/
CityView.cpp
387 lines (307 loc) · 8.7 KB
/
CityView.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
#include<stdio.h>
#include<stdlib.h>
#include<math.h>
#include<GL/glut.h>
#define BLACK 0, 0, 0
double cameraAngle;
double cameraAngleDelta;
float pos1, pos2, pos3;
double rectAngle;
bool canDrawGrid;
/****************************
Author : Sadman Ilham
****************************/
void drawBuilding(int x1, int y1, int x2,int y2, int z){
//back side
int minZ = 0;
glColor3f(0,1,1);
glBegin(GL_QUADS);{
glVertex3f(x1, y1, minZ);
glVertex3f(x1, y1, z);
glVertex3f(x2, y2, z);
glVertex3f(x2, y2, minZ);
}glEnd();
glColor3f(0,0,0);
glBegin(GL_LINES);{
glVertex3f(x1, y1, minZ);
glVertex3f(x1, y1, z);
glVertex3f(x1, y1, z);
glVertex3f(x2, y2, z);
glVertex3f(x2, y2, z);
glVertex3f(x2, y2, minZ);
glVertex3f(x2, y2, minZ);
glVertex3f(x1, y1, minZ);
}glEnd();
//left side
glColor3f(0,1,1);
glBegin(GL_QUADS);{
glVertex3f(x1, y1, minZ);
glVertex3f(x1, y1, z);
glVertex3f(x1+20, y1, z);
glVertex3f(x1+20, y1, minZ);
}glEnd();
glColor3f(0,0,0);
glBegin(GL_LINES);{
glVertex3f(x1, y1, minZ);
glVertex3f(x1, y1, z);
glVertex3f(x1, y1, z);
glVertex3f(x1+20, y1, z);
glVertex3f(x1+20, y1, z);
glVertex3f(x1+20, y1, minZ);
glVertex3f(x1+20, y1, minZ);
glVertex3f(x1, y1, minZ);
}glEnd();
//front side
glColor3f(0,1,1);
glBegin(GL_QUADS);{
glVertex3f(x1+20, y1, minZ);
glVertex3f(x1+20, y1, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, minZ);
}glEnd();
glColor3f(0,0,0);
glBegin(GL_LINES);{
glVertex3f(x1+20, y1, minZ);
glVertex3f(x1+20, y1, z);
glVertex3f(x1+20, y1, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, minZ);
glVertex3f(x2+20, y2, minZ);
glVertex3f(x1+20, y1, minZ);
}glEnd();
//right side
glColor3f(0,1,1);
glBegin(GL_QUADS);{
glVertex3f(x2, y2, minZ);
glVertex3f(x2, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, minZ);
}glEnd();
glColor3f(0,0,0);
glBegin(GL_LINES);{
glVertex3f(x2, y2, minZ);
glVertex3f(x2, y2, z);
glVertex3f(x2, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, minZ);
glVertex3f(x2+20, y2, minZ);
glVertex3f(x2, y2, minZ);
}glEnd();
//roof
glColor3f(0,1,1);
glBegin(GL_QUADS);{
glVertex3f(x1, y1, z);
glVertex3f(x2, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x1+20, y1, z);
}glEnd();
glColor3f(0,0,0);
glBegin(GL_LINES);{
glVertex3f(x1, y1, z);
glVertex3f(x2, y2, z);
glVertex3f(x2, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x2+20, y2, z);
glVertex3f(x1+20, y1, z);
glVertex3f(x1+20, y1, z);
glVertex3f(x1, y1, z);
}glEnd();
}
void car1(int x){
glColor3f(1,0,0);
glBegin(GL_QUADS);{
glVertex3f(-10, 80-x, 5);
glVertex3f(-10, 80-x, 10);
glVertex3f(-10, 100-x, 10);
glVertex3f(-10, 100-x, 5);
}glEnd();
glColor3f(1,0,0);
glBegin(GL_QUADS);{
glVertex3f(-10, 85-x, 5);
glVertex3f(-10, 85-x, 20);
glVertex3f(-10, 95-x, 20);
glVertex3f(-10, 95-x, 5);
}glEnd();
}
void car2(int x){
glColor3f(0,0,1);
glBegin(GL_QUADS);{
glVertex3f(10, -80+x, 5);
glVertex3f(10, -80+x, 10);
glVertex3f(10, -100+x, 10);
glVertex3f(10, -100+x, 5);
}glEnd();
glColor3f(0,0,1);
glBegin(GL_QUADS);{
glVertex3f(10, -85+x, 5);
glVertex3f(10, -85+x, 20);
glVertex3f(10, -95+x, 20);
glVertex3f(10, -95+x, 5);
}glEnd();
}
void car3(int x){
glColor3f(0,1,0);
glBegin(GL_QUADS);{
glVertex3f(-100+x, 0, 5);
glVertex3f(-100+x, 0, 10);
glVertex3f(-80+x, 0, 10);
glVertex3f(-80+x, 0, 5);
}glEnd();
glColor3f(0,1,0);
glBegin(GL_QUADS);{
glVertex3f(-95+x, 0, 5);
glVertex3f(-95+x, 0, 20);
glVertex3f(-85+x, 0, 20);
glVertex3f(-85+x, 0, 5);
}glEnd();
}
void display(){
//clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(BLACK, 0); //color black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/********************
/ set-up camera here
********************/
//load the correct matrix -- MODEL-VIEW matrix
glMatrixMode(GL_MODELVIEW);
//initialize the matrix
glLoadIdentity();
//now give three info
//1. where is the camera (viewer)?
//2. where is the camera is looking?
//3. Which direction is the camera's UP direction?
//instead of CONSTANT information, we will define a circular path.
gluLookAt(200*cos(cameraAngle), 200*sin(cameraAngle), 150, 0,0,0, 0,0,1);
//NOTE: the camera still CONSTANTLY looks at the center
// cameraAngle is in RADIAN, since you are using inside COS and SIN
//again select MODEL-VIEW
glMatrixMode(GL_MODELVIEW);
/****************************
/ Add your objects from here
****************************/
//border
glColor3f(1,1,1);
glBegin(GL_LINES);{
glVertex3f(-100, -100, 0);
glVertex3f(-100, 100, 0);
glVertex3f(-100, 100, 0);
glVertex3f(100, 100, 0);
glVertex3f(100, 100, 0);
glVertex3f(100, -100, 0);
glVertex3f(100, -100, 0);
glVertex3f(-100, -100, 0);
}glEnd();
//roads
glColor3f(1,1,1);
glBegin(GL_QUADS);{
glVertex3f(-100,-20,0);
glVertex3f(-100,20,0);
glVertex3f(100,20,0);
glVertex3f(100,-20,0);
}glEnd();
glColor3f(1,1,1);
glBegin(GL_QUADS);{
glVertex3f(-20,100,0);
glVertex3f(20,100,0);
glVertex3f(20,-100,0);
glVertex3f(-20,-100,0);
}glEnd();
//moving car
pos1 += .1;
if(pos1>180) pos1 = 0;
car1(pos1);
pos2 += .05;
if(pos2>180) pos2 = 0;
car2(pos2);
pos3 += .075;
if(pos3>180) pos3 = 0;
car3(pos3);
//top left buildings 1st row
drawBuilding(-90, -90, -90, -70, 50);
drawBuilding(-90, -60, -90, -40, 30);
//top left buildings 2nd row
drawBuilding(-60, -90, -60, -70, 60);
drawBuilding(-55, -60, -55, -40, 40);
//top right buildings 1st row
drawBuilding(-90, 90, -90, 70, 70);
drawBuilding(-90, 60, -90, 40, 50);
//top right buildings 2nd row
drawBuilding(-60, 90, -60, 75, 80);
drawBuilding(-60, 70, -60, 35, 45);
//middle left buildings
drawBuilding(40, -90, 40, -70, 40);
drawBuilding(40, -60, 40, -40, 50);
//middle right buildings
drawBuilding(30, 90, 30, 70, 30);
drawBuilding(30, 60, 30, 40, 50);
//bottom left buildings
drawBuilding(70, -90, 70, -70, 30);
drawBuilding(75, -60, 75, -40, 30);
//bottom right buildings
drawBuilding(70, 90, 70, 70, 90);
drawBuilding(70, 65, 70, 40, 30);
//ADD this line in the end --- if you use double buffer (i.e. GL_DOUBLE)
glutSwapBuffers();
}
void animate(){
// camera will rotate at 0.002 radians per frame. // keep the camera steady NOW!!
cameraAngle += cameraAngleDelta;
rectAngle += 1;
//MISSING SOMETHING? -- YES: add the following
glutPostRedisplay(); //this will call the display AGAIN
}
void keyboardListener(unsigned char key, int x,int y){
switch(key){
case '1':
cameraAngleDelta += .0002;
break;
case '2':
cameraAngleDelta -= .0002;
break;
case '3':
cameraAngleDelta = 0;
break;
default:
break;
}
}
void init(){
//codes for initialization
cameraAngle = 0; //// init the cameraAngle
cameraAngleDelta = 0;
rectAngle = 0;
canDrawGrid = true;
//clear the screen
glClearColor(BLACK, 0);
/************************
/ set-up projection here
************************/
//load the PROJECTION matrix
glMatrixMode(GL_PROJECTION);
//initialize the matrix
glLoadIdentity();
//give PERSPECTIVE parameters
gluPerspective(70, 1, 0.1, 10000.0);
//field of view in the Y (vertically)
//aspect ratio that determines the field of view in the X direction (horizontally)
//near distance
//far distance
}
int main(int argc, char **argv){
glutInit(&argc,argv);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB); //Depth, Double buffer, RGB color
glutCreateWindow("City View");
init();
glEnable(GL_DEPTH_TEST); //enable Depth Testing
glutDisplayFunc(display); //display callback function
glutIdleFunc(animate); //what you want to do in the idle time (when no drawing is occuring)
//ADD keyboard listeners:
glutKeyboardFunc(keyboardListener);
glutMainLoop(); //The main loop of OpenGL
return 0;
}