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main.cpp
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main.cpp
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/*
* main.cpp
* cottages
*
* Created by Bartlomiej Kozal on 04/06/2010.
* Copyright 2010 Bartlomiej Kozal. All rights reserved.
*
*/
#include <GLUT/GLUT.h>
#include <OpenGL/OpenGL.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include "ground.h"
#include "cottage.h"
#include "diamond.h"
#include "lamp.h"
float x = 0, y = 1.5, z = 20;
float lx = 0, ly = 0, lz = -1;
float angle = 0, delta_angle = 0;
float delta_move = 0;
float bred = 0, bgreen = 0.15, bblue = 0.15;
float gred = 0, ggreen = 0, gblue = 0;
char object = 'c';
int city_size = 2;
bool light_lamps_1 = false;
bool light_lamps_2 = false;
bool light_lamps_3 = false;
bool texture_switch = true;
bool texture_linear = true;
bool go_left = true;
bool go_backword = true;
float spot_direction_x = 0;
float spot_direction_z = 0;
Ground *ground;
Cottage *cottage;
Diamond *diamond;
Lamp *lamp;
// camera
void orientation(float angle) {
lx = sin(angle);
lz = -cos(angle);
glLoadIdentity();
gluLookAt(x, y, z,
x + lx, y + ly, z + lz,
0, 1, 0);
}
void move(float i) {
x = x + i * lx * 0.1;
z = z + i * lz * 0.1;
glLoadIdentity();
gluLookAt(x, y, z,
x + lx, y + ly, z + lz,
0, 1, 0);
}
// draw
void draw() {
if (delta_move) move(delta_move);
if (delta_angle) {
angle += delta_angle;
orientation(angle);
}
glClearColor(bred, bgreen, bblue, 1);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// ground
ground->draw(texture_switch, texture_linear);
// objects
for (int i = -city_size; i < city_size; i++) {
for (int j = -city_size; j < city_size; j++) {
glPushMatrix();
glTranslatef(i * 5, 0, j * 5);
switch (object) {
case 'c':
cottage->draw(texture_switch, texture_linear);
break;
case 'd':
diamond->draw();
break;
}
glPopMatrix();
}
}
// lamps
for (int i = -2; i < 1; i++) {
for (int j = -1; j < 1; j++) {
glPushMatrix();
glTranslatef(i * 5 + 2.5, 0, j * 7.5);
lamp->draw();
glPopMatrix();
}
}
// lights
float light_position_0[] = {-7.5, 1, -7.5, 1};
glLightfv(GL_LIGHT0, GL_POSITION, light_position_0);
float light_position_1[] = {-7.5, 1, 0, 1};
glLightfv(GL_LIGHT1, GL_POSITION, light_position_1);
float light_position_2[] = {-2.5, 1, -7.5, 1};
glLightfv(GL_LIGHT2, GL_POSITION, light_position_2);
float light_position_3[] = {-2.5, 1, 0, 1};
glLightfv(GL_LIGHT3, GL_POSITION, light_position_3);
float light_position_4[] = {2.5, 1, -7.5, 1};
glLightfv(GL_LIGHT4, GL_POSITION, light_position_4);
float light_position_5[] = {2.5, 1, 0, 1};
glLightfv(GL_LIGHT5, GL_POSITION, light_position_5);
float light_position_6[] = {0, 5, 0, 1};
float spot_direction_6[] = {spot_direction_x, -1, spot_direction_z};
glLightfv(GL_LIGHT6, GL_POSITION, light_position_6);
glLightfv(GL_LIGHT6, GL_SPOT_DIRECTION, spot_direction_6);
float light_position_7[] = {0, 5, 0, 1};
glLightfv(GL_LIGHT7, GL_POSITION, light_position_7);
glutSwapBuffers();
}
void reshape(int width, int height) {
if (height == 0) height = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(45, width/height, 1, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x, y, z,
x + lx, y + ly, z + lz,
0, 1, 0);
draw();
}
// idle/refresh
void idle() {
if (go_left == true && spot_direction_x > -7) {
spot_direction_x -= 0.02;
} else if (go_left == true) {
go_left = false;
} else if (go_left == false && spot_direction_x < 7) {
spot_direction_x += 0.02;
} else if (go_left == false) {
go_left = true;
}
if (go_backword == true && spot_direction_z > -7) {
spot_direction_z -= 0.05;
} else if (go_backword == true) {
go_backword = false;
} else if (go_backword == false && spot_direction_z < 7) {
spot_direction_z += 0.05;
} else if (go_backword == false) {
go_backword = true;
}
glutPostRedisplay();
}
// keyboard
void pressSpecialKeys(int key, int kx, int ky) {
switch (key) {
case GLUT_KEY_LEFT : delta_angle = -0.01;
break;
case GLUT_KEY_RIGHT : delta_angle = 0.01;
break;
case GLUT_KEY_UP : delta_move = 1;
break;
case GLUT_KEY_DOWN : delta_move = -1;
break;
}
}
void releaseSpecialKeys(int key, int kx, int ky) {
switch (key) {
case GLUT_KEY_LEFT :
case GLUT_KEY_RIGHT : delta_angle = 0;
break;
case GLUT_KEY_UP :
case GLUT_KEY_DOWN : delta_move = 0;
break;
}
}
void releaseKeys(unsigned char key, int kx, int ky) {
switch (key) {
case 'q' : exit(0);
break;
case 'z' : city_size += 1;
break;
case 'x' : if (city_size != 2) city_size -= 1;
break;
case 'c' : texture_switch == true ? texture_switch = false : texture_switch = true;
break;
case 'v' : texture_linear == true ? texture_linear = false : texture_linear = true;
break;
case '1' :
if (light_lamps_1 == true) {
glDisable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHT2);
glDisable(GL_LIGHT3);
glDisable(GL_LIGHT4);
glDisable(GL_LIGHT5);
light_lamps_1 = false;
} else {
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
glEnable(GL_LIGHT3);
glEnable(GL_LIGHT4);
glEnable(GL_LIGHT5);
light_lamps_1 = true;
}
break;
case '2' :
if (light_lamps_2 == true) {
glDisable(GL_LIGHT6);
light_lamps_2 = false;
} else {
glEnable(GL_LIGHT6);
light_lamps_2 = true;
}
break;
case '3' :
if (light_lamps_3 == true) {
glDisable(GL_LIGHT7);
light_lamps_3 = false;
} else {
glEnable(GL_LIGHT7);
light_lamps_3 = true;
}
break;
}
}
// mouse
void motion(int mx, int my) {
int relx = 0, rely = 0;
int width = glutGet(GLUT_WINDOW_WIDTH);
int height = glutGet(GLUT_WINDOW_HEIGHT);
relx = mx - width/2;
rely = -1 * (my - height/2);
delta_angle = relx * 0.0001;
delta_move = rely * 0.01;
}
void mouse(int button, int state, int mx, int my) {
if (button == GLUT_LEFT_BUTTON and state == GLUT_UP) {
delta_angle = 0;
delta_move = 0;
}
}
// menu
void change_ground_color(int option) {
switch (option) {
case 1:
ground->set_color(1, 0, 0);
break;
case 2:
ground->set_color(0, 1, 0);
break;
case 3:
ground->set_color(0, 0, 1);
break;
case 4:
ground->set_color(gred, ggreen, gblue);
break;
}
}
void change_background_color(int option) {
switch (option) {
case 1 : bred = 1; bgreen = 0; bblue = 0;
break;
case 2 : bred = 0; bgreen = 1; bblue = 0;
break;
case 3 : bred = 0; bgreen = 0; bblue = 1;
break;
case 4 : bred = 0; bgreen = 0.15; bblue = 0.15;
break;
}
}
void change_shape (int option) {
switch (option) {
case 1:
object = 'c';
break;
case 2:
object = 'd';
break;
}
}
// inits - menu, objects, lights
void init_menu() {
int submenu1 = glutCreateMenu(change_ground_color);
int submenu2 = glutCreateMenu(change_background_color);
int submenu3 = glutCreateMenu(change_shape);
glutSetMenu(submenu1);
glutAddMenuEntry("Red", 1);
glutAddMenuEntry("Green", 2);
glutAddMenuEntry("Blue", 3);
glutAddMenuEntry("Reset", 4);
glutSetMenu(submenu2);
glutAddMenuEntry("Red", 1);
glutAddMenuEntry("Green", 2);
glutAddMenuEntry("Blue", 3);
glutAddMenuEntry("Reset", 4);
glutSetMenu(submenu3);
glutAddMenuEntry("Cottage", 1);
glutAddMenuEntry("Diamonds", 2);
glutCreateMenu(change_ground_color);
glutCreateMenu(change_background_color);
glutCreateMenu(change_shape);
glutAddSubMenu("Ground color", submenu1);
glutAddSubMenu("Background color", submenu2);
glutAddSubMenu("Shape", submenu3);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
void init_objects() {
ground = new Ground(gred, ggreen, gblue);
cottage = new Cottage();
diamond = new Diamond();
lamp = new Lamp();
}
void init_lights() {
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
float light_ambient_1[] = {0.9, 0.9, 0.6, 1};
float light_diffuse_1[] = {1, 1, 0.5, 1};
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient_1);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse_1);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient_1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse_1);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.1);
glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient_1);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse_1);
glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.1);
glLightfv(GL_LIGHT3, GL_AMBIENT, light_ambient_1);
glLightfv(GL_LIGHT3, GL_DIFFUSE, light_diffuse_1);
glLightf(GL_LIGHT3, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT3, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT3, GL_QUADRATIC_ATTENUATION, 0.1);
glLightfv(GL_LIGHT4, GL_AMBIENT, light_ambient_1);
glLightfv(GL_LIGHT4, GL_DIFFUSE, light_diffuse_1);
glLightf(GL_LIGHT4, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT4, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT4, GL_QUADRATIC_ATTENUATION, 0.1);
glLightfv(GL_LIGHT5, GL_AMBIENT, light_ambient_1);
glLightfv(GL_LIGHT5, GL_DIFFUSE, light_diffuse_1);
glLightf(GL_LIGHT5, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT5, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT5, GL_QUADRATIC_ATTENUATION, 0.1);
float light_ambient_2[] = {1, 1, 1, 1};
float light_diffuse_2[] = {0.8, 0.8, 0.2, 1};
glLightfv(GL_LIGHT6, GL_AMBIENT, light_ambient_2);
glLightfv(GL_LIGHT6, GL_DIFFUSE, light_diffuse_2);
glLightf(GL_LIGHT6, GL_SPOT_CUTOFF, 25);
glLightf(GL_LIGHT6, GL_SPOT_EXPONENT, 10);
float light_ambient_3[] = {0.9, 0.9, 0.2, 1};
float light_diffuse_3[] = {0.9, 0.9, 0.5, 1};
float light_specular_3[] = {1, 1, 1, 1};
glLightfv(GL_LIGHT7, GL_AMBIENT, light_ambient_3);
glLightfv(GL_LIGHT7, GL_DIFFUSE, light_diffuse_3);
glLightfv(GL_LIGHT7, GL_SPECULAR, light_specular_3);
}
// main
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitWindowSize(800, 800);
glutInitWindowPosition(300, 300);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("Cottages");
init_menu();
init_objects();
init_lights();
glutReshapeFunc(reshape);
glutDisplayFunc(draw);
glutIdleFunc(idle);
glutSpecialFunc(pressSpecialKeys);
glutSpecialUpFunc(releaseSpecialKeys);
glutKeyboardUpFunc(releaseKeys);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();
delete cottage;
delete diamond;
delete lamp;
delete ground;
return 0;
}