// glut_example.c // Stanford University, CS248, Fall 2000 // // Demonstrates basic use of GLUT toolkit for CS248 video game assignment. // More GLUT details at http://reality.sgi.com/mjk_asd/spec3/spec3.html // Here you'll find examples of initialization, basic viewing transformations, // mouse and keyboard callbacks, menus, some rendering primitives, lighting, // double buffering, Z buffering, and texturing. // // Matt Ginzton -- [email protected]
#include <glut.h> #include <stdio.h> #include <stdlib.h> #ifdef _WIN32 # include <windows.h> #else # include <sys/time.h> #endif #include "texture.h"
#define VIEWING_DISTANCE_MIN 3.0 #define TEXTURE_ID_CUBE 1
enum { MENU_LIGHTING = 1, MENU_POLYMODE, MENU_TEXTURING, MENU_EXIT };
typedef int BOOL; #define TRUE 1 #define FALSE 0
static BOOL g_bLightingEnabled = TRUE; static BOOL g_bFillPolygons = TRUE; static BOOL g_bTexture = FALSE; static BOOL g_bButton1Down = FALSE; static GLfloat g_fTeapotAngle = 0.0; static GLfloat g_fTeapotAngle2 = 0.0; static GLfloat g_fViewDistance = 3 * VIEWING_DISTANCE_MIN; static GLfloat g_nearPlane = 1; static GLfloat g_farPlane = 1000; static int g_Width = 600; // Initial window width static int g_Height = 600; // Initial window height static int g_yClick = 0; static float g_lightPos[4] = { 10, 10, -100, 1 }; // Position of light #ifdef _WIN32 static DWORD last_idle_time; #else static struct timeval last_idle_time; #endif
void DrawCubeFace(float fSize) { fSize /= 2.0; glBegin(GL_QUADS); glVertex3f(-fSize, -fSize, fSize); glTexCoord2f (0, 0); glVertex3f(fSize, -fSize, fSize); glTexCoord2f (1, 0); glVertex3f(fSize, fSize, fSize); glTexCoord2f (1, 1); glVertex3f(-fSize, fSize, fSize); glTexCoord2f (0, 1); glEnd(); }
void DrawCubeWithTextureCoords (float fSize) { glPushMatrix(); DrawCubeFace (fSize); glRotatef (90, 1, 0, 0); DrawCubeFace (fSize); glRotatef (90, 1, 0, 0); DrawCubeFace (fSize); glRotatef (90, 1, 0, 0); DrawCubeFace (fSize); glRotatef (90, 0, 1, 0); DrawCubeFace (fSize); glRotatef (180, 0, 1, 0); DrawCubeFace (fSize); glPopMatrix(); }
void RenderObjects(void) { float colorBronzeDiff[4] = { 0.8, 0.6, 0.0, 1.0 }; float colorBronzeSpec[4] = { 1.0, 1.0, 0.4, 1.0 }; float colorBlue[4] = { 0.0, 0.2, 1.0, 1.0 }; float colorNone[4] = { 0.0, 0.0, 0.0, 0.0 };
glMatrixMode(GL_MODELVIEW); glPushMatrix();
// Main object (cube) ... transform to its coordinates, and render glRotatef(15, 1, 0, 0); glRotatef(45, 0, 1, 0); glRotatef(g_fTeapotAngle, 0, 0, 1); glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBlue); glMaterialfv(GL_FRONT, GL_SPECULAR, colorNone); glColor4fv(colorBlue); glBindTexture(GL_TEXTURE_2D, TEXTURE_ID_CUBE); DrawCubeWithTextureCoords(1.0);
// Child object (teapot) ... relative transform, and render glPushMatrix(); glTranslatef(2, 0, 0); glRotatef(g_fTeapotAngle2, 1, 1, 0); glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBronzeDiff); glMaterialfv(GL_FRONT, GL_SPECULAR, colorBronzeSpec); glMaterialf(GL_FRONT, GL_SHININESS, 50.0); glColor4fv(colorBronzeDiff); glBindTexture(GL_TEXTURE_2D, 0); glutSolidTeapot(0.3); glPopMatrix();
glPopMatrix(); }
void display(void) { // Clear frame buffer and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up viewing transformation, looking down -Z axis glLoadIdentity(); gluLookAt(0, 0, -g_fViewDistance, 0, 0, -1, 0, 1, 0);
// Set up the stationary light glLightfv(GL_LIGHT0, GL_POSITION, g_lightPos);
// Render the scene RenderObjects();
// Make sure changes appear onscreen glutSwapBuffers(); }
void reshape(GLint width, GLint height) { g_Width = width; g_Height = height;
glViewport(0, 0, g_Width, g_Height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(65.0, (float)g_Width / g_Height, g_nearPlane, g_farPlane); glMatrixMode(GL_MODELVIEW); }
void InitGraphics(void) { int width, height; int nComponents; void* pTextureImage;
glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0);
// Create texture for cube; load marble texture from file and bind it
pTextureImage = read_texture("marble.rgb", &width, &height, &nComponents); glBindTexture(GL_TEXTURE_2D, TEXTURE_ID_CUBE); gluBuild2DMipmaps(GL_TEXTURE_2D, // texture to specify GL_RGBA, // internal texture storage format width, // texture width height, // texture height GL_RGBA, // pixel format GL_UNSIGNED_BYTE, // color component format pTextureImage); // pointer to texture image
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); }
void MouseButton(int button, int state, int x, int y) { // Respond to mouse button presses. // If button1 pressed, mark this state so we know in motion function.
if (button == GLUT_LEFT_BUTTON) { g_bButton1Down = (state == GLUT_DOWN) ? TRUE : FALSE; g_yClick = y - 3 * g_fViewDistance; } }
void MouseMotion(int x, int y) { // If button1 pressed, zoom in/out if mouse is moved up/down.
if (g_bButton1Down) { g_fViewDistance = (y - g_yClick) / 3.0; if (g_fViewDistance < VIEWING_DISTANCE_MIN) g_fViewDistance = VIEWING_DISTANCE_MIN; glutPostRedisplay(); } }
void AnimateScene(void) { float dt;
#ifdef _WIN32 DWORD time_now; time_now = GetTickCount(); dt = (float) (time_now - last_idle_time) / 1000.0; #else // Figure out time elapsed since last call to idle function struct timeval time_now; gettimeofday(&time_now, NULL); dt = (float)(time_now.tv_sec - last_idle_time.tv_sec) + 1.0e-6*(time_now.tv_usec - last_idle_time.tv_usec); #endif
// Animate the teapot by updating its angles g_fTeapotAngle += dt * 30.0; g_fTeapotAngle2 += dt * 100.0;
// Save time_now for next time last_idle_time = time_now;
// Force redraw glutPostRedisplay(); }
void SelectFromMenu(int idCommand) { switch (idCommand) { case MENU_LIGHTING: g_bLightingEnabled = !g_bLightingEnabled; if (g_bLightingEnabled) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); break;
case MENU_POLYMODE: g_bFillPolygons = !g_bFillPolygons; glPolygonMode (GL_FRONT_AND_BACK, g_bFillPolygons ? GL_FILL : GL_LINE); break;
case MENU_TEXTURING: g_bTexture = !g_bTexture; if (g_bTexture) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); break;
case MENU_EXIT: exit (0); break; }
// Almost any menu selection requires a redraw glutPostRedisplay(); }
void Keyboard(unsigned char key, int x, int y) { switch (key) { case 27: // ESCAPE key exit (0); break;
case 'l': SelectFromMenu(MENU_LIGHTING); break;
case 'p': SelectFromMenu(MENU_POLYMODE); break;
case 't': SelectFromMenu(MENU_TEXTURING); break; } }
int BuildPopupMenu (void) { int menu;
menu = glutCreateMenu (SelectFromMenu); glutAddMenuEntry ("Toggle lighting\tl", MENU_LIGHTING); glutAddMenuEntry ("Toggle polygon fill\tp", MENU_POLYMODE); glutAddMenuEntry ("Toggle texturing\tt", MENU_TEXTURING); glutAddMenuEntry ("Exit demo\tEsc", MENU_EXIT);
return menu; }
int main(int argc, char** argv) { // GLUT Window Initialization: glutInit (&argc, argv); glutInitWindowSize (g_Width, g_Height); glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow ("CS248 GLUT example");
// Initialize OpenGL graphics state InitGraphics();
// Register callbacks: glutDisplayFunc (display); glutReshapeFunc (reshape); glutKeyboardFunc (Keyboard); glutMouseFunc (MouseButton); glutMotionFunc (MouseMotion); glutIdleFunc (AnimateScene);
// Create our popup menu BuildPopupMenu (); glutAttachMenu (GLUT_RIGHT_BUTTON);
// Get the initial time, for use by animation #ifdef _WIN32 last_idle_time = GetTickCount(); #else gettimeofday (&last_idle_time, NULL); #endif
// Turn the flow of control over to GLUT glutMainLoop (); return 0; }