density = MASS;
            vector<Particle *> findNeighs;

            for(int j = 0; j < particles->size(); j++){  //comparison to all other particles to see if they're close enough to effect the density
                Particle *tempParticle = particles->at(j);
                double dist = particle->getDistance(*tempParticle);

                if (dist <= H && i != j){  //if the particle is close enough, add its mass * kernel to the density
                    double kern = particle->getKernel(dist);
                    density += tempParticle->getMass() * kern;
                    findNeighs.push_back(tempParticle);
                }
            }
            neighbors.push_back(findNeighs);
            particle->setDensity(density);
        }

        //second iteration of particles and only their neighbors
        #pragma omp for
        for(int i = 0; i < particles->size(); i++){
            Particle *particle = particles->at(i);
            Vector3f position = particle->getPosition();
            Vector3f velocity = particle->getVelocity();

            //http://stackoverflow.com/questions/17565664/gluproject-and-2d-display
            //Render particle
            GLdouble posX, posY, posZ;//3D point
            posX=convert(position.x(), WIDTH);
            posY=convert(position.y(), HEIGHT);
            posZ=convert(position.z(), LENGTH);

            glPushMatrix();
                glTranslated(posX, posY, posZ);
                glutSolidSphere(SRADIUS, 10, 10);
            glPopMatrix();

            //Force calculations
            Vector3f viscosityForce = Vector3f::Zero();
            Vector3f pressureForce = Vector3f::Zero();
            Vector3f surfaceNormal = Vector3f::Zero();
            double colorField = 0;
            double pressureJ = particle->calcPressure();

            vector<Particle * > curNeighs = neighbors[i];

            for(int j = 0; j < curNeighs.size(); j++){//currNeighs.size(); j++){

                Particle *tempParticle = curNeighs[j];// currNeighs[j]->p;
                double tempMass = tempParticle->getMass();
                double tempDens = tempParticle->getDensity();
                Vector3f tempVel = tempParticle->getVelocity();
                double dist = particle->getDistance(*tempParticle);
                double kern = particle->getKernel(dist);
                colorField += tempMass / tempDens * kern;

                //Pressure and surfaceNormal
                Vector3f rij = tempParticle->getPosition() - position;
                Vector3f kernDerive = particle->getKernDerive(dist, rij);
                double pressureK = tempParticle->calcPressure();
                pressureForce += tempMass * (pressureJ + pressureK) / (2 * tempDens) * kernDerive;

                surfaceNormal += tempMass / tempDens * kernDerive;

                //Viscosity
                double kernSecond = particle->getKernSecond(dist);
                viscosityForce += (tempVel - velocity) * tempMass / tempDens * kernSecond;
            }

            pressureForce *= -1;
            viscosityForce *= VISC;

            Vector3f surfaceTension = Vector3f::Zero();
            Vector3f gravityForce(0, particle->getDensity() * GRAVITY, 0);
            // cout << "pForce: " << pressureForce << endl;
            // //cout << "dens: " << particle->getDensity() << endl;
            //  cout << "glForce: " << gravityForce << endl;
            //  cout << "vForce: " << viscosityForce << endl;

            //Update next position
            Vector3f totalForce = gravityForce + pressureForce + viscosityForce;
            //cout << "totalForce: " << totalForce << endl;
            Vector3f acceleration = totalForce/particle->getDensity();
            //cout << "1. " << particle->getVelocity() << endl;
            velocity = velocity + DELTAT * acceleration;  //maybe implement some kind of terminal velocity?
            //cout << "2. " << velocity << endl;
            Vector3f newPosition = position + DELTAT * velocity;

            //Boundary check next position
            bool bounce = false;
             while((newPosition.x() - RADIUS <= LEFT) || (newPosition.y() - RADIUS <= BOTTOM) || (newPosition.x() + RADIUS >= RIGHT) || (newPosition.y() + RADIUS >= TOP) || (newPosition.z() + RADIUS <= BACK) || (newPosition.z() - RADIUS >= FRONT)){
                bounce = true;
                velocity *= 0.9;
                newPosition = position + DELTAT * velocity;
             }
             if(bounce) velocity *= -1;

            // if(newPosition.y() - RADIUS <= BOTTOM){
            //     int boundTime = (BOTTOM - position.y()) / velocity;
            //     Vector3f collision = position + boundTime * velocity;
            //     Vector3f collNorm(collision.x(), 1, collision.z()).normalized();
            //     double penDist = newPosition.dist(collision);
            //     newPosition = newPosition + penDist * collNorm;
            //     velocity = velocity - 0.3 * (velocity.dot(collNorm)) * collNorm;
            // }

            particle->setPosition(newPosition);
            particle->setVelocity(velocity);
        }
        saveImage(t);

        glFlush();
        glutSwapBuffers();
        glPopMatrix();
    }
}
Esempio n. 25
0
void display()
{
    x_pos = R * cos(phi) * cos(theta);
    y_pos = R * sin(theta);
    z_pos = R * sin(phi) * cos(theta);

    glClearColor(0.0f, 1.0f, 1.0f, 0.0f);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    if (cos(theta) >= 0)
        gluLookAt(x_pos, y_pos, z_pos, 0, 0, 0, 0, 1, 0);
    else
        gluLookAt(x_pos, y_pos, z_pos, 0, 0, 0, 0, -1, 0);



    // the base plane (square)
    glColor3f(0.0, 0.0, 0.6);
    glTranslatef(0, -4, 0);
    glBegin(GL_POLYGON);
    glVertex3f(-G.baseEdge / 2, 0, -G.baseEdge / 2);
    glVertex3f(G.baseEdge / 2, 0, -G.baseEdge / 2);
    glVertex3f(G.baseEdge / 2, 0, G.baseEdge / 2);
    glVertex3f(-G.baseEdge / 2, 0, G.baseEdge / 2);
    glEnd();


    C = G.cuboids[j];
    C.setTranslation(C.getXT(), C.getYT() - y, C.getZT());

    float x, z, xa, xb, za, zb;

    if (j > 0)
    {

        float x = C.getXT();
        float z = C.getZT();

        float xa = G.cuboids[j - 1].getXT() - (G.cuboids[j - 1].getXS() / 2);
        float xb = G.cuboids[j - 1].getXT() + (G.cuboids[j - 1].getXS() / 2);
        float za = G.cuboids[j - 1].getZT() - (G.cuboids[j - 1].getZS() / 2);
        float zb = G.cuboids[j - 1].getZT() + (G.cuboids[j - 1].getZS() / 2);

        if (x >= xa && x <= xb && z >= za && z <= zb)
        {
            C.setColor(0.7, 0.0, 0.0);
            rightZone = true;
        } else rightZone = false;
    }


    bool GameOver = GameLose || GameWin;
    if (!GameOver)
        C.generateCuboid();

    if (!Pause)
        y += speed;
    else
        print_text((char*) "PAUSED", 3, 10, GLUT_BITMAP_TIMES_ROMAN_24, 1.0, 1.0, 0.0);

    if (y >= newHeight && !GameOver)
    {
        y = 0.0;
        speed = 0.02;
        C.setColor(0.0, 0.8, 0.0);
        G.cuboids[j] = C;

        newHeight -= G.cuboids[j].getYS() / 2 + G.cuboids[j + 1.2].getYS() / 2;
        if (newHeight < C.getYS())
        {
            GameWin = true;
            std::cout << "YOU WIN! Game over!" << std::endl;

        } else if (j > 0 && rightZone == false)
        {
            GameLose = true;
            std::cout << "YOU LOSE! Game over!" << std::endl;
        }
        j++;
    }


    if (GameWin) print_text((char*) "YOU WIN! Game over!", 3, 10, GLUT_BITMAP_TIMES_ROMAN_24, 1.0, 0.0, 1.0);
    if (GameLose) print_text((char*) "YOU LOOSE! Game over!", 3, 10, GLUT_BITMAP_TIMES_ROMAN_24, 1.0, 0.0, 1.0);

    if (j > 0)
    {
        C.setColor(0.8, 0.0, 0.0);
        for (int i = 0; i < j; i++)
        {
            G.cuboids[i].generateCuboid();
        }
    }



    glutSwapBuffers();
}
Esempio n. 26
0
main(int argc, char *argv[])
{
    GLuint *tex;
    int texwid, texht, texcomps;

    GLUquadricObj *quadric;

    glutInitWindowSize(winWidth, winHeight);
    glutInit(&argc, argv);
    if(argc > 1)
    {
        char *args = argv[1];
        int done = FALSE;
        while(!done)
        {
            switch(*args)
            {
            case 's': /* single buffer */
                printf("Single Buffered\n");
                dblbuf = FALSE;
                break;
            case '-': /* do nothing */
                break;
            case 0:
                done = TRUE;
                break;
            }
            args++;
        }
    }
    if(dblbuf)
        glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
    else
        glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH);
    (void)glutCreateWindow("example program");
    glutDisplayFunc(redraw_original);
    glutReshapeFunc(reshape);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(key);

    /* draw a perspective scene */
    glMatrixMode(GL_PROJECTION);
    glFrustum(-100., 100., -100., 100., 300., 600.);
    glMatrixMode(GL_MODELVIEW);
    /* look at scene from (0, 0, 450) */
    gluLookAt(0., 0., 450., 0., 0., 0., 0., 1., 0.);

    /* turn on features */
    glEnable(GL_DEPTH_TEST);

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);

    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

    glMateriali(GL_FRONT, GL_SHININESS, 128); /* cosine power */

    /* remove back faces to speed things up */
    glCullFace(GL_BACK);
    glBlendFunc(GL_ONE, GL_ONE);

    lightchanged[UPDATE_TEX] = GL_TRUE;
    lightchanged[UPDATE_OGL] = GL_TRUE;

    /* load pattern for current 2d texture */

    tex = read_texture("../data/wood.rgb", &texwid, &texht, &texcomps);

    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, texwid, texht, GL_RGBA,
                      GL_UNSIGNED_BYTE, tex);
    free(tex);
    CHECK_ERROR("end of main");

    lighttex = (GLfloat *)malloc(texdim * texdim * sizeof(GL_FLOAT) * 3);



    /* XXX TODO use display list to avoid retesselating */
    glNewList(1, GL_COMPILE);
    glutSolidSphere((GLdouble)texdim/2., 50, 50);
    glEndList();


    glNewList(2, GL_COMPILE);
    glutSolidTeapot(70.);
    glEndList();

    quadric = gluNewQuadric();
    gluQuadricTexture(quadric, GL_TRUE);

    glNewList(3, GL_COMPILE);
    gluSphere(quadric, 70., 20, 20);
    glEndList();

    gluDeleteQuadric(quadric);
    maxobject = 3;

    glutMainLoop();

    return 0;
}
Esempio n. 27
0
void display(int d) {
	int i;
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);

	glLoadIdentity();

	if(lock) {
		if(eye[0] < -23.0 - 28.0*tan(M_PI/6)) eye[0] = -23.0 - 28.0*tan(M_PI/6);
		if(eye[0] > 33.0) eye[0] = 33.0;
		if(eye[1] < -28.0 - 26.5*tan(M_PI/6)) eye[1] = -28.0 - 26.5*tan(M_PI/6);
		if(eye[1] > 25.0) eye[1] = 25.0;
		if(eye[2] < -25.0) eye[2] = -25.0;
		if(eye[2] > 51.0 + 65.0*tan(M_PI/6)) eye[2] = 51.0 + 65.0*tan(M_PI/6);
	}

        if(!helmet) {
		for(i=0; i < 3; i++)
			view[i] = (2 * negview * eye[i]);
		up[0] = 0;
		up[1] = negup * 1.0;
		up[2] = 0;
	} 

        if(d==D_LEFT) {
		glTranslatef(-2.5, 0.0, 0.0);
	} else if(d==D_RIGHT) {
		glTranslatef(2.5, 0.0, 0.0);
	}

	gluLookAt(eye[0], eye[1], eye[2], view[0], view[1], view[2],
		up[0], up[1], up[2]);
	glTranslatef(global_translate[0], global_translate[1],
			global_translate[2]);

	
	glPushAttrib(GL_ALL_ATTRIB_BITS);
	glPushMatrix();

/*		glRotatef(theta, 0.0, 1.0, 0.0);
		glRotatef(phi, 1.0, 0.0, 0.0);*/

		glColor3f(1.0, 1.0, 1.0);

		if(wireframe) {
			glPolygonMode(GL_FRONT, GL_LINE);
			glDisable(GL_CULL_FACE);
		}
		else {
			glPolygonMode(GL_FRONT, GL_FILL);
			glEnable(GL_CULL_FACE);
		}

		/* Draw coordinate axes */
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		if(axes) {
                        glPushMatrix();
			glTranslatef(-global_translate[0], 
				-global_translate[1],
				-global_translate[2]);
			glBegin(GL_LINES);
				glVertex3f(-100.0, 0.0, 0.0);
				glVertex3f(100.0, 0.0, 0.0);
				glVertex3f(0.0, -100.0, 0.0);
				glVertex3f(0.0, 100.0, 0.0);
				glVertex3f(0.0, 0.0, -100.0);
				glVertex3f(0.0, 0.0, 100.0);
			glEnd();
                        glPopMatrix();
		}
		if(texture) glEnable(GL_TEXTURE_2D);
		if(lighting) glEnable(GL_LIGHTING);
                if(!smooth) {glDisable(GL_SMOOTH); glShadeModel(GL_FLAT); glEnable(GL_FLAT);}
                 else {glDisable(GL_FLAT); glShadeModel(GL_SMOOTH); glEnable(GL_SMOOTH);}
		if(filtering) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
			                GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
					GL_LINEAR);
		} else {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
			                GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
					GL_NEAREST);
		}

		draw_scene();

		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		if(terrain) draw_terrain();		/* Draw w/o lighting */
		if(stars) draw_stars();

	glPopMatrix();
	glPopAttrib();

	/* And swap buffers to display the image */
	glutSwapBuffers();

/*	if(helmet) child(1);*/
}
Esempio n. 28
0
void DrawParabolicMapWithCube()
{
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-width, width, -height, height, -100000, 100000);
  gluLookAt(0, 0, 1, 0, 0, 0, 0, -1, 0);
  glViewport(0, 0, width * 2, height * 2);
  glScissor(0, 0, width * 2, height * 2);
  glClearColor(1,1,1, 1);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  double showMapPoints[LOD+1][LOD+1][2];
  double showMapTexCoords[LOD+1][LOD+1][2];

  for (int i = 0; i <= LOD; i++)
  {
    float x = i * 1.0 / LOD;
    for (int j = 0; j <= LOD; j++)
    {
      float y = j * 1.0 / LOD;
      showMapPoints[i][j][0] = x * width;
      showMapPoints[i][j][1] = y * height;


      float parabolic_x, parabolic_y, parabolic_z;


      // float parabolic_x = ((mapped.x / (2 * (1 + mapped.z))) + 0.5) / 2;
      // float parabolic_y = (-mapped.y / (2 * (1 + mapped.z))) + 0.5;
      // float parabolic_z = (1 - parabolic_x * parabolic_x + parabolic_y * parabolic_y) / 2;
      if (i < LOD / 2) {
        parabolic_x = (2 * x - 0.5) * 2;
        parabolic_y = -(2 * y - 1);
        parabolic_z = (1 - (parabolic_x * parabolic_x + parabolic_y * parabolic_y)) / 2;
      } else {
        parabolic_x = (2 * (x - 0.5) - 0.5) * 2;
        parabolic_y = -(2 * y - 1);
        parabolic_z = -(1 - (parabolic_x * parabolic_x + parabolic_y * parabolic_y)) / 2;
      }
      // printf("para : %f, %f, %f\n",parabolic_x, parabolic_y, parabolic_z);

      Vector3d mapped = Vector3d(parabolic_x, parabolic_y, parabolic_z);
      mapped.normalize();

      float padding_y = 1/3.0;
      float padding_x = 1/4.0;
      if (mapped.x >= std::abs(mapped.y) && mapped.x >= std::abs(mapped.z)) { // right
        showMapTexCoords[i][j][0] = (-mapped.z / mapped.x + 1) / 2 / 4 + padding_x * 2;
        showMapTexCoords[i][j][1] = (-mapped.y / mapped.x + 1) / 2 / 3 + padding_y;
      } else if (mapped.y >= std::abs(mapped.x) && mapped.y >= std::abs(mapped.z)) { // top
        showMapTexCoords[i][j][0] = (mapped.x / mapped.y + 1) / 2 / 4 + padding_x;
        showMapTexCoords[i][j][1] = (mapped.z / mapped.y + 1) / 2 / 3;
      } else if (mapped.z >= std::abs(mapped.x) && mapped.z >= std::abs(mapped.y)) { // front
        showMapTexCoords[i][j][0] = (mapped.x / mapped.z + 1) / 2 / 4 + padding_x;
        showMapTexCoords[i][j][1] = (-mapped.y / mapped.z + 1) / 2 / 3 + padding_y;
      } else if (mapped.x <= -std::abs(mapped.y) && mapped.x <= -std::abs(mapped.z)) { // left
        showMapTexCoords[i][j][0] = (-mapped.z / mapped.x + 1) / 2 / 4;
        showMapTexCoords[i][j][1] = (mapped.y / mapped.x + 1) / 2 / 3 + padding_y;
      } else if (mapped.y <= -std::abs(mapped.x) && mapped.y <= -std::abs(mapped.z)) { // bottom
        showMapTexCoords[i][j][0] = (-mapped.x / mapped.y + 1) / 2 / 4 + padding_x;
        showMapTexCoords[i][j][1] = (mapped.z / mapped.y + 1) / 2 / 3 + padding_y * 2;
      } else if (mapped.z <= -std::abs(mapped.x) && mapped.z <= -std::abs(mapped.y)) { // back
        showMapTexCoords[i][j][0] = (mapped.x / mapped.z + 1) / 2 / 4 + padding_x * 3;
        showMapTexCoords[i][j][1] = (mapped.y / mapped.z + 1) / 2 / 3 + padding_y;
      }

      // showMapTexCoords[i][j][0] = x;
      // showMapTexCoords[i][j][1] = y;
    }
  }

  glEnable(GL_TEXTURE_2D);
  for (int i = 0; i < LOD; i++)
  {
    glBegin(GL_QUAD_STRIP);
    for (int j = 0; j < LOD; j++)
    {
      glTexCoord2dv(showMapTexCoords[i][j]);
      glVertex2dv(showMapPoints[i][j]);
      glTexCoord2dv(showMapTexCoords[i + 1][j]);
      glVertex2dv(showMapPoints[i + 1][j]);
    }
    glEnd();
  }
  glDisable(GL_TEXTURE_2D);
  return;
}
Esempio n. 29
0
//setting a camera position and what does camera look at will change depends on it's position0
void SetCamera(void)
{
    gluLookAt(camX, camY, camZ,  camX + focX, camY + focY, camZ + focZ + 0.5, 0.0,1.0,0.0);
}
//----------------------------------------------------------
void ofGLRenderer::setupScreenPerspective(float width, float height, int orientation, bool vFlip, float fov, float nearDist, float farDist) {
	if(width == 0) width = ofGetWidth();
	if(height == 0) height = ofGetHeight();
	if( orientation == 0 ) orientation = ofGetOrientation();

	float w = width;
	float h = height;

	//we do this because ofGetWidth and ofGetHeight return orientated widths and height
	//for the camera we need width and height of the actual screen
	if( orientation == OF_ORIENTATION_90_LEFT || orientation == OF_ORIENTATION_90_RIGHT ){
		h = width;
		w = height;
	}

	float eyeX = w / 2;
	float eyeY = h / 2;
	float halfFov = PI * fov / 360;
	float theTan = tanf(halfFov);
	float dist = eyeY / theTan;
	float aspect = (float) w / h;

	if(nearDist == 0) nearDist = dist / 10.0f;
	if(farDist == 0) farDist = dist * 10.0f;

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fov, aspect, nearDist, farDist);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(eyeX, eyeY, dist, eyeX, eyeY, 0, 0, 1, 0);

	//note - theo checked this on iPhone and Desktop for both vFlip = false and true
	switch(orientation) {
		case OF_ORIENTATION_180:
			glRotatef(-180, 0, 0, 1);
			if(vFlip){
				glScalef(1, -1, 1);
				glTranslatef(-width, 0, 0);
			}else{
				glTranslatef(-width, -height, 0);
			}

			break;

		case OF_ORIENTATION_90_RIGHT:
			glRotatef(-90, 0, 0, 1);
			if(vFlip){
				glScalef(-1, 1, 1);
			}else{
				glScalef(-1, -1, 1);
				glTranslatef(0, -height, 0);
			}
			break;

		case OF_ORIENTATION_90_LEFT:
			glRotatef(90, 0, 0, 1);
			if(vFlip){
				glScalef(-1, 1, 1);
				glTranslatef(-width, -height, 0);
			}else{
				glScalef(-1, -1, 1);
				glTranslatef(-width, 0, 0);
			}
			break;

		case OF_ORIENTATION_DEFAULT:
		default:
			if(vFlip){
				glScalef(1, -1, 1);
				glTranslatef(0, -height, 0);
			}
			break;
	}

}