void cameraRotate() { elevationRotation.set( 1, 0, 0, 0, 0, cos(elevation * -1), (sin(elevation * -1) * -1), 0, 0, sin(elevation * -1), cos(elevation * -1), 0, 0, 0, 0, 1); azimuthRotation.set( cos(azimuth * -1), 0, sin(azimuth * -1), 0, 0, 1, 0, 0, (sin(azimuth * -1) * -1), 0, cos(azimuth * -1), 0, 0, 0, 0, 1); elevationRotation.setState(gmtl::Matrix44f::ORTHOGONAL); azimuthRotation.setState(gmtl::Matrix44f::ORTHOGONAL); gmtl::transpose(elevationRotation); gmtl::transpose(azimuthRotation); view = viewScale * elevationRotation * azimuthRotation; view.setState(gmtl::Matrix44f::FULL); glutPostRedisplay(); }
void cameraRotate() { elevationRotation.set( 1, 0, 0, 0, 0, cos(elevation * -1), (sin(elevation * -1) * -1), 0, 0, sin(elevation * -1), cos(elevation * -1), 0, 0, 0, 0, 1); azimuthRotation.set( cos(azimuth * -1), 0, sin(azimuth * -1), 0, 0, 1, 0, 0, (sin(azimuth * -1) * -1), 0, cos(azimuth * -1), 0, 0, 0, 0, 1); elevationRotation.setState(gmtl::Matrix44f::ORTHOGONAL); azimuthRotation.setState(gmtl::Matrix44f::ORTHOGONAL); if (c_tableCenter) { cameraTrans = gmtl::makeTrans<gmtl::Matrix44f>(gmtl::Vec3f(0, 0, 0)); } else if (c_cueFollow) { cameraTrans = gmtl::makeTrans<gmtl::Matrix44f>(sceneGraph[0]->GetPosition()); } viewRotation = azimuthRotation * elevationRotation; gmtl::invert(viewRotation); originalView = cameraTrans * azimuthRotation * elevationRotation * cameraZ; view = gmtl::invert(originalView); glutPostRedisplay(); }
void init() { elevation = azimuth = 0; ballRadius = 4.0f; ballDiameter = ballRadius * 2.0f; hit = c_tableCenter = c_cueFollow = c_cue = bounce = attract = false; hitScale = 3.0f; drag = 0.1f; restitutionBall = 0.0f; restitutionWall = 1.0f; simStep = 1; delta = 1.0f; // Enable depth test (visible surface determination) glEnable(GL_DEPTH_TEST); // OpenGL background color glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Load/compile/link shaders and set to use for rendering ShaderInfo shaders[] = { { GL_VERTEX_SHADER, "Cube_Vertex_Shader.vert" }, { GL_FRAGMENT_SHADER, "Cube_Fragment_Shader.frag" }, { GL_NONE, NULL } }; program = LoadShaders(shaders); glUseProgram(program); //Get the shader parameter locations for passing data to shaders NormalMatrix = glGetUniformLocation(program, "NormalMatrix"); lightPosition_loc = glGetUniformLocation(program, "lightPosition"); ambientLight_loc = glGetUniformLocation(program, "ambientLight"); diffuseLight_loc = glGetUniformLocation(program, "diffuseLight"); specularLight_loc = glGetUniformLocation(program, "specularLight"); glActiveTexture(GL_TEXTURE0); texture_location = glGetUniformLocation(program, "texture_Colors"); glBindTexture(GL_TEXTURE_2D, texture_location); gmtl::identity(view); gmtl::identity(viewRotation); gmtl::identity(cameraTrans); lightPosition.set(0.0f, 20.0f, 0.0f); nearValue = 1.0f; farValue = 1000.0f; topValue = screenHeight / screenWidth; bottomValue = topValue * -1.0f; rightValue = 1.0f; leftValue = -1.0f; projection.set( ((2.0f * nearValue) / (rightValue - leftValue)), 0.0f, ((rightValue + leftValue) / (rightValue - leftValue)), 0.0f, 0.0f, ((2.0f * nearValue) / (topValue - bottomValue)), ((topValue + bottomValue) / (topValue - bottomValue)), 0.0f, 0.0f, 0.0f, ((-1.0f * (farValue + nearValue)) / (farValue - nearValue)), ((-2.0f*farValue*nearValue)/(farValue-nearValue)), 0.0f,0.0f,-1.0f,0.0f ); cameraZFactor = 350.0f; cameraZ = gmtl::makeTrans<gmtl::Matrix44f>(gmtl::Vec3f(0.0f,0.0f,cameraZFactor)); cameraZ.setState(gmtl::Matrix44f::TRANS); elevation = degreesToRadians(30.0f); azimuth = 0.0f; cameraRotate(); buildGraph(); }
void keyboard(unsigned char key, int x, int y) { switch (key) { case '1': hitScale = 1.0f; break; case '2': hitScale = 2.0f; break; case '3': hitScale = 3.0f; break; case '4': hitScale = 4.0f; break; case '5': hitScale = 5.0f; break; case '6': hitScale = 6.0f; break; case '7': hitScale = 7.0f; break; case '8': hitScale = 8.0f; break; case '9': hitScale = 9.0f; break; case 'f': c_cueFollow = true; c_cue = c_tableCenter = false; break; case 'k': drag += 0.01f; break; case 'K': drag = max(0.0f,drag - 0.01f); break; case 'm': sceneGraph[0]->mass += 1.0f; break; case 'M': sceneGraph[0]->mass = max(0.0f, sceneGraph[0]->mass - 1.0f); break; case 'j': restitutionBall = min(restitutionBall + 0.01f,1.0f); break; case 'J': restitutionBall = max(0.0f, restitutionBall - 0.01f); break; case 'n': restitutionWall = min(restitutionWall + 0.01f, 1.0f); break; case 'N': restitutionWall = max(0.0f, restitutionWall - 0.01f); break; case 'h': delta += max(1.0f, delta + 0.01f); break; case 'H': delta = max(delta - 0.01f, 0.0f); break; case 'b': bounce = (bounce ? false:true); break; case 'a': attract = (attract ? false : true); break; case 'Z': cameraZFactor += 10.f; cameraZ = gmtl::makeTrans<gmtl::Matrix44f>(gmtl::Vec3f(0.0f, 0.0f, cameraZFactor)); cameraZ.setState(gmtl::Matrix44f::TRANS); view = cameraTrans * azimuthRotation * elevationRotation * cameraZ; gmtl::invert(view); break; case 'z': cameraZFactor -= 10.f; cameraZ = gmtl::makeTrans<gmtl::Matrix44f>(gmtl::Vec3f(0.0f, 0.0f, cameraZFactor)); cameraZ.setState(gmtl::Matrix44f::TRANS); view = cameraTrans * azimuthRotation * elevationRotation * cameraZ; gmtl::invert(view); break; case 033 /* Escape key */: exit(EXIT_SUCCESS); break; } glutPostRedisplay(); }