コード例 #1
0
ファイル: gource.cpp プロジェクト: Saur2000/Gource
void Gource::mousetrace(Frustum& frustum, float dt) {
    GLuint	buffer[512];
	GLint	viewport[4];

	glGetIntegerv(GL_VIEWPORT, viewport);
	glSelectBuffer(512, buffer);

    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);

    (void) glRenderMode(GL_SELECT);

    glInitNames();
    glPushName(0);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    gluPickMatrix((GLdouble) mousepos.x, (GLdouble) (viewport[3]-mousepos.y), 1.0f, 1.0f, viewport);
    gluPerspective(90.0f, (GLfloat)display.width/(GLfloat)display.height, 0.1f, camera.getZFar());
    camera.look();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    for(std::map<std::string,RUser*>::iterator it = users.begin(); it!=users.end(); it++) {
        it->second->drawSimple(dt);
    }

    glDisable(GL_TEXTURE_2D);
    glColor4f(1.0, 1.0, 1.0, 1.0);

    root->drawSimple(frustum, dt);

    glMatrixMode(GL_MODELVIEW);

    mouse_hits = glRenderMode(GL_RENDER);

    RFile* fileSelection = 0;
    RUser* userSelection = 0;

    if (mouse_hits > 0) {
        int choice   = buffer[3];
        GLuint depth = buffer[1];

        for (int loop = 1; loop < mouse_hits; loop++) {
            if (buffer[loop*4+1] < depth) {
                choice = buffer[loop*4+3];
                depth  = buffer[loop*4+1];
            }
        }

        if(choice != 0) {
            selectionDepth = depth;

            std::map<int, RFile*>::iterator filetest;
            std::map<int, RUser*>::iterator usertest;

            if((filetest = tagfilemap.find(choice)) != tagfilemap.end()) {
                fileSelection = filetest->second;
            }
            else if((usertest = tagusermap.find(choice)) != tagusermap.end()) {
                userSelection = usertest->second;
            }
		}
    }

    glDisable(GL_DEPTH_TEST);

    // is over a file
    if(fileSelection != 0) {
        // un hover a user
        if(hoverUser != 0) {
            hoverUser->setMouseOver(false);
            hoverUser = 0;
        }

        if(fileSelection != hoverFile) {
            //deselect previous selection
            if(hoverFile !=0) hoverFile->setMouseOver(false);

            //select new
            fileSelection->setMouseOver(true);
            hoverFile = fileSelection;
        }

    // is over a user
    } else if(userSelection != 0) {
        // un hover a file
        if(hoverFile != 0) {
            hoverFile->setMouseOver(false);
            hoverFile = 0;
        }

        if(userSelection != hoverUser) {
            //deselect previous selection
            if(hoverUser !=0) hoverUser->setMouseOver(false);

            //select new
            userSelection->setMouseOver(true);
            hoverUser = userSelection;
        }
    } else {
        if(hoverFile!=0) hoverFile->setMouseOver(false);
        if(hoverUser!=0) hoverUser->setMouseOver(false);
        hoverFile=0;
        hoverUser=0;
    }

    if(mouseclicked) {
        if(hoverUser!=0) selectUser(hoverUser);
        else if(hoverFile!=0) selectFile(hoverFile);
        else {
            selectBackground();
        }
    }
}
コード例 #2
0
ファイル: dphyspush.cpp プロジェクト: melax/dsamples
int main(int argc, char *argv[]) try
{

	physics_driftmax = 0.0025f;

	GLWin glwin("point cloud push interaction");
	RSCam dcam;
	dcam.Init((argc == 2) ? argv[1] : NULL);
	Image<unsigned short> dimage(dcam.dcamera());

	glwin.ViewAngle = dcam.fov().y;
	float viewdist = 2.0f;
	float yaw = 120;
	int mousexold = 0;
	Mesh   mesh;

	bool   pause = false;
	bool   debuglines=false;
	int    center = 0;
	bool   chains = true;
	bool   usehull = false;
	std::vector<RigidBody*> rigidbodies;
	std::vector < std::pair<RigidBody*, RigidBody*>> links;
	for (float x = -0.2f; x < 0.2f; x+= 0.07f)  
		for(float z: {0.350f})
			for (float y = -0.2f; y <= 0.2f; y += 0.07f)
	{
				rigidbodies.push_back(new RigidBody({ AsShape(WingMeshDual(WingMeshCube(0.025f),0.028f)) }, { x,y,z }));
				//rigidbodies.push_back(new RigidBody({ AsShape(WingMeshCube(0.025f)                       ) }, { x,y,z }));
				links.push_back({(y > -0.2f)?rigidbodies[rigidbodies.size() - 2]:NULL , rigidbodies.back()});
	}

	//rigidbodies.push_back(new RigidBody({ AsShape(WingMeshCube(0.05f)) }, { 0,0,0.50f }));

	auto seesaw = new RigidBody({ AsShape(WingMeshBox({ 0.20f, 0.015f,  0.05f })) }, { 0,0,0.45f });
	rigidbodies.push_back(seesaw);

	glwin.keyboardfunc = [&](unsigned char key, int x, int y)->void
	{
		switch (std::tolower(key))
		{
		case 'q': case 27:  exit(0); break;   // 27 is ESC
		case ' ': pause = !pause; break;
		case 'c': chains = !chains; break;
		case 'd': debuglines = !debuglines; break;
		case 'h': usehull = !usehull; break;
		case 'r': for (auto &rb : rigidbodies) { rb->angular_momentum = rb->linear_momentum = float3(0.0f);rb->pose() = { rb->position_start,rb->orientation_start }; }  break;
		default:  std::cout << "unassigned key (" << (int)key << "): '" << key << "'\n";   break;
		}
	};

	if (dcam.dev->supports_option(rs::option::r200_lr_auto_exposure_enabled))
		dcam.dev->set_option(rs::option::r200_lr_auto_exposure_enabled, 1);

	while (glwin.WindowUp())
	{
		if (glwin.MouseState)
		{
			yaw += glwin.mousepos.x - mousexold;
		}
		mousexold = glwin.mousepos.x;
		viewdist *= powf(1.1f, (float)glwin.mousewheel);

		if (!pause)
			dimage = dcam.GetDepth();

		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glViewport(0, 0, glwin.res.x, glwin.res.y);
		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(), 0.01f, 50.0f);

		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		gluLookAt(0, 0, viewdist, 0, 0, 0, 0, -1, 0);
		glEnable(GL_DEPTH_TEST);

		glTranslatef(0, 0, 0.35f);
		glRotatef(yaw, 0, 1, 0);
		glTranslatef(0, 0, -0.35f);

		std::vector<float3> pts;
		std::vector<float3> outliers;
		std::vector<float3> vpts;
		glDisable(GL_BLEND);

		float2 wrange = { 0.20f,0.60f };


		auto dp_image_c = Transform(dimage, [](unsigned short s) {return byte3((unsigned char)clamp(255 - s / 4, 0, 255)); });
		drawimage(dp_image_c, { 0.78f,0.22f }, { 0.2f,-0.2f }, 3);

		float depth_scale = (dcam.dev) ? dcam.dev->get_depth_scale() : 0.001f;  // to put into meters    // if file assume file is mm


		for (auto p : rect_iteration(dimage.dim())) // p is int2 from 0,0 to w,h of dcam
		{
			float d = dimage.pixel(p) * depth_scale;  // d is in meters, whereas depth[i] is in camera units  mm for R200, .125mm for SR300 ivycam
			if (p.x<5 || p.x> dimage.dim().x - 5 || p.y<5 || p.y>dimage.dim().y - 5) continue;  // crop, seems to be lots of noise at the edges
			if (d > 1.0f)  // just too far
				continue;  
			float3 v = dimage.cam.deprojectz(asfloat2(p), d);
			if (d>wrange.x && d < wrange.y) 
				pts.push_back(v);
			else
				outliers.push_back(v);
		}

		vpts = ObtainVoxelPointCloud(pts, 0.0082f, 8);


		std::vector<std::pair<float3, float3>> lines;
		std::vector<std::pair<float3, float3>> glines;

		if (1)// && pts.size())
		{
			std::vector<LimitLinear>  linears;
			std::vector<LimitAngular> angulars;
			physics_gravity = { 0,  (float) chains,0 };  // ugg y is down

			if(!usehull) for(auto rb:rigidbodies) 
			{
				if (!rb->shapes[0].planes.size())
					rb->shapes[0].planes = Planes(rb->shapes[0].verts, rb->shapes[0].tris);
				auto planes = Transform(rb->shapes[0].planes, [&](float4 p) { return rb->pose().TransformPlane(p);});
				rb->gravscale = (float)chains;
				float separation = FLT_MAX;
				float3 pushpoint = float3(0, 0, 0);  //
				float4 pushplane;
				for (auto p : vpts)
				{
						auto plane = mostabove(planes, p);
						float sep;
						if ((sep = dot(plane, float4(p, 1))) < separation)
						{
							pushpoint = p;
							pushplane = plane;
							separation = sep;
						}
				}
				if (separation > 0.1f)
					continue;
				float3 closestpoint = ProjectOntoPlane(pushplane, pushpoint);
				pushplane = float4({ -pushplane.xyz(), -dot(-pushplane.xyz(),pushpoint) });
				linears.push_back(ConstrainAlongDirection(NULL, pushpoint, rb, rb->pose().inverse()*closestpoint, pushplane.xyz(), 0, 100.0f)); //  FLT_MAX));
				lines.push_back({ closestpoint,pushpoint });
				auto cp=Separated(rb->shapes[0].verts, rb->position, rb->orientation, { pushpoint }, { 0,0,0 }, { 0,0,0,1 }, 1);
				glines.push_back({ cp.p0w, cp.p1w });
			}
			Append(linears, ConstrainPositionNailed(NULL, seesaw->position_start, seesaw, { 0, 0, 0 }));
			Append(angulars, ConstrainAngularRange(NULL, seesaw, { 0, 0, 0, 1 }, { 0, 0,-20 }, { 0, 0,20 }));

			if (chains) for (auto link : links)
				Append(linears, ConstrainPositionNailed(link.first,link.first? float3(0, 0.035f, 0) : link.second->position_start-float3(0, -0.035f, 0) , link.second, { 0,-0.035f,0 }));
			if(!pause)
				
				if(usehull && vpts.size()>5) 
					PhysicsUpdate(rigidbodies, linears, angulars, { &vpts });
				else 
					PhysicsUpdate(rigidbodies, linears, angulars, std::vector<std::vector<float3>*>());
		}


		glColor3f(1, 1, 1);
		glwirefrustumz(dcam.deprojectextents(), { 0.1f,1.0f });  // draw the camera frustum volume

		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glPointSize(1);
		glBegin(GL_POINTS);
		glColor3f(0, 1, 0.5f);
		for (auto p : pts)
			glVertex3fv(p);
		glColor3f(1, 0.15f, 0.15f);
		for (auto p : outliers)
			glVertex3fv(p);
		glEnd();

		glPointSize(3);
		glBegin(GL_POINTS);
		glColor3f(1, 1, 1);
		for (auto p : vpts)  // was: spts
			glVertex3fv(p);
		glEnd();

		glPopAttrib();

		if (debuglines)
		{
			glBegin(GL_LINES);
			glColor3f(0, 1, 1);
			if (0)for (auto line : lines)
				glVertex3fv(line.first), glVertex3fv(line.second);
			glColor3f(1, 1, 0);
			for (auto line : glines)
				glVertex3fv(line.first), glVertex3fv(line.second);
			glEnd();
		}
		if (usehull && vpts.size() > 5)
		{
			auto tris = calchull(vpts, 0);
			glBegin(GL_LINES);
			glColor3f(1, 1, 1);
			for (auto t : tris) for( int i : {0,1,1,2,2,0})
				glVertex3fv(vpts[t[i]]);
			glEnd();

		}
		if (chains)
		{
			glBegin(GL_LINES);
			glColor3f(1, 0, 1);
			for (auto link : links)
			{
				if(link.first) 
					glVertex3fv(link.first->pose()* float3(0, 0, 0)), glVertex3fv(link.first->pose()* float3(0, 0.035f, 0));
				glVertex3fv(link.second->pose()* float3(0, 0, 0)) , glVertex3fv(link.second->pose()* float3(0, -0.035f, 0));
			}
			glEnd();
		}
		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		glEnable(GL_TEXTURE_2D);
		glColor3f(0.5f, 0.5f, 0.5f);
		for (auto &rb : rigidbodies)
			rbdraw(rb);
		glPopAttrib();   // Restore state

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

		glwin.PrintString({ 0,0 }, "esc to quit.");
		glwin.PrintString({ 0,1 }, "[h] collision %s  ",(usehull)?"hull":"points");
		glwin.SwapBuffers();

	}
	return 0;
}
catch (const char *c)
{
	MessageBox(GetActiveWindow(), c, "FAIL", 0);
}
catch (std::exception e)
{
	MessageBox(GetActiveWindow(), e.what(), "FAIL", 0);
}
コード例 #3
0
ファイル: glutCallBacks.cpp プロジェクト: RozKen/IntroPhysX
static void RenderCallback()
{
    if(pScene == NULL) {
#ifdef _DEBUG
        std::cout << "pScene == NULL" << std::endl;
#endif //_DEBUG
        return;
    }

    // Start simulation
    if (isSimulate) {
        pScene->simulate(1.0f/60.0f);
    }

    // Clear buffers
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    // Setup projection matrix
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60.0f, (float)glutGet(GLUT_WINDOW_WIDTH)/(float)glutGet(GLUT_WINDOW_HEIGHT), 1.0f, 10000.0f);
    gluLookAt(gEye.x, gEye.y, gEye.z, gEye.x + gDir.x, gEye.y + gDir.y, gEye.z + gDir.z, 0.0f, 1.0f, 0.0f);

    // Setup modelview matrix
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // Render all actors
    int nbActors = pScene->getNbActors();
    NxActor** actors = pScene->getActors();
    while(nbActors--)
    {
        NxActor* actor = *actors++;
        if(actor->userData == NULL) {
            // draw grid
            glBegin(GL_LINES);
            int y = 0;
            for(int i=-100; i<=100; ++i) {
                glVertex3f(i*10,y,-1000);
                glVertex3f(i*10,y,1000);

                glVertex3f(1000,y,i*10);
                glVertex3f(-1000,y,i*10);
            }
            glEnd();
        }

        // Render actor
        glPushMatrix();
        float glMat[16];
        actor->getGlobalPose().getColumnMajor44(glMat);
        glMultMatrixf(glMat);
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
        glutSolidCube(size_t(actor->userData)*10.0f);
        glPopMatrix();

        // Render shadow
        glPushMatrix();
        const static float shadowMat[]= { 1,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1 };
        glMultMatrixf(shadowMat);
        glMultMatrixf(glMat);
        glDisable(GL_LIGHTING);
        glColor4f(0.1f, 0.2f, 0.3f, 1.0f);
        glutSolidCube(size_t(actor->userData)*10.0f);
        glEnable(GL_LIGHTING);
        glPopMatrix();
    }

    // Fetch simulation results
    if(isSimulate) {
        pScene->flushStream();
        pScene->fetchResults(NX_RIGID_BODY_FINISHED, true);
    }

    glutSwapBuffers();
}
コード例 #4
0
void TrackMap::resizeGL(int w, int h){
    glViewport(0,0,w,h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45, w/h, 0.1, 5000);
}
コード例 #5
0
ファイル: mainmenu.cpp プロジェクト: olevole/netherearth
void mainmenu_draw(int width,int height)
{
	float lightpos2[4]={0,0,1000,0};
	float tmpls[4]={1.0F,1.0F,1.0F,1.0};
	float tmpld[4]={0.6F,0.6F,0.6F,1.0};
	float tmpla[4]={0.2F,0.2F,0.2F,1.0};
    float ratio;

	if (nethertittle==0) {
		nethertittle=new C3DObject("/usr/local/share/netherearth/models/tittle.asc","/usr/local/share/netherearth/textures/");
		nethertittle->normalize(7.0);
	} /* if */ 

	/* Enable Lights, etc.: */ 
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glEnable(GL_LIGHT0);
	glLightfv(GL_LIGHT0,GL_AMBIENT,tmpla);
	glLightfv(GL_LIGHT0,GL_DIFFUSE,tmpld);
	glLightfv(GL_LIGHT0,GL_SPECULAR,tmpls);
	glEnable(GL_LIGHTING);
	glEnable(GL_COLOR_MATERIAL);
	glShadeModel( GL_SMOOTH );
	glCullFace( GL_BACK );
	glFrontFace( GL_CCW );
    glEnable( GL_CULL_FACE );
	glDisable( GL_SCISSOR_TEST );  
	glEnable( GL_DEPTH_TEST );
	
	glLightfv(GL_LIGHT0,GL_POSITION,lightpos2);
    glClearColor(0,0,0,0.0);
    glViewport(0,0,width,height);
	ratio=(float)width/float(height);
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity( );
    gluPerspective( 30.0, ratio, 1.0, 1024.0 );
	gluLookAt(0,0,30,0,0,0,0,1,0);

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

	switch(mainmenu_status) {
	case 0:
		glTranslatef(0,3,40-mainmenu_substatus);
		nethertittle->draw(1.0,1.0,1.0);
		break;
	case 1:
		glTranslatef(0,3,0);
		glPushMatrix();
		glRotatef(sin(mainmenu_substatus*0.02)*5.0f,0,1,0);
		nethertittle->draw(1.0,1.0,1.0);
		glPopMatrix();
		glColor3f(0.5,0.5,1.0);
		glTranslatef(-6,-6,0);
		scaledglprintf2(0.005,0.005,"1 - START NEW GAME   ");
		glTranslatef(0,-1,0);
		scaledglprintf2(0.005,0.005,"2 - REDEFINE KEYBOARD");
		glTranslatef(0,-1,0);
		scaledglprintf2(0.005,0.005,"3 - OPTIONS          ");
		glTranslatef(0,-1,0);
		scaledglprintf2(0.005,0.005,"4 - MAP: %s",mapname);
		glTranslatef(0,-1,0);
		scaledglprintf2(0.005,0.005,"5 - EXIT GAME        ");
		break;
	case 2:
	case 4:
	case 5:
	case 6:
		glTranslatef(0,3,mainmenu_substatus);
		nethertittle->draw(1.0,1.0,1.0);
		break;
	case 3:
		glColor3f(0.5,0.5,1.0);
		glTranslatef(0,3.5,0);
		if (SCREEN_X== 320) scaledglprintf(0.005,0.005,"1 - RESOLUTION:  320x240");
		if (SCREEN_X== 400) scaledglprintf(0.005,0.005,"1 - RESOLUTION:  400x300");
		if (SCREEN_X== 640) scaledglprintf(0.005,0.005,"1 - RESOLUTION:  640x480");
		if (SCREEN_X== 800) scaledglprintf(0.005,0.005,"1 - RESOLUTION:  800x600");
		if (SCREEN_X==1024) scaledglprintf(0.005,0.005,"1 - RESOLUTION: 1024x768");
		glTranslatef(0,-1,0);
		if (COLOUR_DEPTH== 8) scaledglprintf(0.005,0.005,"2 - COLOR DEPTH:  8bit  ");
		if (COLOUR_DEPTH==16) scaledglprintf(0.005,0.005,"2 - COLOR DEPTH: 16bit  ");
		if (COLOUR_DEPTH==24) scaledglprintf(0.005,0.005,"2 - COLOR DEPTH: 24bit  ");
		if (COLOUR_DEPTH==32) scaledglprintf(0.005,0.005,"2 - COLOR DEPTH: 32bit  ");
		glTranslatef(0,-1,0);
		if (fullscreen) scaledglprintf(0.005,0.005,"3 - FULLSCREEN          ");
				   else scaledglprintf(0.005,0.005,"3 - WINDOWED            ");
		glTranslatef(0,-1,0);
		if (shadows==0) scaledglprintf(0.005,0.005,"4 - SHADOWS: OFF        ");
		if (shadows==1) scaledglprintf(0.005,0.005,"4 - SHADOWS: ON - DIAG  ");
		if (shadows==2) scaledglprintf(0.005,0.005,"4 - SHADOWS: ON - VERT  ");
		glTranslatef(0,-1,0);
		if (detaillevel==0) scaledglprintf(0.005,0.005,"5 - DETAIL: LOWEST      ");
		if (detaillevel==1) scaledglprintf(0.005,0.005,"5 - DETAIL: LOW         ");
		if (detaillevel==2) scaledglprintf(0.005,0.005,"5 - DETAIL: MEDIUM      ");
		if (detaillevel==3) scaledglprintf(0.005,0.005,"5 - DETAIL: HIGH        ");
		if (detaillevel==4) scaledglprintf(0.005,0.005,"5 - DETAIL: HIGHEST     ");
		glTranslatef(0,-1,0);
		if (sound) scaledglprintf(0.005,0.005,"6 - SOUND: ON           ");
			  else scaledglprintf(0.005,0.005,"6 - SOUND: OFF          ");
		glTranslatef(0,-1,0);
		if (level==0) scaledglprintf(0.005,0.005,"7 - LEVEL: EASY         ");
		if (level==1) scaledglprintf(0.005,0.005,"7 - LEVEL: NORMAL       ");
		if (level==2) scaledglprintf(0.005,0.005,"7 - LEVEL: HARD         ");
		if (level==3) scaledglprintf(0.005,0.005,"7 - LEVEL: IMPOSSIBLE   ");
		glTranslatef(0,-1,0);
		if (show_radar) scaledglprintf(0.005,0.005,"8 - RADAR: ON           ");
				   else scaledglprintf(0.005,0.005,"8 - RADAR: OFF          ");
		glTranslatef(0,-1,0);
		scaledglprintf(0.005,0.005,"9 - BACK                ");
		break;
	case 7:
		{
			char tmp[256];

			glColor3f(0.5,0.5,1.0);
			glTranslatef(0,5,0);
			scaledglprintf(0.005,0.005,"REDEFINE KEYBOARD");
			glTranslatef(0,-2,0);
			if (mainmenu_substatus!=0) glColor3f(0.5,0.5,1.0);
								  else glColor3f(1.0,0.0,0.0);
			sprintf(tmp,"PRESS A KEY FOR UP: %s",strupr(SDL_GetKeyName((SDLKey)up_key)));
			scaledglprintf(0.005,0.005,tmp);
			glTranslatef(0,-1,0);
			if (mainmenu_substatus!=1) glColor3f(0.5,0.5,1.0);
						 	 	  else glColor3f(1.0,0.0,0.0);
			sprintf(tmp,"PRESS A KEY FOR DOWN: %s",strupr(SDL_GetKeyName((SDLKey)down_key)));
			scaledglprintf(0.005,0.005,tmp);
			glTranslatef(0,-1,0);
			if (mainmenu_substatus!=2) glColor3f(0.5,0.5,1.0);
								  else glColor3f(1.0,0.0,0.0);
			sprintf(tmp,"PRESS A KEY FOR LEFT: %s",strupr(SDL_GetKeyName((SDLKey)left_key)));
			scaledglprintf(0.005,0.005,tmp);
			glTranslatef(0,-1,0);
			if (mainmenu_substatus!=3) glColor3f(0.5,0.5,1.0);
								  else glColor3f(1.0,0.0,0.0);
			sprintf(tmp,"PRESS A KEY FOR RIGHT: %s",strupr(SDL_GetKeyName((SDLKey)right_key)));
			scaledglprintf(0.005,0.005,tmp);
			glTranslatef(0,-1,0);
			if (mainmenu_substatus!=4) glColor3f(0.5,0.5,1.0);
								  else glColor3f(1.0,0.0,0.0);
			sprintf(tmp,"PRESS A KEY FOR FIRE: %s",strupr(SDL_GetKeyName((SDLKey)fire_key)));
			scaledglprintf(0.005,0.005,tmp);

			glTranslatef(0,-1,0);
			if (mainmenu_substatus!=5) glColor3f(0.5,0.5,1.0);
								  else glColor3f(1.0,0.0,0.0);
			sprintf(tmp,"PRESS A KEY FOR PAUSE/MENU: %s",strupr(SDL_GetKeyName((SDLKey)pause_key)));
			scaledglprintf(0.005,0.005,tmp);

			glColor3f(0.5,0.5,1.0);
			glTranslatef(0,-2,0);
			scaledglprintf(0.005,0.005,"PG.UP/PG.DOWN CHANGE THE ZOOM");

			if (mainmenu_substatus>5) {
				glColor3f(1,1,1);
				glTranslatef(0,-2,0);
				scaledglprintf(0.005,0.005,"PRESS ANY KEY TO RETURN TO MAIN MENU");
			} /* if */ 
		}
		break;
	} /* switch */ 

	SDL_GL_SwapBuffers();
} /* NETHER::draw */ 
コード例 #6
0
ファイル: gl_renderer.cpp プロジェクト: ptrhere/norbit
void gl_renderer::init()
{
	const SDL_VideoInfo* info = NULL;
	bpp = 0;
	flags = SDL_OPENGL | SDL_RESIZABLE;
	//width = 640;
	//height = 480;
	width = 1024;
	height = 786;
	angle = 0;


	GLint stencil = 0;

	current_camera = game_camera[0] = new desktop_camera();


	/* ----- SDL init --------------- */
	if(SDL_Init(SDL_INIT_VIDEO) < 0) {
		fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
		exit(-1);
	}

	atexit(SDL_Quit);

	info = SDL_GetVideoInfo();
	bpp = info->vfmt->BitsPerPixel;


/* ----- OpenGL attribute setting via SDL --------------- */
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);


/* ----- Setting up the screen surface --------------- */
	screen = SDL_SetVideoMode(width, height, bpp, flags);
	if (screen == 0) {
		fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
			exit(-1);
	}

	glGetIntegerv(GL_STENCIL_BITS, &stencil);
	if(stencil == 0){
		printf("Stencil buffer not available!\n");
		exit(-1);
	}

	SDL_WM_SetCaption("Norbit fridge in space simulator", NULL);

	light1 = (Light){{ 0.0f, 1.5f,-1.5f, 1.0f}, { 0.7f, 0.7f, 0.7f, 1.0f},
		   { 0.7f, 0.7f, 0.7f, 1.0f}, { 1.0f, 1.0f, 1.0f, 1.0f}};
	light2 = (Light){{-1.5f,-1.8f, 0.0f, 1.0f}, { 0.4f, 0.4f, 0.4f, 1.0f},
			{ 0.4f, 0.4f, 0.4f, 1.0f}, { 1.0f, 1.0f, 1.0f, 1.0f}};


/* ----- OpenGL init --------------- */
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	/* The following function replaces gluPerspective */
	gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 0.001f, 100000.0f);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_COLOR_MATERIAL);
	glShadeModel(GL_SMOOTH);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT1);
	glEnable(GL_LIGHT2);

	ship_shape = new obj_shape(new string("ptr_mk1.obj"));
	star_shape = new sphere_shape(5.0f);

	background_stars = new skybox();
	background_stars->init(200.0f);

}
コード例 #7
0
ファイル: engine.cpp プロジェクト: jgonera/open3ds
void Engine::display(bool select)
{
	// Setup a perspective projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	if (select) {
		GLint viewport[4];
		glGetIntegerv(GL_VIEWPORT, viewport);
		
		gluPickMatrix(static_cast<GLdouble>(lastMouseX), static_cast<GLdouble>(viewport[3] - lastMouseY), cfg::selectTolerance, cfg::selectTolerance, viewport);
	}
	
	gluPerspective(90.f, app->GetWidth()/static_cast<float>(app->GetHeight()), 1.f, 10000.f);
	
	// Clear color and depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Apply some transformations
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	
	glTranslatef(cameraPositionX, cameraPositionY, -cameraDistance);
	glRotatef(cameraRotationX, 1.f, 0.f, 0.f);
	glRotatef(cameraRotationY, 0.f, 1.f, 0.f);
	
	// 3D artists normally use (0,0,1) UP vector instead of (0,1,0)
	glRotatef(-90, 1.f, 0.f, 0.f);

	// Axes
	if (!select && drawAxes) {
		glDisable(GL_LIGHTING);
		glLineWidth(2.f);
		
		glBegin(GL_LINES);
		
		glColor3f(1.f, 0.f, 0.f);
		glVertex3f(0.f, 0.f, 0.f);
		glVertex3f(cameraDistance, 0.f, 0.f);
		
		glColor3f(0.f, 1.f, 0.f);
		glVertex3f(0.f, 0.f, 0.f);
		glVertex3f(0.f, cameraDistance, 0.f);
		
		glColor3f(0.f, 0.f, 1.f);
		glVertex3f(0.f, 0.f, 0.f);
		glVertex3f(0.f, 0.f, cameraDistance);
		
		glEnd();
		
		glEnable(GL_LIGHTING);
	}

	// Draw
	model->draw();

	// Finally, display rendered frame on screen
	if (!select)
		app->Display();

	++frames;
	if (frames >= 1000) {
		elapsedTime = clock->GetElapsedTime();
		cout << "FPS: " << (frames/(elapsedTime-lastTime)) << endl;
		lastTime = elapsedTime;
		frames = 0;
	}
}
コード例 #8
0
ファイル: skeleton.c プロジェクト: markovg/slithy
static PyObject* cube_draw( PyObject* self, PyObject* args )
{
    PyObject* dict;
    double aspect, alpha;
    double x, theta;

    if ( !PyArg_ParseTuple( args, "Odd", &dict, &aspect, &alpha ) )
	return NULL;

    // "dict" is a dictionary containing the diagram's parameter values.
    // "aspect" is the aspect ratio of the viewport.
    // "alpha" is the alpha value to multiply all of your drawing
    //   colors by, if you want your diagram to respond to Slithy's
    //   normal fade_in() and fade_out() functions. 


    // if you want to use mark_projection() to save the coordinate
    // system for later use with unproject(), do that here. 


    // now we'll get started setting up our projection.  When this
    // function is called, the corners of the viewport will be at
    // (-aspect,-1) and (aspect,1).
    glMatrixMode( GL_PROJECTION );
    // we'll stretch things out so that the viewport corners are at
    // (-1,-1) and (1,1).  this corresponds to the normal OpenGL
    // default projection.  Do this if you want to use the normal
    // projection setup functions like gluPerspective() or
    // glFrustum().
    glScaled( aspect, 1.0, 1.0 );

    // if you want to use depth testing, you MUST call either
    // opengl_clear_blank() or opengl_clear_color() at this point in
    // order to initialize the depth buffer.
    //
    // opengl_clear_color() will clear the viewport to the current
    // OpenGL color; opengl_clear_blank() will have not alter the
    // color buffer.
    glColor4d( 0.2, 0.2, 0.3, alpha );
    opengl_clear_color();

    // now you can set up your normal OpenGL projection, just as with
    // any other OpenGL drawing.  note that you do NOT do a
    // glLoadIdentity first.
    //
    // you should not push or pop the projection matrix stack.  many
    // OpenGL implementations have only 2 entries on this stack, and
    // Slithy uses both of them.
    gluPerspective( 25.0, aspect, 0.1, 30.0 );

    // Slithy will initialize the model-view matrix to the identity
    // before calling your function.  you are free to push and pop
    // this matrix stack normally.
    glMatrixMode( GL_MODELVIEW );
    glTranslated( 0.0, 0.0, -12.0 );

    // note that to use depth testing, you have to explicitly turn it
    // on.  
    glEnable( GL_DEPTH_TEST );
    
    // use the get_*() functions to retrieve parameter
    // values from the dictionary.
    x = get_scalar( dict, "x" );
    theta = get_scalar( dict, "theta" );

    //
    // now we will draw a rotated cube with open faces.
    //

    glRotated( theta, 0.7, 0.4, -0.1 );
    
    glPushMatrix();
    glColor3d( 1.0, 0.0, 0.0 );
    draw_face( x );
    glColor3d( 0.0, 1.0, 1.0 );
    glRotated( 180.0, 1.0, 0.0, 0.0 );
    draw_face( x );
    glPopMatrix();
    
    glPushMatrix();
    glColor3d( 0.0, 1.0, 0.0 );
    glRotated( 90.0, 0.0, 1.0, 0.0 );
    draw_face( x );
    glColor3d( 1.0, 0.0, 1.0 );
    glRotated( 180.0, 1.0, 0.0, 0.0 );
    draw_face( x );
    glPopMatrix();
    
    glPushMatrix();
    glColor3d( 0.0, 0.0, 1.0 );
    glRotated( 90.0, 1.0, 0.0, 0.0 );
    draw_face( x );
    glColor3d( 1.0, 1.0, 0.0 );
    glRotated( 180.0, 0.0, 1.0, 0.0 );
    draw_face( x );
    glPopMatrix();

    //
    // end of the drawing code.
    //


    // the return value is discarded, but we have to return something,
    // so return the "None" object.
    // to raise an exception, use PyErr_SetString() and return NULL.
    Py_INCREF( Py_None );
    return Py_None;
}
コード例 #9
0
/**
* Initialize the project, doing any necessary opengl initialization.
* @param camera An already-initialized camera.
* @param scene The scene to render.
* @return true on success, false on error.
*/
bool OpenglProject::initialize(Camera* camera, Scene* scene)
{
   // copy scene
   this->scene = *scene;

   // TODO opengl initialization code and precomputation of mesh/heightmap


   //Enabling features of opengl
   glEnable(GL_DEPTH_TEST);
   glEnable(GL_NORMALIZE);
   glEnable(GL_LIGHTING); // Enables lighting
   glEnable(GL_LIGHT0); // Enables light 0







   //i,j to help with looping
   int i = 0;
   int j = 0;

   //Array to hold the normals of the mesh data
   masterNormal = (Vector3 *)malloc(this->scene.mesh.num_vertices 
                                                 * sizeof(Vector3));

   //Arrays to help create the calcuation of the normals
   Vector3 *masterNormalTotal = (Vector3 *)calloc(
                                      this->scene.mesh.num_vertices
                                    , sizeof(Vector3));


   //Some temporary variables to help with organzing the calcuation
   Triangle triTemp;
   Vector3 temp;
   Vector3 tempNormal;

   Vector3 a, b, c;
   Vector3 cMinusb,aMinusb;


   //Loop to calculate normals for mesh data
   for (i = 0; i < this->scene.mesh.num_triangles; i++)
   {
       triTemp = this->scene.mesh.triangles[i];

       a = this->scene.mesh.vertices[triTemp.vertices[0]];
       b = this->scene.mesh.vertices[triTemp.vertices[1]];
       c = this->scene.mesh.vertices[triTemp.vertices[2]];

       cMinusb = c - b;
       aMinusb = a - b;

       tempNormal = cross(cMinusb, aMinusb);
       tempNormal = normalize(tempNormal);

       for (j = 0; j < 3; j++)
       {
           masterNormalTotal[triTemp.vertices[j]] = 
                       masterNormalTotal[triTemp.vertices[j]] + tempNormal;
       }

   }



   for (i = 0; i < this->scene.mesh.num_vertices; i++)
   {
       masterNormal[i] = normalize(masterNormalTotal[i]);
   }


   //Freeing the arrays that helped calculate 
   //the normals no need for them anymore
   free(masterNormalTotal);




   //creation of helper variables to help with incrementing and looping
   double increment = 2.0 / (NUMVERTS-1);
   double x = -1.0;
   double z = -1.0;
   double y = 0;
   unsigned int index = 0;
   Vector3 tempHolder;



   //Creation of the inital heightmap mesh
   for (i = 0; i < NUMVERTS; i++)
   {
       for (j = 0; j < NUMVERTS; j++)
       {

           y = this->scene.heightmap->compute_height(Vector2(x, z));
           tempHolder = Vector3(x, y, z);
           masterHeightMap[index] = tempHolder;
           x = x + increment;
           index++;
       }
       z = z + increment;
       x = -1;
   }

		


   //resetn index;
   index = 0;

   //creation of the array that holds the order of indicies of the
   //heightmap mesh
   for (i = 0; i < (NUMVERTS - 1); i++)
   {
       for (j = 0; j < (NUMVERTS - 1); j++)
       {

           //First triangle
           masterHIndex[index] = (i * NUMVERTS) + j;
           masterHIndex[index + 1] = ((i + 1) * NUMVERTS) + (j + 1);
           masterHIndex[index + 2] = ((i + 1) * NUMVERTS) + j;

           //Second Triangle
           masterHIndex[index + 3] = (i * NUMVERTS) + j;
           masterHIndex[index + 4] = (i * NUMVERTS) + (j + 1);
           masterHIndex[index + 5] = ((i + 1) * NUMVERTS) + (j + 1);
           index = index + 6;
      }
   }

   //This is the function call to calculate normal for the heightmap
   calculateNormalH();

   GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
   GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat light_position[] = { 5.0, 5.0, 5.0, 0.0 };



   glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
   glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);

   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   gluPerspective(camera->get_fov_degrees(), camera->get_aspect_ratio(), 
                  camera->get_near_clip(), camera->get_far_clip());
   glMatrixMode(GL_MODELVIEW);







   initialize_triangle();


  return true;
}
コード例 #10
0
static void renderFrame()
{
	glClearColor(0 / 255.0f, 0x2b / 255.0f, 0x36 / 255.0f, 1.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// ---- UI

	imguiBeginFrame(mouseX, height - 1 - mouseY, mouseButtons, 0);

	static const int paramSize = 120;
	static int paramScroll = 0;
	imguiBeginScrollArea("Params", 0, height - paramSize, width, paramSize, &paramScroll);

	static float depth = 8.0f;
	imguiSlider("Depth", &depth, 0.0f, 12.0f, 1.0f);

	static float draw_ratio = 1.0f;
	imguiSlider("Draw ratio", &draw_ratio, 0.0f, 1.0f, 0.001f);

	static bool showWire = false;
	showWire ^= imguiCheck("Wireframe", showWire);

	static bool showPoints = false;
	showPoints ^= imguiCheck("Points", showPoints);

	static bool showPath = true;
	showPath ^= imguiCheck("Path", showPath);

	static bool showPathPoints = true;
	showPathPoints ^= imguiCheck("Path points", showPathPoints);

	imguiEndScrollArea();
	imguiEndFrame();

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glEnable(GL_LINE_SMOOTH);
	glLineWidth(1.2f);

	// prepare to render octahedron
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(60.0f, 1.333f, 0.01f, 10.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0.5f, 0.5f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	// model rot
	unsigned int loop_len = 30 * 1000;
	float phase = 1.0f * (timeGetTime() % loop_len) / loop_len;
	glRotatef(phase * 360.0f, 0.0f, 1.0f, 0.0f);

	// gen mesh
	Mesh octa;
	genSubdOctahedron(octa, (int) depth);
	spherize(octa.verts);

	// draw mesh as wireframe
	glEnable(GL_CULL_FACE);

	if (showWire) {
		glColor4ub(0xfd, 0xf6, 0xe3, 255);
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		octa.draw();
	}

	// draw vertices
	if (showPoints) {
		glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);

		glEnable(GL_POINT_SMOOTH);
		glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

		for (int pass=0; pass < 2; ++pass) {
			if (!pass) {
				glColor3ub(0x00, 0x2b, 0x36);
				glPointSize(4.0f);
			} else {
				glColor3ub(0xcb, 0x4b, 0x16);
				glPointSize(2.0f);
			}
			octa.draw();
		}
		glColor4ub(255, 0, 0, 255);
		glPointSize(2.0f);
		octa.draw();
		glDisable(GL_POINT_SMOOTH);
	}

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	// draw path
	if (showPath || showPathPoints) {
		std::vector<Vec3f> verts;
		sphereTraverseOcta(verts, (int) depth);

		//triTraverse(verts, Vec3f(1.0f, -1.0f, 0.0f), Vec3f(-1.0f, 1.0f, 0.0f), Vec3f(-1.0f, -1.0f, 0.0f), (int) depth, false);
		//triTraverse(verts, Vec3f(-1.0f, 1.0f, 0.0f), Vec3f(1.0f, -1.0f, 0.0f), Vec3f( 1.0f,  1.0f, 0.0f), (int) depth, false);

		glEnable(GL_POINT_SMOOTH);
		glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

		static const float bgcol[4] = { 0.0f, 0x2b / 255.0f, 0x36 / 255.0f, 1.0f };

		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, 0, &verts[0]);

		glEnable(GL_FOG);
		glFogi(GL_FOG_MODE, GL_EXP2);
		glFogfv(GL_FOG_COLOR, bgcol);
		glFogf(GL_FOG_DENSITY, 0.4f);

		if (showPath) {
			glLineWidth(1.8f);
			glColor3ub(255, 127, 0);
			glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) (draw_ratio * verts.size()));
		}

		if (showPathPoints) {
			glPointSize(4.0f);
			glColor3ub(255, 0, 0);
			glDrawArrays(GL_POINTS, 0, (GLsizei) (draw_ratio * verts.size()));
		}

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisable(GL_FOG);
		glDisable(GL_POINT_SMOOTH);
	}

	// back to GUI
	glDisable(GL_DEPTH_TEST);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, width, 0, height, -1.0f, 1.0f);

	imguiRenderGLDraw();

	glDisable(GL_BLEND);

	SwapBuffers(hDC);
}
コード例 #11
0
ファイル: lab3.cpp プロジェクト: kuanslove/CGprj
void myDisplay(void){
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(60.0, 1.0 * screenWidth / screenHeight, 0.1, 100.0);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt(cameraX, cameraY, cameraZ, coiX, coiY, coiZ, 0.0, 1.0, 0.0);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  //set the light source properties
  glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient0);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular0);
  glLightfv(GL_LIGHT0, GL_POSITION, light_position0);

  glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient1);
  glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
  glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular1);
  glLightfv(GL_LIGHT1, GL_POSITION, light_position1);


  //set the remaining light sources	- write your code here
  glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient2);
  glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse2);
  glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular2);
  glLightfv(GL_LIGHT2, GL_POSITION, light_position2);

  glLightfv(GL_LIGHT3, GL_AMBIENT, light_ambient3);
  glLightfv(GL_LIGHT3, GL_DIFFUSE, light_diffuse3);
  glLightfv(GL_LIGHT3, GL_SPECULAR, light_specular3);
  glLightfv(GL_LIGHT3, GL_POSITION, light_position3);

  glLightfv(GL_LIGHT4, GL_AMBIENT, light_ambient4);
  glLightfv(GL_LIGHT4, GL_DIFFUSE, light_diffuse4);
  glLightfv(GL_LIGHT4, GL_SPECULAR, light_specular4);
  glLightfv(GL_LIGHT4, GL_POSITION, light_position4);
  //turn on or off the fog - write your code here
if(fogSetting){
    glEnable(GL_FOG);
}
else {
    glDisable(GL_FOG);

}





  glColor3d(0.0, 0.0, 0.0);

/////////////////////////////////////////floor////////////////////////////////////////
  glMaterialfv(GL_FRONT, GL_AMBIENT, floor_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, floor_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, floor_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, floor_shininess);

glRotatef(theta,0,1,0);
  //draw the bottom floor
  glPushMatrix();
  glTranslatef(0,floorHeight/2.0,0);
  glScaled(floorWidth, floorHeight, floorWidth);

  glutSolidCube(1.0);
  glPopMatrix();

  //draw the left wall
  glPushMatrix();
  glTranslated(-floorWidth / 2.0, floorWidth / 2.0, 0.0);
  glRotated(90.0, 0.0, 0.0, 1.0);
  glScaled(floorWidth, floorHeight, floorWidth);
  glutSolidCube(1.0);
  glPopMatrix();

  //draw the right wall
  glPushMatrix();
  glTranslated(0.0, floorWidth / 2.0, -floorWidth / 2.0);
  glRotated(90.0, 1.0, 0.0, 0.0);
  glScaled(floorWidth, floorHeight, floorWidth);
  glutSolidCube(1.0);
  glPopMatrix();

  if (textureSetting == ON) glEnable(GL_TEXTURE_2D);

  //map an image texture on the left wall
  glBindTexture(GL_TEXTURE_2D, texImage1Name);
  glBegin(GL_QUADS);
    glNormal3f(1.0, 0.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3d(-floorWidth / 2.0 + floorHeight, 1.5, floorWidth / 2.0 - 1.25);
    glTexCoord2f(1.0, 0.0); glVertex3d(-floorWidth / 2.0 + floorHeight, 1.5, -floorWidth / 2.0 + 1.25);
    glTexCoord2f(1.0, 1.0); glVertex3d(-floorWidth / 2.0 + floorHeight, floorWidth - 0.5, -floorWidth / 2.0 + 1.25);
    glTexCoord2f(0.0, 1.0); glVertex3d(-floorWidth / 2.0 + floorHeight, floorWidth - 0.5, floorWidth / 2.0 - 1.25);
  glEnd();

  //map another image texture on the right wall - write your code here
  glBindTexture(GL_TEXTURE_2D, texImage2Name);
  glBegin(GL_QUADS);
    glNormal3f(0.0, 0.0, 1.0);
    glTexCoord2f(0.0, 0.0); glVertex3d(-floorWidth / 2.0 + 0.5, 1.5, -floorWidth / 2.0 + floorHeight);
    glTexCoord2f(1.0, 0.0); glVertex3d( floorWidth / 2.0 - 0.5, 1.5, -floorWidth / 2.0 + floorHeight);
    glTexCoord2f(1.0, 1.0); glVertex3d( floorWidth / 2.0 - 0.5, floorWidth - 0.5,-floorWidth / 2.0 + floorHeight);
    glTexCoord2f(0.0, 1.0); glVertex3d(-floorWidth / 2.0 + 0.5, floorWidth - 0.5,-floorWidth / 2.0 + floorHeight);
  glEnd();
  //map the checkerboard texture on the bottom floor - write your code here






  glBindTexture(GL_TEXTURE_2D, texCheckerBoardName);
  glBegin(GL_QUADS);
    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0); glVertex3d(-floorWidth / 2.0 , floorHeight+0.001, floorWidth / 2.0 );
    glTexCoord2f(1.0, 0.0); glVertex3d( floorWidth / 2.0 , floorHeight+0.001, floorWidth / 2.0 );
    glTexCoord2f(1.0, 1.0); glVertex3d( floorWidth / 2.0 , floorHeight+0.001, -floorWidth / 2.0 );
    glTexCoord2f(0.0, 1.0); glVertex3d(-floorWidth / 2.0 , floorHeight+0.001, -floorWidth / 2.0 );
  glEnd();






  if (textureSetting == ON) glDisable(GL_TEXTURE_2D);
//////////////////////////////////////////floor////////////////////////////////////////

  glTranslated(0.0, floorHeight, 0.0);


	//set up furniture (table, chairs) material properties
	glMaterialfv(GL_FRONT, GL_AMBIENT, furniture_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, furniture_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, furniture_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, furniture_shininess);

	//draw the two chairs - write your code here
    glPushMatrix();
    glTranslatef(-floorWidth / 4.0, 0, floorWidth / 4.0);
    glRotatef(-90,0,1,0);
    chair();
    glPopMatrix();

    glPushMatrix();
    glTranslatef(floorWidth / 4.0, 0, -floorWidth / 4.0);
    chair();
    glPopMatrix();

	//shift to the quad on the floor which the table will be placed
	glPushMatrix();
	glTranslated(-1.0, 0.0, -1.0);

	//draw the table
	drawTable();

	//raise to the table top: all the remaining objects are above the table
	glTranslated(0.0, tableTopHeight, 0.0);

	//set up teapot/teacup material properties - write your code here
	glMaterialfv(GL_FRONT, GL_AMBIENT, teapot_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, teapot_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, teapot_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, teapot_shininess);
	//draw the teapot - write your code here
	glPushMatrix();
	glTranslatef(0,0.15,0);
	glRotatef(45,0,1,0);
    tpot();
    glPopMatrix();
	//draw the teacup - write your code here
    glPushMatrix();
    glTranslatef(0, 0, tableTopWidth / 4.0);
    tcup();
    glPopMatrix();
    glPushMatrix();
    glTranslatef(tableTopWidth / 4.0, 0, 0);
    tcup();
    glPopMatrix();
	//set up lamp material properties - write your code here
	glMaterialfv(GL_FRONT, GL_AMBIENT, lamp_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, lamp_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, lamp_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, lamp_shininess);
	//draw the lamp - write your code here
    glPushMatrix();
    glTranslatef(-tableTopWidth / 4.0, 0, -tableTopWidth / 4.0);
    lamp();
    glPopMatrix();

	glPopMatrix();
	//set up dustbin material properties - write your code here
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glMaterialfv(GL_FRONT, GL_AMBIENT, dustbin_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, dustbin_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, dustbin_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, dustbin_shininess);
	//draw the dustbin - write your code here
  glPushMatrix();
  glTranslated(floorWidth / 4.0, dustbinHeight/2.0, floorWidth / 4.0);
  glScaled(dustbinWidth, dustbinHeight, dustbinWidth);
  glutSolidCube(1.0);
  glPopMatrix();
glDisable(GL_BLEND);
  glutSwapBuffers();
}
コード例 #12
0
ファイル: sdl_app.cpp プロジェクト: jbryan/rl_demo
/*
 * This function sets up the SDL surface and gl options.  Some of this has been
 * borrowed from Ti Leggett's SDL port of Jeff Molofee's opengl examples at 
 * http://nehe.gamedev.net.
 */
void SdlApp::init()
{
	/* Flags to pass to SDL_SetVideoMode */
	int videoFlags;
	const SDL_VideoInfo *videoInfo;

	if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
	{
		throw std::runtime_error(std::string("Video initialization failed: ") 
			+ SDL_GetError( ));
	}

	/* Fetch the video info */
	videoInfo = SDL_GetVideoInfo( );

	if ( !videoInfo )
	{
		throw std::runtime_error(std::string("Video query failed: ")  
			+ SDL_GetError( ));
	}

	/* the flags to pass to SDL_SetVideoMode */
	videoFlags  = SDL_OPENGL;          /* Enable OpenGL in SDL */
	videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
	videoFlags |= SDL_HWPALETTE;       /* Store the palette in hardware */
	videoFlags |= SDL_RESIZABLE;       /* Enable window resizing */

	/* This checks to see if surfaces can be stored in memory */
	if ( videoInfo->hw_available )
		videoFlags |= SDL_HWSURFACE;
	else
		videoFlags |= SDL_SWSURFACE;

	/* This checks if hardware blits can be done */
	if ( videoInfo->blit_hw )
		videoFlags |= SDL_HWACCEL;

	videoFlags |= SDL_FULLSCREEN;

	/* Sets up OpenGL double buffering */
	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

	/* get a SDL surface */
	surface = SDL_SetVideoMode( 0, 0, 32, videoFlags );

	/* Verify there is a surface */
	if ( !surface )
	{
		throw std::runtime_error(std::string("Video mode set failed: ") 
			+ SDL_GetError( ));
	}

	/* initialize OpenGL */
	/* Enable smooth shading */
	glShadeModel( GL_SMOOTH );

	/* Set the background black */
	glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );

	/* Depth buffer setup */
	glClearDepth( 1.0f );

	/* Enables Depth Testing */
	glEnable( GL_DEPTH_TEST );

	/* The Type Of Depth Test To Do */
	glDepthFunc( GL_LEQUAL );

	/* Really Nice Perspective Calculations */
	glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );

	glEnable (GL_POINT_SMOOTH);
	glEnable (GL_POLYGON_SMOOTH);
	glEnable (GL_LINE_SMOOTH);

	glHint (GL_POINT_SMOOTH_HINT, GL_NICEST);
	glHint (GL_POLYGON_SMOOTH_HINT, GL_NICEST);
	glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);

	glEnable (GL_BLEND);
	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	/* Height / width ration */
	GLfloat ratio = (GLfloat) videoInfo->current_w 
		/ (GLfloat) videoInfo->current_h;
	/* Setup our viewport. */
	glViewport( 0, 0, ( GLsizei )videoInfo->current_w,
			( GLsizei )videoInfo->current_h);

	/* change to the projection matrix and set our viewing volume. */
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity( );

	/* Set our perspective */
	gluPerspective( 45.0f, ratio, 0.1f, 100.0f );


	/* Make sure we're changing the model view and not the projection */
	glMatrixMode( GL_MODELVIEW );

	/* Reset The View */
	glLoadIdentity( );

	running = true;
}
コード例 #13
0
ファイル: main.c プロジェクト: DavidvanErkelens/Graphics
void
InitGL(void)
{
    GLvoid  *image_data;
    int     i, width, height;

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, (GLfloat) 640 / (GLfloat) 480, 0.1f, 1000.0f);

    glClearColor(0.7, 0.7, 1, 1);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);
    glCullFace(GL_BACK);

    glEnable(GL_COLOR_MATERIAL);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_no_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_no_shininess);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    // Using GL_REPLACE will effectively disable lighting.
    // The default mode, GL_MODULATE, will use the texture color to
    // module the shaded material color, so the end result still
    // contains the shading.
    //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

    // generate texture objects

    for (i = 0; texture_files[i].filename != NULL; i++)
        ;
    texture_names = malloc(i * sizeof(GLuint));
    glGenTextures(i, texture_names);
    glCheckError("glGenTextures");

    // create textures from image files

    GLint   texture_internal_format;
    GLenum  texture_format, texture_type;

    for (i = 0; texture_files[i].filename != NULL; i++)
    {
        image_data = (GLvoid *) readppm(texture_files[i].filename, &width, &height);
        if (image_data)
        {
            printf("texture %d (OpenGL name = %d): %s, %d x %d\n", i,
                texture_names[i], texture_files[i].filename, width, height);

            if (texture_files[i].contains_transparency)
            {
                // Convert the RGB image to RGBA, by replacing
                // red pixels with transparent ones

                // Allocate a temporary RGBA image
                unsigned char *temp_image = (unsigned char*) malloc(width*height*4);
                unsigned char *input = image_data;
                unsigned char *output = temp_image;

                // Convert image to RGBA
                for (int pix = 0; pix < width*height; pix++)
                {
                    if (*input == 255 && *(input+1) == 0 && *(input+2) == 0)
                    {
                        // Input pixel is pure red, make output pixel
                        // white color and fully transparent
                        *output++ = 255;
                        *output++ = 255;
                        *output++ = 255;
                        *output++ = 0;      // alpha
                    }
                    else
                    {
                        // Copy image color, make fully opaque
                        *output++ = *input;
                        *output++ = *(input + 1);
                        *output++ = *(input + 2);
                        *output++ = 255;
                    }

                    input += 3;
                }

                // Replace the RGB image data with the generated RGBA data
                free(image_data);
                image_data = temp_image;

                // This also influences some texture properties
                texture_internal_format = GL_RGBA8;
                texture_format = GL_RGBA;
                texture_type = GL_UNSIGNED_BYTE;
            }
            else
            {
                texture_internal_format = GL_RGB8;
                texture_format = GL_RGB;
                texture_type = GL_UNSIGNED_BYTE;
            }

            glBindTexture(GL_TEXTURE_2D, texture_names[i]);
            glCheckError("glBindTexture");

            // Use GL_REPEAT to repeat the textures
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

            // Chooses the two mipmaps that most closely match the size of the
            // pixel being textured and uses the GL_LINEAR criterion (a
            // weighted average of the texture elements that are closest to the
            // specified texture coordinates) to produce a texture value from
            // each mipmap. The final texture value is a weighted average of
            // those two values.
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            glCheckError("glTexParameteri");

            // Use mipmaps
            gluBuild2DMipmaps(GL_TEXTURE_2D, texture_internal_format, width,
                    height, texture_format, texture_type, image_data);

            glCheckError("glTexImage2D");

            // Free the image data, as OpenGL will have made its internal copy by now
            free(image_data);
        }
        else
        {
            perror(texture_files[i].filename);
            exit(0);
        }
    }
}
コード例 #14
0
ファイル: cam_3d_viewer.c プロジェクト: skorfmann/camellia
void	camera()
{
  CamMatrix	rotx;
  CamMatrix	roty;
  CamMatrix	rotz;
  CamMatrix	tmp1;
  CamMatrix	tmp2;
  CamMatrix	res;
  CamMatrix	vect;

  cam_allocate_matrix(&rotx, 3, 3);
  cam_allocate_matrix(&roty, 3, 3);
  cam_allocate_matrix(&rotz, 3, 3);
  cam_allocate_matrix(&tmp1, 3, 3);
  cam_allocate_matrix(&tmp2, 3, 3);
  cam_allocate_matrix(&res, 1, 3);
  cam_allocate_matrix(&vect, 1, 3);
  cam_matrix_set_value(&vect, 0, 0, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&vect, 0, 1, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&vect, 0, 2, (POINTS_TYPE)1.0f);
  /* Rx */
  cam_matrix_set_value(&rotx, 0, 0, (POINTS_TYPE)1.0f);
  cam_matrix_set_value(&rotx, 1, 0, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotx, 2, 0, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotx, 0, 1, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotx, 1, 1, (POINTS_TYPE)cos(rotX));
  cam_matrix_set_value(&rotx, 2, 1, (POINTS_TYPE)sin(rotX));
  cam_matrix_set_value(&rotx, 0, 2, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotx, 1, 2, (POINTS_TYPE)-sin(rotX));
  cam_matrix_set_value(&rotx, 2, 2, (POINTS_TYPE)cos(rotX));
  /* Ry */
  cam_matrix_set_value(&roty, 0, 0, (POINTS_TYPE)cos(rotY));
  cam_matrix_set_value(&roty, 1, 0, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&roty, 2, 0, (POINTS_TYPE)-sin(rotY));
  cam_matrix_set_value(&roty, 0, 1, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&roty, 1, 1, (POINTS_TYPE)1.0f);
  cam_matrix_set_value(&roty, 2, 1, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&roty, 0, 2, (POINTS_TYPE)sin(rotY));
  cam_matrix_set_value(&roty, 1, 2, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&roty, 2, 2, (POINTS_TYPE)cos(rotY));
  /* Rz */
  cam_matrix_set_value(&rotz, 0, 0, (POINTS_TYPE)cos(rotZ));
  cam_matrix_set_value(&rotz, 1, 0, (POINTS_TYPE)sin(rotZ));
  cam_matrix_set_value(&rotz, 2, 0, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotz, 0, 1, (POINTS_TYPE)-sin(rotZ));
  cam_matrix_set_value(&rotz, 1, 1, (POINTS_TYPE)cos(rotZ));
  cam_matrix_set_value(&rotz, 2, 1, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotz, 0, 2, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotz, 1, 2, (POINTS_TYPE)0.0f);
  cam_matrix_set_value(&rotz, 2, 2, (POINTS_TYPE)1.0f);

  cam_matrix_multiply(&tmp1, &rotx, &roty);

  cam_matrix_multiply(&tmp2, &tmp1, &rotz);
  
  cam_matrix_copy(&currentRotation, &tmp2);
  cam_matrix_multiply(&res, &currentRotation, &vect);

  cam_matrix_copy(&currentNormal, &res);

  glLoadIdentity();
  gluLookAt(posX, posY, posZ,
	    posX + cam_matrix_get_value(&currentNormal, 0, 0),
	    posY + cam_matrix_get_value(&currentNormal, 0, 1),
	    posZ + cam_matrix_get_value(&currentNormal, 0, 2),
	    0.0f, 1.0f, 0.0f);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glViewport(0, 0, width, height);
  gluPerspective(fov, width / height, zNear, zFar);
  glMatrixMode(GL_MODELVIEW);


  cam_disallocate_matrix(&rotx);
  cam_disallocate_matrix(&roty);
  cam_disallocate_matrix(&rotz);
  cam_disallocate_matrix(&tmp1);
  cam_disallocate_matrix(&tmp2);
  cam_disallocate_matrix(&res);
  cam_disallocate_matrix(&vect);
}
コード例 #15
0
ファイル: Camera.cpp プロジェクト: phdduarte/pinball_1.0
void Camera::setPerspective(){
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    gluPerspective(getFovy(),getAspect(),getZNear(),getZFar());
    glutSetCursor(GLUT_CURSOR_NONE);
}
コード例 #16
0
void DebuggingView::draw()
{
	if( raytracer == 0 || !raytracer->sceneLoaded() ) return;

	glShadeModel( GL_SMOOTH );
	glEnable( GL_DEPTH_TEST );
	glEnable( GL_LIGHTING );
	glEnable( GL_LIGHT0 );
	glEnable( GL_LIGHT1 );
	glEnable( GL_NORMALIZE );

	glViewport( 0, 0, w(), h() );
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(30.0,-float(w())/float(h()),0.001,1000.0);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );    

	m_camera->applyViewingTransform();

	// Need to apply an extra transform so that our camera 'approximately'
	// lines up with the scene camera, initially, and to correct for our 
	// definition of "up."

	Vec3d uAxis = raytracer->getScene().getCamera().getU();
	Vec3d vAxis = raytracer->getScene().getCamera().getV();
	Vec3d wAxis = uAxis ^ vAxis;
	uAxis = wAxis ^ vAxis;

	uAxis.normalize();
	vAxis.normalize();
	wAxis.normalize();

	GLdouble rotMat[16];
	rotMat[0] = uAxis[0];
	rotMat[1] = vAxis[0];
	rotMat[2] = wAxis[0];
	rotMat[3] = 0.0;
	rotMat[4] = uAxis[1];
	rotMat[5] = vAxis[1];
	rotMat[6] = wAxis[1];
	rotMat[7] = 0.0;
	rotMat[8] = uAxis[2];
	rotMat[9] = vAxis[2];
	rotMat[10] = wAxis[2];
	rotMat[11] = 0.0;
	rotMat[12] = 0.0;
	rotMat[13] = 0.0;
	rotMat[14] = 0.0;
	rotMat[15] = 1.0;

	glMultMatrixd( rotMat );

	if( m_showAxes )
		drawAxes();

	if( m_showLights )
		drawLights();

	if( m_showGeometry )
	{
		lightScene();
		drawScene();
	}

	drawRays();

	if( m_showCamera )
		drawCamera();
}
コード例 #17
0
ファイル: gl_renderer.cpp プロジェクト: ptrhere/norbit
int gl_renderer::render() {

	int running = 1;


/* ----- Event cycle --------------- */

	while (SDL_PollEvent(&event)) {
		switch (event.type) {
			case SDL_QUIT:
				running = 0;
				break;
			case SDL_KEYDOWN:
				switch( event.key.keysym.sym ){
				case SDLK_ESCAPE:
				case SDLK_q:
					running = 0;
					break;
				case SDLK_F1:
					SDL_WM_ToggleFullScreen(screen);
					break;
				case SDLK_s:
					control1->toggleEngineL();
					break;
				case SDLK_d:
					control1->toggleEngineR();
					break;
				case SDLK_k:
					control2->toggleEngineL();
					break;
				case SDLK_l:
					control2->toggleEngineR();
					break;

				case SDLK_1:
					switch_camera(0);
					break;
				case SDLK_2:
					switch_camera(1);
					break;
				case SDLK_3:
					switch_camera(2);
					break;
				default:
					break;
				}
				break;
			case SDL_VIDEORESIZE:
				if((screen = SDL_SetVideoMode(event.resize.w, event.resize.h, bpp, flags)) == 0) {
					fprintf(stderr, "Video resize failed: %s\n", SDL_GetError());
					exit(-1);
				}
				glPushAttrib(GL_TRANSFORM_BIT);
				glMatrixMode(GL_PROJECTION);
				glLoadIdentity();
				gluPerspective(90.0f, (GLfloat)event.resize.w/(GLfloat)event.resize.h, 0.1, 100000.0);
				glViewport(0.0f, 0.0f, event.resize.w, event.resize.h);
				glPopAttrib();
				break;
			case SDL_ACTIVEEVENT:
				if(event.active.state != SDL_APPMOUSEFOCUS && event.active.gain == 0)
					while(1){
						SDL_WaitEvent(&event);
						if(event.type == SDL_ACTIVEEVENT &&
							event.active.state != SDL_APPMOUSEFOCUS &&
							event.active.gain == 1);
							break;
					}
				break;
			default:
				break;
		}
	}

	interval = FrameTiming();
/* apply control movement */


/* ----- Blitting on the screen --------------- */
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glLoadIdentity();

	current_camera->apply_rotation();
	//glutSolidCube(50.0);
	//draw_skybox(200.0);
	background_stars->draw();
	current_camera->apply_translation();



/* ----- Light ----- */
	angle += 0.001f * interval;

	light1.Position[0] = sinf(angle) * 1.5f;
	light1.Position[2] = cosf(angle) * 1.5f;

	light2.Position[1] = sinf(angle) * 1.5f;
	light2.Position[2] = cosf(angle) * 1.5f;

	UpdateLight(&light1, GL_LIGHT1, 0.1f);
	UpdateLight(&light2, GL_LIGHT2, 0.1f);

/* ----- Objects ----- */
	for(list<gl_drawable*>::const_iterator it = drawables->begin(); it != drawables->end(); ++it)
	{
		(*it)->draw();
	}

	SDL_GL_SwapBuffers();
	/*		SDL_Delay(25); */ /* Decomment this if you want 1/50th screen update */

	return running;
}
コード例 #18
0
ファイル: gldraw.C プロジェクト: recheliu/FlowEntropy
void display()
{
	
	GLfloat		lightPosition[4] =  { -15.0f, -15.0f, 5.0f, 1.0f };

	glEnable(GL_DEPTH_TEST); 
	glClearColor(1,1,1,1); 
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity(); 
	gluPerspective(60, 1, 1, 100); 


	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity(); 

	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
	gluLookAt(0,0,5,0,0,0,0,1,0); 

	glRotatef(x_angle, 0, 1,0); 
	glRotatef(y_angle, 1,0,0); 
	glScalef(scale_size, scale_size, scale_size); 


	
	draw_streamlines();

/*	glTranslatef(0,0,-1); 
	//if (toggle_draw_streamlines == true)
	drawBounds_inner();
	glDepthMask(GL_FALSE);
	drawBounds_outter();
	glDepthMask(GL_TRUE);
 */	
	//draw_triangulation();
	// else if (toggle_animate_streamlines == true)
	// animate_streamlines(); 

	//printf(" len %f %f %f\n", len[0], len[1], len[2]); 
/*
	glPushMatrix(); 
	glScalef(1/(float)len[0], 1/(float)len[0], 1/(float)len[0]); 
	//glScalef(1/110,1/110,1/110); 
	glTranslatef(-len[0]/2.0, -len[1]/2.0, -len[2]/2.0); 

	glColor3f(1,1,1); 
	glBegin(GL_LINES); 
	glVertex3f(0,0,0); 
	glVertex3f(len[0],0,0); 
	glVertex3f(0,0,0);
	glVertex3f(0,len[1],0); 
	glVertex3f(0,0,0); 
	glVertex3f(0,0,1); 

	glVertex3f(len[0],len[1],0); 
	glVertex3f(len[0],0,0); 
	glVertex3f(len[0],len[1],0); 
	glVertex3f(0,len[1],0); 

	glEnd(); 
	glPopMatrix(); 
*/
	glutSwapBuffers(); 

}
コード例 #19
0
ファイル: halomagic.c プロジェクト: BioTesseract/Desktop
int
main(int argc, char **argv)
{
  int i;

  glutInit(&argc, argv);

  for (i=1; i<argc; i++) {
    if (!strcmp("-linear", argv[i])) {
      linearFiltering = 1;
    } else if (!strcmp("-mipmap", argv[i])) {
      useMipmaps = 1;
    } else if (!strcmp("-ext", argv[i])) {
      forceExtension = 1;
    }
  }

  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);

#if 1
  /* In GLUT 4.0, you'll be able to do this an be sure to
     get 2 bits of stencil if the machine has it for you. */
  glutInitDisplayString("samples stencil>=3 rgb double depth");
#endif

  glutCreateWindow("OpenGL Halo Magic (hit Space)");

  if (glutGet(GLUT_WINDOW_STENCIL_SIZE) < 3) {
    printf("halomagic: Sorry, I need at least 3 bits of stencil.\n");
    exit(1);
  }

  /* Register GLUT callbacks. */
  glutDisplayFunc(redraw);
  glutMouseFunc(mouse);
  glutMotionFunc(motion);
  glutVisibilityFunc(visible);
  glutKeyboardFunc(key);
  glutSpecialFunc(special);

  glutCreateMenu(controlLights);

  glutAddMenuEntry("Toggle halo blending", M_BLENDED_HALO);
  glutAddMenuEntry("Show halo", M_SHOW_HALO);
  glutAddMenuEntry("Switch model", M_SWITCH_MODEL);
  glutAddMenuEntry("Toggle motion", M_MOTION);
  glutAddMenuEntry("-----------------------", M_NONE);
  glutAddMenuEntry("Toggle light", M_LIGHT);
  glutAddMenuEntry("Toggle texture", M_TEXTURE);
  glutAddMenuEntry("Toggle shadows", M_SHADOWS);
  glutAddMenuEntry("Toggle reflection", M_REFLECTION);
  glutAddMenuEntry("Toggle object", M_DINOSAUR);
  glutAddMenuEntry("-----------------------", M_NONE);
  glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION);
  glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW);
  glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW);
  glutAddMenuEntry("----------------------", M_NONE);
  glutAddMenuEntry("Positional light", M_POSITIONAL);
  glutAddMenuEntry("Directional light", M_DIRECTIONAL);
  glutAddMenuEntry("-----------------------", M_NONE);
  glutAddMenuEntry("Toggle performance", M_PERFORMANCE);
  glutAttachMenu(GLUT_RIGHT_BUTTON);
  makeDinosaur();

#ifdef GL_VERSION_1_1
  if (supportsOneDotOne() && !forceExtension) {
    polygonOffsetVersion = ONE_DOT_ONE;
    glPolygonOffset(-2.0, -1.0);
  } else
#endif
  {
#ifdef GL_EXT_polygon_offset
  /* check for the polygon offset extension */
  if (glutExtensionSupported("GL_EXT_polygon_offset")) {
    polygonOffsetVersion = EXTENSION;
    glPolygonOffsetEXT(-0.1, -0.002);
  } else 
#endif
    {
      polygonOffsetVersion = MISSING;
      printf("\ndinoshine: Missing polygon offset.\n");
      printf("           Expect shadow depth aliasing artifacts.\n\n");
    }
  }

  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glLineWidth(3.0);

  glMatrixMode(GL_PROJECTION);
  gluPerspective( /* field of view in degree */ 40.0,
  /* aspect ratio */ 1.0,
    /* Z near */ 20.0, /* Z far */ 100.0);
  glMatrixMode(GL_MODELVIEW);
  gluLookAt(0.0, 8.0, 60.0,  /* eye is at (0,0,30) */
    0.0, 8.0, 0.0,      /* center is at (0,0,0) */
    0.0, 1.0, 0.);      /* up is in postivie Y direction */

  glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
  glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
  glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHTING);

  makeFloorTexture();

  /* Setup floor plane for projected shadow calculations. */
  findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);

  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}
コード例 #20
0
int main( int argc, char *argv[] )
{
    osgInit(argc, argv);

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    // glutReshapeFunc(resize);
    glutDisplayFunc(display);
    // glutMouseFunc(mouse);
    // glutMotionFunc(motion);

    glutIdleFunc(display);

    pImage = Image::create();

    // create the dummy structures

    // the window is needed for the chunks that access GLObjects

    win = GLUTWindow::create();
    win->frameInit(); // test for preliminary calls not messing up GLexts
    win->init();
    
    dact = DrawAction::create();
    dact->setWindow(get_pointer(win));

    win->init();

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective( 60, 1, 0.1, 10 );
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
    gluLookAt( 3, 3, 3,  0, 0, 0,   0, 1, 0 );

    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );
    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );

    dlid = glGenLists( 1 );
    glNewList( dlid, GL_COMPILE );
    glutSolidSphere( .8, 8, 8 );
    glEndList();

    dlid2 = glGenLists( 1 );
    glNewList( dlid2, GL_COMPILE );
    glBegin( GL_POLYGON );
    glNormal3f( 0, 1, 0 );
    glColor3f( 1, 1, 1 );
    glTexCoord2f( 0, 0 );
    glVertex3f( -1.5, -1, -1.5 );
    glTexCoord2f( 2, 0 );
    glVertex3f(  1.5, -1, -1.5 );
    glTexCoord2f( 2, 2 );
    glVertex3f(  1.5, -1,  1.5 );
    glTexCoord2f( 0, 2 );
    glVertex3f( -1.5, -1,  1.5 );
    glEnd();
    glEndList();


    Matrix m;

    tchunk1 = TransformChunk::create();
    m.setTranslate( 0, 1, 0 );
    tchunk1->setMatrix( m );

    tchunk2 = TransformChunk::create();
    tchunk2->setMatrix( Matrix::identity() );


    mchunk1 = MaterialChunk::create();
    mchunk1->setDiffuse( Color4f( 1,0,0,0 ) );
    mchunk1->setAmbient( Color4f( 1,0,0,0 ) );
    mchunk1->setShininess( 20 );

    mchunk2 = MaterialChunk::create();
    mchunk2->setDiffuse( Color4f( 0,1,0,0 ) );
    mchunk2->setAmbient( Color4f( 0,1,0,0 ) );
    mchunk2->setShininess( 50 );

    // Texture chunk

//  UChar8 imgdata[] =
//      {  255,0,0,0,  0,255,0,0,  0,0,255,255,  255,255,255,255 };
    UChar8 imgdata[] =
        {  255,0,0,  255,0,0,  255,0,255,
           255,0,0,  255,0,0,  255,0,255,
           255,255,0,  255,255,0,  255,255,255,
           255,255,0,  255,255,0,  255,255,255, };
//  UChar8 limgdata[] =
//      {  0, 128, 64, 255 };
    pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata );

    if ( argc > 1 )
        pImage->read( argv[1] );

    xchunk1 = TextureChunk::create();
    beginEditCP(xchunk1);
    xchunk1->setImage( pImage ); // NOTE: the image is NOT copied, the variable
                                 // needs to be kept around as long as the 
                                 // texture is used
    xchunk1->setMinFilter( GL_LINEAR );
    xchunk1->setMagFilter( GL_NEAREST );
    xchunk1->setWrapS( GL_REPEAT );
    xchunk1->setWrapT( GL_REPEAT );
    xchunk1->setEnvMode( GL_REPLACE );
    xchunk1->setEnvColor( Color4f(.5,.5,.5,0) );
    xchunk1->setScale( false );
    
//    xchunk1->setShaderOperation(GL_PASS_THROUGH_NV);
    
    endEditCP(xchunk1);

    xchunk1->imageContentChanged();

    beginEditCP(xchunk1);
    xchunk1->setImage( pImage );
    endEditCP(xchunk1);

    // blend chunk

    blchunk = BlendChunk::create();
#ifdef GL_EXT_blend_color
    blchunk->setSrcFactor( GL_CONSTANT_ALPHA );
    blchunk->setDestFactor( GL_ONE_MINUS_CONSTANT_ALPHA );
#endif
    blchunk->setColor( Color4f( .5,.5,.5,0.1 ) );
    blchunk->setEquation(GL_FUNC_SUBTRACT);

    std::cout << "BlendChunk is trans:" << blchunk->isTransparent() << std::endl;
    
    // texture transform chunk

    txchunk = TextureTransformChunk::create();
    beginEditCP(txchunk);
    txchunk->setMatrix( Matrix(4,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1) );
    endEditCP(txchunk);

    // polygon chunk

    pchunk1 = PolygonChunk::create();
    {
    UInt32 stipple[32] = {
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff,
        0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff
        };

    pchunk1->editMFStipple()->clear();
    for ( int i = 0; i < 32; i++ )
        pchunk1->editMFStipple()->push_back( stipple[i] );
    }

    pchunk1->setFrontMode(GL_LINE);
    pchunk1->setBackMode(GL_FILL);
    
    pchunk2 = PolygonChunk::create();
    {
    UInt32 stipple[32] = {
        0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff,
        0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff,
        0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff,
        0x00000000, 0x00000000, 0x00000000, 0x00000000,
        0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff,
        0x00000000, 0x00000000, 0x00000000, 0x00000000,
        };

    pchunk2->editMFStipple()->clear();
    for ( int i = 0; i < 32; i++ )
        pchunk2->editMFStipple()->push_back( stipple[i] );
    }


    lichunk1 = LineChunk::create();
    lichunk1->setSmooth(true);
    lichunk1->setStipplePattern(0xf0f0);

    lichunk2 = LineChunk::create();
    lichunk2->setStippleRepeat(5);
    lichunk2->setStipplePattern(0xaaaa);

    glutMainLoop();

    return 0;
}
コード例 #21
0
ファイル: Render.cpp プロジェクト: shirayukikitsune/xbeat
/* Render::renderSceneShadowMap: shadow mapping */
void Render::renderSceneShadowMap(PMDObject *objs, const short *order, int num, Stage *stage, bool useMMDLikeCartoon, bool useCartoonRendering, float lightIntensity, const float *lightDirection, const float *lightColor, int shadowMappingTextureSize, bool shadowMappingLightFirst, float shadowMappingSelfDensity)
{
   short i;
   GLint viewport[4]; /* store viewport */
   GLdouble modelview[16]; /* store model view transform */
   GLdouble projection[16]; /* store projection transform */
   bool toonLight = true;

#ifdef RENDER_SHADOWAUTOVIEW
   float eyeDist;
   btVector3 v;
#endif /* RENDER_SHADOWAUTOVIEW */

   static GLfloat lightdim[] = { 0.2f, 0.2f, 0.2f, 1.0f };
   static const GLfloat lightblk[] = { 0.0f, 0.0f, 0.0f, 1.0f };

   /* render the depth texture */
   /* store the current viewport */
   glGetIntegerv(GL_VIEWPORT, viewport);

   /* store the current projection matrix */
   glGetDoublev(GL_PROJECTION_MATRIX, projection);

   /* switch to FBO for depth buffer rendering */
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fboID);

   /* clear the buffer */
   /* clear only the depth buffer, since other buffers will not be used */
   glClear(GL_DEPTH_BUFFER_BIT);

   /* set the viewport to the required texture size */
   glViewport(0, 0, shadowMappingTextureSize, shadowMappingTextureSize);

   /* reset the projection matrix */
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();

   /* set the model view matrix to make the light position as eye point and capture the whole scene in the view */
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();

#ifdef RENDER_SHADOWAUTOVIEW
   /* set the distance to cover all the model range */
   eyeDist = m_shadowMapAutoViewRadius / sinf(RENDER_SHADOWAUTOVIEWANGLE * 0.5f * 3.1415926f / 180.0f);
   /* set the perspective */
   gluPerspective(RENDER_SHADOWAUTOVIEWANGLE, 1.0, 1.0, eyeDist + m_shadowMapAutoViewRadius + 50.0f); /* +50.0f is needed to cover the background */
   /* the viewpoint should be at eyeDist far toward light direction from the model center */
   v = m_lightVec * eyeDist + m_shadowMapAutoViewEyePoint;
   gluLookAt(v.x(), v.y(), v.z(), m_shadowMapAutoViewEyePoint.x(), m_shadowMapAutoViewEyePoint.y(), m_shadowMapAutoViewEyePoint.z(), 0.0, 1.0, 0.0);
#else
   /* fixed view */
   gluPerspective(25.0, 1.0, 1.0, 120.0);
   gluLookAt(30.0, 77.0, 30.0, 0.0, 17.0, 0.0, 0.0, 1.0, 0.0);
#endif /* RENDER_SHADOWAUTOVIEW */

   /* keep the current model view for later process */
   glGetDoublev(GL_MODELVIEW_MATRIX, modelview);

   /* do not write into frame buffer other than depth information */
   glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

   /* also, lighting is not needed */
   glDisable(GL_LIGHTING);

   /* disable rendering the front surface to get the depth of back face */
   glCullFace(GL_FRONT);

   /* disable alpha test */
   glDisable(GL_ALPHA_TEST);

   /* we are now writing to depth texture using FBO, so disable the depth texture mapping here */
   glActiveTextureARB(GL_TEXTURE3_ARB);
   glDisable(GL_TEXTURE_2D);
   glActiveTextureARB(GL_TEXTURE0_ARB);

   /* set polygon offset to avoid "moire" */
   glEnable(GL_POLYGON_OFFSET_FILL);
   glPolygonOffset(4.0, 4.0);

   /* render objects for depth */
   /* only objects that wants to drop shadow should be rendered here */
   for (i = 0; i < num; i++) {
      if (objs[order[i]].isEnable() == true) {
         objs[order[i]].getPMDModel()->renderForShadow();
      }
   }

   /* reset the polygon offset */
   glDisable(GL_POLYGON_OFFSET_FILL);

   /* switch to default FBO */
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

   /* revert configurations to normal rendering */
   glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
   glMatrixMode(GL_PROJECTION);
   glLoadMatrixd(projection);
   glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
   glEnable(GL_LIGHTING);
   glCullFace(GL_BACK);
   glEnable(GL_ALPHA_TEST);

   /* clear all the buffers */
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

   /* render the full scene */
   /* set model view matrix, as the same as normal rendering */
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glMultMatrixf(m_rotMatrix);

   /* render the whole scene */
   if (shadowMappingLightFirst) {
      /* render light setting, later render only the shadow part with dark setting */
      stage->renderBackground();
      stage->renderFloor();
      for (i = 0; i < num; i++) {
         if (objs[order[i]].isEnable() == true) {
            if (objs[order[i]].getPMDModel()->getToonFlag() == false && toonLight == true) {
               /* disable toon lighting */
               updateLight(true, false, lightIntensity, lightDirection, lightColor);
               toonLight = false;
            } else if (objs[order[i]].getPMDModel()->getToonFlag() == true && toonLight == false) {
               /* enable toon lighting */
               updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
               toonLight = true;
            }
            objs[order[i]].getPMDModel()->renderModel();
            objs[order[i]].getPMDModel()->renderEdge();
         }
      }
      if (toonLight == false) {
         /* restore toon lighting */
         updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
      }
   } else {
      /* render in dark setting, later render only the non-shadow part with light setting */
      /* light setting for non-toon objects */
      lightdim[0] = lightdim[1] = lightdim[2] = 0.55f - 0.2f * shadowMappingSelfDensity;
      glLightfv(GL_LIGHT0, GL_DIFFUSE, lightdim);
      glLightfv(GL_LIGHT0, GL_AMBIENT, lightdim);
      glLightfv(GL_LIGHT0, GL_SPECULAR, lightblk);

      /* render the non-toon objects (back, floor, non-toon models) */
      stage->renderBackground();
      stage->renderFloor();
      for (i = 0; i < num; i++) {
         if (objs[order[i]].isEnable() == true && objs[order[i]].getPMDModel()->getToonFlag() == false)
            objs[order[i]].getPMDModel()->renderModel();
      }

      /* for toon objects, they should apply the model-defined toon texture color at texture coordinates (0, 0) for shadow rendering */
      /* so restore the light setting */
      if (useCartoonRendering == true)
         updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
      /* render the toon objects */
      for (i = 0; i < num; i++) {
         if (objs[order[i]].isEnable() == true && objs[order[i]].getPMDModel()->getToonFlag() == true) {
            /* set texture coordinates for shadow mapping */
            objs[order[i]].getPMDModel()->updateShadowColorTexCoord(shadowMappingSelfDensity);
            /* tell model to render with the shadow corrdinates */
            objs[order[i]].getPMDModel()->setSelfShadowDrawing(true);
            /* render model and edge */
            objs[order[i]].getPMDModel()->renderModel();
            objs[order[i]].getPMDModel()->renderEdge();
            /* disable shadow rendering */
            objs[order[i]].getPMDModel()->setSelfShadowDrawing(false);
         }
      }
      if (useCartoonRendering == false)
         updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
   }

   /* render the part clipped by the depth texture */
   /* activate the texture unit for shadow mapping and make it current */
   glActiveTextureARB(GL_TEXTURE3_ARB);

   /* set texture matrix (note: matrices should be set in reverse order) */
   glMatrixMode(GL_TEXTURE);
   glLoadIdentity();
   /* move the range from [-1,1] to [0,1] */
   glTranslated(0.5, 0.5, 0.5);
   glScaled(0.5, 0.5, 0.5);
   /* multiply the model view matrix when the depth texture was rendered */
   glMultMatrixd(modelview);
   /* multiply the inverse matrix of current model view matrix */
   glMultMatrixf(m_rotMatrixInv);

   /* revert to model view matrix mode */
   glMatrixMode(GL_MODELVIEW);

   /* enable texture mapping with texture coordinate generation */
   glEnable(GL_TEXTURE_2D);
   glEnable(GL_TEXTURE_GEN_S);
   glEnable(GL_TEXTURE_GEN_T);
   glEnable(GL_TEXTURE_GEN_R);
   glEnable(GL_TEXTURE_GEN_Q);

   /* bind the depth texture rendered at the first step */
   glBindTexture(GL_TEXTURE_2D, m_depthTextureID);

   /* depth texture set up was done, now switch current texture unit to default */
   glActiveTextureARB(GL_TEXTURE0_ARB);

   /* set depth func to allow overwrite for the same surface in the following rendering */
   glDepthFunc(GL_LEQUAL);

   if (shadowMappingLightFirst) {
      /* the area clipped by depth texture by alpha test is dark part */
      glAlphaFunc(GL_GEQUAL, 0.1f);

      /* light setting for non-toon objects */
      lightdim[0] = lightdim[1] = lightdim[2] = 0.55f - 0.2f * shadowMappingSelfDensity;
      glLightfv(GL_LIGHT0, GL_DIFFUSE, lightdim);
      glLightfv(GL_LIGHT0, GL_AMBIENT, lightdim);
      glLightfv(GL_LIGHT0, GL_SPECULAR, lightblk);

      /* render the non-toon objects (back, floor, non-toon models) */
      stage->renderBackground();
      stage->renderFloor();
      for (i = 0; i < num; i++) {
         if (objs[order[i]].isEnable() == true && objs[order[i]].getPMDModel()->getToonFlag() == false)
            objs[order[i]].getPMDModel()->renderModel();
      }

      /* for toon objects, they should apply the model-defined toon texture color at texture coordinates (0, 0) for shadow rendering */
      /* so restore the light setting */
      if (useCartoonRendering == true)
         updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
      /* render the toon objects */
      for (i = 0; i < num; i++) {
         if (objs[order[i]].isEnable() == true && objs[order[i]].getPMDModel()->getToonFlag() == true) {
            /* set texture coordinates for shadow mapping */
            objs[order[i]].getPMDModel()->updateShadowColorTexCoord(shadowMappingSelfDensity);
            /* tell model to render with the shadow corrdinates */
            objs[order[i]].getPMDModel()->setSelfShadowDrawing(true);
            /* render model and edge */
            objs[order[i]].getPMDModel()->renderModel();
            /* disable shadow rendering */
            objs[order[i]].getPMDModel()->setSelfShadowDrawing(false);
         }
      }
      if (useCartoonRendering == false)
         updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
   } else {
      /* the area clipped by depth texture by alpha test is light part */
      glAlphaFunc(GL_GEQUAL, 0.001f);
      stage->renderBackground();
      stage->renderFloor();
      for (i = 0; i < num; i++) {
         if (objs[order[i]].isEnable() == true) {
            if (objs[order[i]].getPMDModel()->getToonFlag() == false && toonLight == true) {
               /* disable toon lighting */
               updateLight(true, false, lightIntensity, lightDirection, lightColor);
               toonLight = false;
            } else if (objs[order[i]].getPMDModel()->getToonFlag() == true && toonLight == false) {
               /* enable toon lighting */
               updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
               toonLight = true;
            }
            objs[order[i]].getPMDModel()->renderModel();
         }
      }
      if (toonLight == false) {
         /* restore toon lighting */
         updateLight(useMMDLikeCartoon, useCartoonRendering, lightIntensity, lightDirection, lightColor);
      }
   }

   /* reset settings */
   glDepthFunc(GL_LESS);
   glAlphaFunc(GL_GEQUAL, 0.05f);

   glActiveTextureARB(GL_TEXTURE3_ARB);
   glDisable(GL_TEXTURE_GEN_S);
   glDisable(GL_TEXTURE_GEN_T);
   glDisable(GL_TEXTURE_GEN_R);
   glDisable(GL_TEXTURE_GEN_Q);
   glDisable(GL_TEXTURE_2D);
   glActiveTextureARB(GL_TEXTURE0_ARB);
}
コード例 #22
0
ファイル: low-level.c プロジェクト: DX-MON/gtkGLExt2
static void
realize (GtkWidget *widget,
         gpointer   data)
{
  GLUquadricObj *qobj;
  static GLfloat light_diffuse[] = {1.0, 0.0, 0.0, 1.0};
  static GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};

  /*
   * Create GdkGLWindow for widget->window.
   */

  glwindow = gdk_gl_window_new (glconfig,
                                widget->window,
                                NULL);

  /* Set a background of "None" on window to avoid AIX X server crash */
  gdk_window_set_back_pixmap (widget->window, NULL, FALSE);

  /*
   * Create OpenGL rendering context.
   */

  if (glcontext == NULL)
    {
      glcontext = gdk_gl_context_new (GDK_GL_DRAWABLE (glwindow),
                                      NULL,
                                      TRUE,
                                      GDK_GL_RGBA_TYPE);
      if (glcontext == NULL)
        {
          g_print ("Connot create the OpenGL rendering context\n");
          exit (1);
        }

      g_print ("The OpenGL rendering context is created\n");
    }

  /*** OpenGL BEGIN ***/

  if (!gdk_gl_drawable_gl_begin (GDK_GL_DRAWABLE (glwindow), glcontext))
    return;

  qobj = gluNewQuadric ();
  gluQuadricDrawStyle (qobj, GLU_FILL);
  glNewList (1, GL_COMPILE);
  gluSphere (qobj, 1.0, 20, 20);
  glEndList ();

  glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
  glLightfv (GL_LIGHT0, GL_POSITION, light_position);
  glEnable (GL_LIGHTING);
  glEnable (GL_LIGHT0);
  glEnable (GL_DEPTH_TEST);

  glClearColor (1.0, 1.0, 1.0, 1.0);
  glClearDepth (1.0);

  glViewport (0, 0,
	      widget->allocation.width, widget->allocation.height);

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();
  gluPerspective (40.0, 1.0, 1.0, 10.0);

  glMatrixMode (GL_MODELVIEW);
  glLoadIdentity ();
  gluLookAt (0.0, 0.0, 3.0,
	     0.0, 0.0, 0.0,
	     0.0, 1.0, 0.0);
  glTranslatef (0.0, 0.0, -3.0);

  gdk_gl_drawable_gl_end (GDK_GL_DRAWABLE (glwindow));

  /*** OpenGL END ***/
}
コード例 #23
0
ファイル: olympic.c プロジェクト: medusade/mxde
void Init(void)
{
    int i;
    struct timeval t;
    struct timezone tz;
    float top_y = 1.0;
    float bottom_y = 0.0;
    float top_z = 0.15;
    float bottom_z = 0.69;
    float spacing = 2.5;
    static float lmodel_ambient[] = {0.0, 0.0, 0.0, 0.0};
    static float lmodel_twoside[] = {GL_FALSE};
    static float lmodel_local[] = {GL_FALSE};
    static float light0_ambient[] = {0.1, 0.1, 0.1, 1.0};
    static float light0_diffuse[] = {1.0, 1.0, 1.0, 0.0};
    static float light0_position[] = {0.8660254, 0.5, 1, 0};
    static float light0_specular[] = {1.0, 1.0, 1.0, 0.0};
    static float bevel_mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
    static float bevel_mat_shininess[] = {40.0};
    static float bevel_mat_specular[] = {1.0, 1.0, 1.0, 0.0};
    static float bevel_mat_diffuse[] = {1.0, 0.0, 0.0, 0.0};

    gettimeofday(&t, &tz);
    srand48(t.tv_usec);
    ReInit();
    for (i = 0; i < RINGS; i++) {
	rgb_colors[i][0] = rgb_colors[i][1] = rgb_colors[i][2] = 0;
    }
    rgb_colors[BLUERING][2] = 255;
    rgb_colors[REDRING][0] = 255;
    rgb_colors[GREENRING][1] = 255;
    rgb_colors[YELLOWRING][0] = 255;
    rgb_colors[YELLOWRING][1] = 255;
    mapped_colors[BLUERING] = BLUE;
    mapped_colors[REDRING] = RED;
    mapped_colors[GREENRING] = GREEN;
    mapped_colors[YELLOWRING] = YELLOW;
    mapped_colors[BLACKRING] = BLACK;

    dests[BLUERING][0] = -spacing;
    dests[BLUERING][1] = top_y;
    dests[BLUERING][2] = top_z;

    dests[BLACKRING][0] = 0.0;
    dests[BLACKRING][1] = top_y;
    dests[BLACKRING][2] = top_z;

    dests[REDRING][0] = spacing;
    dests[REDRING][1] = top_y;
    dests[REDRING][2] = top_z;

    dests[YELLOWRING][0] = -spacing / 2.0;
    dests[YELLOWRING][1] = bottom_y;
    dests[YELLOWRING][2] = bottom_z;

    dests[GREENRING][0] = spacing / 2.0;
    dests[GREENRING][1] = bottom_y;
    dests[GREENRING][2] = bottom_z;

    theTorus = glGenLists(1);
    glNewList(theTorus, GL_COMPILE);
    FillTorus(0.1, 8, 1.0, 25);
    glEndList();

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glEnable(GL_DEPTH_TEST);
    glClearDepth(1.0);

    if (rgb) {
	glClearColor(0.5, 0.5, 0.5, 0.0);
	glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
	glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
	glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
	glEnable(GL_LIGHT0);

	glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_local);
	glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
	glEnable(GL_LIGHTING);

	glMaterialfv(GL_FRONT, GL_AMBIENT, bevel_mat_ambient);
	glMaterialfv(GL_FRONT, GL_SHININESS, bevel_mat_shininess);
	glMaterialfv(GL_FRONT, GL_SPECULAR, bevel_mat_specular);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, bevel_mat_diffuse);

	glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
	glEnable(GL_COLOR_MATERIAL);
	glShadeModel(GL_SMOOTH);
    } else {
	glClearIndex(BACKGROUND);
	glShadeModel(GL_FLAT);
    }

    glMatrixMode(GL_PROJECTION);
    gluPerspective(45, 1.33, 0.1, 100.0);
    glMatrixMode(GL_MODELVIEW);
}
コード例 #24
0
int main() 
{ 
    // Create the main window 
	sf::ContextSettings Settings;
	Settings.depthBits = 24;			// Request a 24 bits depth buffer
	Settings.stencilBits = 8;			// Request a 8 bits stencil buffer
	Settings.antialiasingLevel = 16;	// Request 2 levels of antialiasing
	sf::RenderWindow App(sf::VideoMode(1280, 720, 32), "Terrain Assignment", sf::Style::Close, Settings);
    int width=600,height=600;
    // Create a clock for measuring time elapsed     
    sf::Clock Clock; 

	aiVector3D position(0,10,-30);
	Camera camera;
	camera.Init(&App, position);  //create a camera

      
    //prepare OpenGL surface for HSR 
    glClearDepth(1.f); 
    glClearColor(0.0f, 0.0f, 0.0f, 0.f); //background colour
	glEnable(GL_DEPTH_TEST); // check for depth
	glEnable(GL_NORMALIZE); // automatically convert normals to unit normals
	glEnable(GL_LIGHTING); //This enables the possibility of lighting
	glEnable(GL_LIGHT0); //This enables a single light
    glEnable(GL_DEPTH_TEST); 
    glDepthMask(GL_TRUE); 
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);

	//Giving the light positions
	GLfloat light_color[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat light_position[] = { 10.0, 10.0, -100.0, 0.0 };
	GLfloat light_amb[] = { 3.0, 3.0, 3.0, 1.0 };

	GLfloat materialSpecular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // create an array of RGBA values (White)
	GLfloat materialShininess[] = { 128.0f }; // select value between 0-128, 128=shiniest

   
    //// Setup a perspective projection & Camera position 
    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
     
    //set up a 3D Perspective View volume
    gluPerspective(90.f, (float)width/height, 1.f, 300.0f);//fov, aspect, zNear, zFar 

	//load & bind the shader
	sf::Shader shader;
	//all the lighting & texture blending code should  be put in 'fragment.glsl'
	if(!shader.loadFromFile("vertex.glsl","fragment.glsl")){
        exit(1);
    }

#pragma region Textures
	// Textures
	sf::Texture waterTexture;
	if (!waterTexture.loadFromFile("water.png")) { std::cout << "Could not load water image"; }

	sf::Texture grassTexture;
	if (!grassTexture.loadFromFile("grass.png")){ std::cout << "Could not load grass image"; }

	sf::Texture snowTexture;
	if (!snowTexture.loadFromFile("snowy rock.png")) { std::cout << "Could not load rock image"; }
#pragma endregion
	shader.setParameter("waterTex", waterTexture);
	shader.setParameter("grassTex", grassTexture);
	shader.setParameter("snowTex", snowTexture);



	//Create our Terrain
	Terrain terrain;
	terrain.InitWithFileName("heightmap.bmp");

	shader.setParameter("tallestPoint", terrain.tallestPoint);

    // Start game loop 
    while (App.isOpen()) 
    { 
        // Process events 
        sf::Event Event; 
        while (App.pollEvent(Event)) 
        { 
            // Close window : exit 
            if (Event.type == sf::Event::Closed) 
                App.close(); 
   
            // Escape key : exit 
            if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) 
                App.close(); 
			if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::I))
			{ 
				terrain.swapWireFrame();
			}
			//update the camera
			camera.Update(Event, &App);
        } 

		camera.UpdatePosition();
           

		// Clear color and depth buffer 
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// Apply some transformations 
		//initialise the worldview matrix
		glMatrixMode(GL_MODELVIEW);

		glLoadIdentity();


		//get the viewing transform from the camera
		camera.ViewingTransform();


		//make the world spin
		//TODO:probably should remove this in final
		static float ang = 0.0;
		ang += 0.01f;
		glRotatef(ang * 2, 0, 1, 0);//spin about y-axis

		sf::Shader::bind(&shader);


		glLightfv(GL_LIGHT0, GL_AMBIENT, light_amb); // set color of diffuse component
		glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color); // set color of diffuse component
		glLightfv(GL_LIGHT0, GL_SPECULAR, light_color); // set color of specular component

		glLightfv(GL_LIGHT0, GL_POSITION, light_position);   // set position



		//make the world spin
		//TODO:probably should remove this in final
		//static float ang=0.0;
		//ang+=0.01f;
		//glRotatef(ang*2,0,1,0);//spin about y-axis
		

		
		//draw the world
		terrain.Draw();

		   
        // Finally, display rendered frame on screen 
        App.display(); 
    } 
   
    return EXIT_SUCCESS; 
}
コード例 #25
0
ファイル: Window.cpp プロジェクト: vidjogamer/ProjectTemplate
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
    // Create the main window
    sf::Window window(sf::VideoMode(640, 480, 32), "SFML Window");

    // Create a clock for measuring the time elapsed
    sf::Clock clock;

    // Set the color and depth clear values
    glClearDepth(1.f);
    glClearColor(0.f, 0.f, 0.f, 0.f);

    // Enable Z-buffer read and write
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    // Setup a perspective projection
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(90.f, 1.f, 1.f, 500.f);

    // Start the game loop
    while (window.IsOpened())
    {
        // Process events
        sf::Event event;
        while (window.GetEvent(event))
        {
            // Close window : exit
            if (event.Type == sf::Event::Closed)
                window.Close();

            // Escape key : exit
            if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
                window.Close();

            // Resize event : adjust viewport
            if (event.Type == sf::Event::Resized)
                glViewport(0, 0, event.Size.Width, event.Size.Height);
       }

        // Activate the window before using OpenGL commands.
        // This is useless here because we have only one window which is
        // always the active one, but don't forget it if you use multiple windows
        window.SetActive();

        // Clear color and depth buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Apply some transformations
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0.f, 0.f, -200.f);
        glRotatef(clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
        glRotatef(clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
        glRotatef(clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);

        // Draw a cube
        glBegin(GL_QUADS);

            glColor3f(1.f, 0.f, 0.f);
            glVertex3f(-50.f, -50.f, -50.f);
            glVertex3f(-50.f,  50.f, -50.f);
            glVertex3f( 50.f,  50.f, -50.f);
            glVertex3f( 50.f, -50.f, -50.f);

            glColor3f(1.f, 0.f, 0.f);
            glVertex3f(-50.f, -50.f, 50.f);
            glVertex3f(-50.f,  50.f, 50.f);
            glVertex3f( 50.f,  50.f, 50.f);
            glVertex3f( 50.f, -50.f, 50.f);

            glColor3f(0.f, 1.f, 0.f);
            glVertex3f(-50.f, -50.f, -50.f);
            glVertex3f(-50.f,  50.f, -50.f);
            glVertex3f(-50.f,  50.f,  50.f);
            glVertex3f(-50.f, -50.f,  50.f);

            glColor3f(0.f, 1.f, 0.f);
            glVertex3f(50.f, -50.f, -50.f);
            glVertex3f(50.f,  50.f, -50.f);
            glVertex3f(50.f,  50.f,  50.f);
            glVertex3f(50.f, -50.f,  50.f);

            glColor3f(0.f, 0.f, 1.f);
            glVertex3f(-50.f, -50.f,  50.f);
            glVertex3f(-50.f, -50.f, -50.f);
            glVertex3f( 50.f, -50.f, -50.f);
            glVertex3f( 50.f, -50.f,  50.f);

            glColor3f(0.f, 0.f, 1.f);
            glVertex3f(-50.f, 50.f,  50.f);
            glVertex3f(-50.f, 50.f, -50.f);
            glVertex3f( 50.f, 50.f, -50.f);
            glVertex3f( 50.f, 50.f,  50.f);

        glEnd();

        // Finally, display the rendered frame on screen
        window.Display();
    }

    return EXIT_SUCCESS;
}
コード例 #26
0
ファイル: explode.c プロジェクト: xtmacbook/SGI
void 
init(void)
{
    static unsigned *explosionimage,
            *smokeimage;
    static int width,
        height,
        components;

    explode();

    glGenTextures(2, texnames);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    /*
     * Load the explosion texture 
     */
    explosionimage = read_texture("../../data/explosion0.rgba", &width, &height, &components);
    if (explosionimage == NULL) {
	fprintf(stderr, "Error: Can't load image file \"../../data/explosion0.rgba\".\n");
	exit(EXIT_FAILURE);
    } else
	printf("%d x %d image loaded\n", width, height);

    if (components != 2 && components != 4)
	printf("warning: texture should be an RGBA or LA image\n");

    glBindTexture(GL_TEXTURE_2D, texnames[0]);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0,
		 GL_RGBA, GL_UNSIGNED_BYTE, explosionimage);

    /*
     * Load the smoke texture 
     */
    smokeimage = read_texture("../../data/smoke.la", &width, &height, &components);
    if (explosionimage == NULL) {
	fprintf(stderr, "Error: Can't load image file \"../../data/smoke.la\".\n");
	exit(EXIT_FAILURE);
    } else
	printf("%d x %d image loaded\n", width, height);

    if (components != 2 && components != 4)
	printf("warning: texture should be an RGBA or LA image\n");

    glBindTexture(GL_TEXTURE_2D, texnames[1]);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0,
		 GL_RGBA, GL_UNSIGNED_BYTE, smokeimage);

    glEnable(GL_TEXTURE_2D);

    /*
     * Setup other OpenGL stuff 
     */
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(50., 1., .1, 20.);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0., 0., -5.5);
    glClearColor(.25f, .25f, .75f, .25f);

    glAlphaFunc(GL_GREATER, 0.016f);
    glEnable(GL_ALPHA_TEST);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_DEPTH_TEST);

    glEnable(GL_LIGHT0);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_NORMALIZE);

}
コード例 #27
0
ファイル: main.cpp プロジェクト: theevann/Boids
int main(int argc, char *argv[])
{
    SDL_Event event;
    double cam[3] = {240,240,240};
    SDL_Init(SDL_INIT_VIDEO);
    atexit(SDL_Quit);
    SDL_WM_SetCaption("BOIDS", NULL);
    SDL_SetVideoMode(1200, 900, 32, SDL_OPENGL);
    //SDL_EnableKeyRepeat(10,10);

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective(70,(double)1200/900,1,1000);
    glEnable(GL_DEPTH_TEST);

    Boids test(220,220,220, NOMBRE_BOIDS);

    Dessiner(test,cam);

    lastTime = SDL_GetTicks();

    for (;;)
    {
        SDL_PollEvent(&event);
        int startTime = SDL_GetTicks();

        switch(event.type)
        {
            case SDL_QUIT:
            exit(0);
            break;

            case SDL_KEYDOWN:
            switch (event.key.keysym.sym)
            {
                case SDLK_q:
                    cam[0]  += 5;
                break;

                case SDLK_a:
                    cam[0]  -= 5;
                break;

                case SDLK_w:
                    cam[1]  += 5;
                break;

                case SDLK_s:
                    cam[1]  -= 5;
                break;

                case SDLK_e:
                    cam[2]  += 5;
                break;

                case SDLK_d:
                    cam[2]  -= 5;
                break;

                case SDLK_SPACE:
                    pause = !pause;
                break;

                case SDLK_BACKSPACE:
                    test.xa = 0;
                    test.ya = 0;
                    test.za = 0;
                break;

                case SDLK_DELETE:
                    test.genereArrive();
                break;

                case SDLK_PLUS:
                    if(intervalle>1)
                        intervalle--;
                break;
                case SDLK_MINUS:
                        intervalle++;
                break;
                case SDLK_UP:
                    cam[0]--;
                break;
                case SDLK_DOWN:
                    cam[0]++;
                break;
                case SDLK_LEFT:
                if ((event.key.keysym.mod & KMOD_LSHIFT) == KMOD_LSHIFT)
                {
                    cam[0]+=0.1;
                }
                else
                {
                    cam[0]+=10;
                }
                break;
                case SDLK_RIGHT:
                if ((event.key.keysym.mod & KMOD_LSHIFT) == KMOD_LSHIFT)
                {
                    cam[0]-=0.1;
                }
                else
                {
                    cam[0]-=10;
                }
                break;
            }
            break;

        }
        Dessiner(test, cam);

        int timeElapsed = SDL_GetTicks()-startTime;
        if(1000/nbImageSec>timeElapsed)
            SDL_Delay(1000/nbImageSec-timeElapsed);//*/
    }
    return 0;
}
コード例 #28
0
void SetupCameraMatrix()
{
	glLoadIdentity();
	gluPerspective(gFOV, ((float)glutGet(GLUT_WINDOW_WIDTH))/((float)glutGet(GLUT_WINDOW_HEIGHT)), 1.0f, 10000.0f);
	gluLookAt(gEye.x, gEye.y, gEye.z, gEye.x + gDir.x, gEye.y + gDir.y, gEye.z + gDir.z, 0.0f, 1.0f, 0.0f);
}
コード例 #29
0
ファイル: init.cpp プロジェクト: dagothar/apollo
//inicjalizuj GL
void init_gl(int &argc, char *argv[])
{
    glutInit(&argc, argv);
    
    // tryb rgba + przezroczystosc + bufor z + podwojne buforowanie
    glutInitDisplayMode(GLUT_RGB | GL_DOUBLE | GLUT_DEPTH);
    
    // ustaw okno
    glutInitWindowSize(screenw, screenh);
    glutInitWindowPosition(0, 0);
    window = glutCreateWindow("Apollo");
    
    glClearColor(0.0, 0.0, 10.0*b_atm, 0.0);
    glClearDepth(1.0);
    
    // tryb cieniowania
    glShadeModel(GL_SMOOTH);
    
    // korekcja perspektywiczna
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
    
    // wlacz testowanie z
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    
    //obcinaj tylne sciany poligonow
    glCullFace(GL_BACK);
    
    // ustaw widok
    // projekcja
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fov, (double)screenw / (double)screenh, 0.1, 100000.0);
    
    // widok
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    
    // ustaw parametry swiatla
    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glEnable(GL_LIGHT0);
    
    // tryb tekstury
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // zastap kolor tekstura a nie zmiksuj
    
    // wczytaj tekstury
    //texture_moon = load_texture("moon.bmp");
    
    //wczytaj modele
    if(!SetCurrentDirectory("data")) {
                                     MessageBox(NULL, "Nie znaleziono katalogu!", "B³¹d", MB_OK);
                                     exit(-1);
    }
    
    stack_model.load("lander.obj");
    aps_model.load("lander2.obj");
    
    
    SetCurrentDirectory("..");
     
    
    // wyczysc stany klawiszy
    for(int i = 0; i < 256; ++i) keys[i] = false;
    
    // ignoruj automatyczne powtarzanie klawiszy
    glutIgnoreKeyRepeat(1);
    
    // wlacz przenikanie
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    //okragle punkty
    glEnable(GL_POINT_SMOOTH);
    glPointSize(10.0);
}
コード例 #30
0
bool Visualization::update()
{
    if (!m_initialized)
    {
        printf("Visualization has not been yet initialized.");
        return false;
    }
    
    // Compute the time since last update (in seconds).
    Uint32 time = SDL_GetTicks();
    float dt = (time - m_lastTickCount) / 1000.0f;
    m_lastTickCount = time;
    
    bool singleSimulationStep = false;
    bool scrollForward = false;
    bool scrollBackward = false;
    
    int mscroll = 0;
    
    SDL_Event event;
    while (SDL_PollEvent(&event))
    {
        switch (event.type)
        {
            case SDL_KEYDOWN:
                // Handle any key presses here.
                if (event.key.keysym.sym == SDLK_ESCAPE) //Escape.
                {
                    m_stopRequested = true;
                }
                else if (event.key.keysym.sym == SDLK_SPACE)
                {
                    m_paused = !m_paused;
                }
                else if (event.key.keysym.sym == SDLK_TAB)
                {
                    singleSimulationStep = true;
				}
				else if (event.key.keysym.sym == SDLK_r)
				{
					float pos[3] = {-15, 0, 15};
					m_crowd->pushAgentPosition(0, pos);
				}
				else if (event.key.keysym.sym == SDLK_KP7)
				{
					float pos[3] = {-19, 0, -19};
					dtVnormalize(pos);
					dtVscale(pos, pos, 2.f);

					dtCrowdAgent ag;
					m_crowd->fetchAgent(ag, 0);
					dtVcopy(ag.velocity, pos);
					m_crowd->pushAgent(ag);
				}
				else if (event.key.keysym.sym == SDLK_KP9)
				{
					float pos[] = {19, 0, -19};
					dtVnormalize(pos);
					dtVscale(pos, pos, 2.f);

					dtCrowdAgent ag;
					m_crowd->fetchAgent(ag, 0);
					dtVcopy(ag.velocity, pos);
					m_crowd->pushAgent(ag);
				}
				else if (event.key.keysym.sym == SDLK_KP3)
				{
					float pos[3] = {19, 0, 19};
					dtVnormalize(pos);
					dtVscale(pos, pos, 2.f);

					dtCrowdAgent ag;
					m_crowd->fetchAgent(ag, 0);
					dtVcopy(ag.velocity, pos);
					m_crowd->pushAgent(ag);
				}
				else if (event.key.keysym.sym == SDLK_KP1)
				{
					float pos[3] = {-19, 0, 19};
					dtVnormalize(pos);
					dtVscale(pos, pos, 2.f);

					dtCrowdAgent ag;
					m_crowd->fetchAgent(ag, 0);
					dtVcopy(ag.velocity, pos);
					m_crowd->pushAgent(ag);
				}
				else if (event.key.keysym.sym == SDLK_KP5)
				{
					float pos[3] = {0, 0, 0};
					dtVnormalize(pos);
					dtVscale(pos, pos, 2.f);

					dtCrowdAgent ag;
					m_crowd->fetchAgent(ag, 0);
					dtVcopy(ag.velocity, pos);
					m_crowd->pushAgent(ag);
				}
                break;
                
            case SDL_MOUSEBUTTONDOWN:
                if (event.button.button == SDL_BUTTON_RIGHT)
                {
                    // Rotate view
                    m_rotating = true;
                    m_initialMousePosition[0] = m_mousePosition[0];
                    m_initialMousePosition[1] = m_mousePosition[1];
                    m_intialCameraOrientation[0] = m_cameraOrientation[0];
                    m_intialCameraOrientation[1] = m_cameraOrientation[1];
                    m_intialCameraOrientation[2] = m_cameraOrientation[2];
                }	
                else if (event.button.button == SDL_BUTTON_WHEELUP)
                {
                    scrollForward = true;
                }
				else if (event.button.button == SDL_BUTTON_WHEELDOWN)
				{
					scrollBackward = true;
				}
                break;
                
            case SDL_MOUSEBUTTONUP:
                if (event.button.button == SDL_BUTTON_RIGHT)
                {
                    m_rotating = false;
                }
                else if (event.button.button == SDL_BUTTON_LEFT)
                {
                    float pickedPosition[3];
					int index = 0;
                    pick(pickedPosition, &index);
                }
                break;
                
            case SDL_MOUSEMOTION:
                m_mousePosition[0] = event.motion.x;
                m_mousePosition[1] = m_winHeight-1 - event.motion.y;
                if (m_rotating)
                {
                    int dx = m_mousePosition[0] - m_initialMousePosition[0];
                    int dy = m_mousePosition[1] - m_initialMousePosition[1];
                    
                    m_cameraOrientation[0] = m_intialCameraOrientation[0] - dy*0.25f;
                    m_cameraOrientation[1] = m_intialCameraOrientation[1] + dx*0.25f;
                }
                break;
                
            case SDL_QUIT:
                m_stopRequested = true;
                break;
                
            default:
                break;
        }
    }
    
    unsigned char mbut = 0;
    if (SDL_GetMouseState(0,0) & SDL_BUTTON_LMASK)
        mbut |= IMGUI_MBUT_LEFT;
    if (SDL_GetMouseState(0,0) & SDL_BUTTON_RMASK)
        mbut |= IMGUI_MBUT_RIGHT;
    
    // Update the camera velocity from keyboard state.
    Uint8* keystate = SDL_GetKeyState(NULL);
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4800)
#endif
    updateCameraVelocity(
                         dt,
                         keystate[SDLK_w] || keystate[SDLK_UP] || scrollForward,
                         keystate[SDLK_s] || keystate[SDLK_DOWN] || scrollBackward,
                         keystate[SDLK_a] || keystate[SDLK_LEFT],
                         keystate[SDLK_d] || keystate[SDLK_RIGHT],
                         SDL_GetModState() & KMOD_SHIFT);
#ifdef _MSC_VER
#pragma warning(pop)
#endif

    //Update the camera position
    updateCameraPosition(dt);
    
    //Update the crowd
    if (m_crowd)
    {
        if (singleSimulationStep)
        {
            m_paused = true;
            m_debugInfo->startUpdate();

			m_crowd->update(m_crowdDt);

            m_debugInfo->endUpdate(m_crowdDt);
            m_crowdAvailableDt = 0.f;
        }
        else if (!m_paused)
        {
            m_crowdAvailableDt += dt;
            while(m_crowdAvailableDt > m_crowdDt)
            {
				m_debugInfo->startUpdate();

				m_crowd->update(m_crowdDt);

                m_debugInfo->endUpdate(m_crowdDt);
                m_crowdAvailableDt -= m_crowdDt;
            }
        }
        else
        {
            m_crowdAvailableDt = 0.f;
        }
    }
    
    // Set rendering context
    glViewport(0, 0, m_winWidth, m_winHeight);
    glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_TEXTURE_2D);
    
    // Render 3D
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(50.0f, (float)m_winWidth/(float)m_winHeight, m_zNear, m_zFar);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glRotatef(m_cameraOrientation[0],1,0,0);
    glRotatef(m_cameraOrientation[1],0,1,0);
    glRotatef(m_cameraOrientation[2],0,0,1);
    glTranslatef(-m_cameraPosition[0], -m_cameraPosition[1], -m_cameraPosition[2]);
    
    // Extract OpenGL view properties
    glGetDoublev(GL_PROJECTION_MATRIX, m_projection);
    glGetDoublev(GL_MODELVIEW_MATRIX, m_modelView);
    glGetIntegerv(GL_VIEWPORT, m_viewport);
    
    renderScene();
    renderCrowd();
    
    // Render 2D Overlay
    glDisable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0, m_winWidth, 0, m_winHeight);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
       
    imguiBeginFrame(m_mousePosition[0], m_mousePosition[1], mbut,mscroll);
    
    renderDebugInfoOverlay();
    
    imguiEndFrame();
    imguiRenderGLDraw();		
    
    glEnable(GL_DEPTH_TEST);
    SDL_GL_SwapBuffers();
    
    return true;
}