PhoenixMee

Untitled

Apr 11th, 2019
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  1. #include <iostream>
  2. #include "GL/glew.h"
  3. #include "GL/3dgl.h"
  4. #include "GL/glut.h"
  5. #include "GL/freeglut_ext.h"
  6.  
  7. #pragma comment (lib, "glew32.lib")
  8.  
  9. using namespace std;
  10. using namespace _3dgl;
  11.  
  12. // THE matrix
  13. float matrix[16];
  14.  
  15. // window size (also used for shadowmaps)
  16. int ScreenWidth = 800;
  17. int ScreenHeight = 600;
  18.  
  19. // 3D models
  20. C3dglModel camera, lamp, LivingRoom, table, vase, utah_teapot_hires, apple, Lamp2, Lamp22, hanginglamp;
  21.  
  22. // textures
  23. GLuint TexOakWood, TexOakWoodNormals, TexChairCloth, TexShadowMap, ShadowMapFBO, TexCubeMapStatic, TexCubeMapAnimated, TexNone;
  24.  
  25. // 3D GLProgram
  26. C3dglProgram Program;
  27.  
  28. // declaring vertex and fragment shader
  29. C3dglShader VertexShader;
  30. C3dglShader FragmentShader;
  31.  
  32. // camera position (for first person type camera navigation)
  33. float matrixView[16]; // The View Matrix
  34. float angleTilt = 0; // Tilt Angle
  35. float angleRot = 0.1f; // Camera orbiting angle
  36. float deltaX = 0, deltaY = 0, deltaZ = 0; // Camera movement values
  37. float cameraVector[3];
  38.  
  39. // on or offs for bulbs
  40. bool B1, B2;
  41.  
  42. // helper function: quick material setter (deprecated!)
  43. inline void glMaterial3f(GLenum face, GLenum pname, GLfloat r, GLfloat g, GLfloat b) { GLfloat params[] = { r, g, b, 1.0f }; glMaterialfv(face, pname, params); }
  44.  
  45. //---- PYRAMID VBO ----//
  46. // buffers names
  47. unsigned vertexBuffer = 0;
  48. unsigned normalBuffer = 0;
  49. unsigned indexBuffer = 0;
  50.  
  51. float vertices[] = { -4, 0, -4, 4, 0, -4, 0, 7, 0, -4, 0, 4, 4, 0, 4, 0, 7, 0,-4, 0, -4, -4, 0, 4, 0, 7, 0, 4, 0, -4, 4, 0, 4, 0, 7, 0,-4, 0, -4, -4, 0, 4, 4, 0, -4, 4, 0, 4 };
  52. float normals[] = { 0, 4, -7, 0, 4, -7, 0, 4, -7, 0, 4, 7, 0, 4, 7, 0, 4, 7,-7, 4, 0, -7, 4, 0, -7, 4, 0, 7, 4, 0, 7, 4, 0, 7, 4, 0,0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0 };
  53. unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 13, 14, 15 };
  54. //---------------------//
  55.  
  56. bool init()
  57. {
  58. // rendering states
  59. glEnable(GL_DEPTH_TEST); // depth test is necessary for most 3D scenes
  60. glEnable(GL_NORMALIZE); // normalization is needed by AssImp library models
  61. glShadeModel(GL_SMOOTH); // smooth shading mode is the default one; try GL_FLAT here!
  62. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // this is the default one; try GL_LINE!
  63.  
  64. // Initialise Shaders
  65. if (!VertexShader.Create(GL_VERTEX_SHADER)) return false;
  66. if (!VertexShader.LoadFromFile("shaders\\basic.vert")) return false;
  67. if (!VertexShader.Compile()) return false;
  68.  
  69. if (!FragmentShader.Create(GL_FRAGMENT_SHADER)) return false;
  70. if (!FragmentShader.LoadFromFile("shaders\\basic.frag")) return false;
  71. if (!FragmentShader.Compile()) return false;
  72.  
  73. if (!Program.Create()) return false;
  74. if (!Program.Attach(VertexShader)) return false;
  75. if (!Program.Attach(FragmentShader)) return false;
  76. if (!Program.Link()) return false;
  77. if (!Program.Use(true)) return false;
  78.  
  79. // glut additional setup
  80. glutSetVertexAttribCoord3(Program.GetAttribLocation("aVertex"));
  81. glutSetVertexAttribNormal(Program.GetAttribLocation("aNormal"));
  82.  
  83. // loading 3D models
  84. if (!table.load("models\\table.obj")) return false;
  85. if (!vase.load("models\\vase.obj")) return false;
  86. //if (!LivingRoom.load("models\\LivingRoom.obj")) return false;
  87. if (!apple.load("models\\apple.3ds")) return false;
  88. if (!Lamp2.load("models\\Lamp2.obj")) return false;
  89. if (!Lamp22.load("models\\Lamp2.obj")) return false;
  90. if (!hanginglamp.load("models\\hanginglamp.obj")) return false;
  91. if (!LivingRoom.load("models\\LivingRoomObj\\LivingRoom.obj")) return false;
  92. //LivingRoom.loadMaterials("models\\LivingRoomObj\\");
  93.  
  94. //---- initializing pyramid VBO details ----//
  95. // prepare vertex data
  96. glGenBuffers(1, &vertexBuffer);
  97. glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
  98. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  99.  
  100. // prepare normal data
  101. glGenBuffers(1, &normalBuffer);
  102. glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
  103. glBufferData(GL_ARRAY_BUFFER, sizeof(normals), normals, GL_STATIC_DRAW);
  104.  
  105. // prepare indices array
  106. glGenBuffers(1, &indexBuffer);
  107. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
  108. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
  109. //-------------------------------------//
  110.  
  111. //---- loading and binding textures ----//
  112. C3dglBitmap bm, bm2, bm3, bm4;
  113.  
  114. bm.Load("models/oakwood.png", GL_RGBA);
  115. if (!bm.GetBits()) return false;
  116. bm2.Load("models/chaircloth.png", GL_RGBA);
  117. if (!bm2.GetBits()) return false;
  118. bm4.Load("models/oakwoodnormals.png", GL_RGBA);
  119. if (!bm4.GetBits()) return false;
  120.  
  121. // oakwood
  122. glActiveTexture(GL_TEXTURE0);
  123. glGenTextures(1, &TexOakWood);
  124. glBindTexture(GL_TEXTURE_2D, TexOakWood);
  125. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  126. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bm.GetWidth(), bm.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm.GetBits());
  127.  
  128. // chaircloth
  129. glActiveTexture(GL_TEXTURE0);
  130. glGenTextures(1, &TexChairCloth);
  131. glBindTexture(GL_TEXTURE_2D, TexChairCloth);
  132. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  133. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bm2.GetWidth(), bm2.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm2.GetBits());
  134.  
  135. // null
  136. glActiveTexture(GL_TEXTURE0);
  137. glGenTextures(1, &TexNone);
  138. glBindTexture(GL_TEXTURE_2D, TexNone);
  139. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  140. BYTE bytes[] = { 255, 255, 255 };
  141. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_BGR, GL_UNSIGNED_BYTE, &bytes);
  142.  
  143. // vase cube map static
  144. //glActiveTexture(GL_TEXTURE1);
  145. //glGenTextures(1, &TexCubeMapStatic);
  146. //glBindTexture(GL_TEXTURE_CUBE_MAP, TexCubeMapStatic);
  147. //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  148. //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  149. //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  150. //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  151. //glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  152. //bm3.Load("models/right.png", GL_RGBA);
  153. //glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, bm3.GetWidth(), abs(bm3.GetHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm3.GetBits());
  154. //bm3.Load("models/left.png", GL_RGBA);
  155. //glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, bm3.GetWidth(), abs(bm3.GetHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm3.GetBits());
  156. //bm3.Load("models/down.png", GL_RGBA);
  157. //glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, bm3.GetWidth(), abs(bm3.GetHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm3.GetBits());
  158. //bm3.Load("models/up.png", GL_RGBA);
  159. //glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, bm3.GetWidth(), abs(bm3.GetHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm3.GetBits());
  160. //bm3.Load("models/back.png", GL_RGBA);
  161. //glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, bm3.GetWidth(), abs(bm3.GetHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm3.GetBits());
  162. //bm3.Load("models/forward.png", GL_RGBA);
  163. //glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, bm3.GetWidth(), abs(bm3.GetHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm3.GetBits());
  164. //if (!bm3.GetBits()) return false;
  165.  
  166. // vase cube map animated
  167. glActiveTexture(GL_TEXTURE1);
  168. glGenTextures(1, &TexCubeMapAnimated);
  169. glBindTexture(GL_TEXTURE_CUBE_MAP, TexCubeMapAnimated);
  170. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  171. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  172. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  173. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  174. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  175.  
  176. // shadow map texture setup
  177. glActiveTexture(GL_TEXTURE7);
  178. glGenTextures(1, &TexShadowMap);
  179. glBindTexture(GL_TEXTURE_2D, TexShadowMap);
  180. // shadow map parameters - to get nice filtering & avoid artefact on the edges of the shadowmap
  181. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  182. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  183. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  184. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  185. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
  186. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
  187. // This will associate the texture with the depth component in the Z-buffer
  188. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, ScreenWidth * 2, ScreenHeight * 2, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
  189. Program.SendUniform("shadowMap", 7); // tex channel 7
  190. glActiveTexture(GL_TEXTURE0);
  191.  
  192. // Shadow mapping
  193. // Create a framebuffer object (FBO)
  194. glGenFramebuffers(1, &ShadowMapFBO);
  195. glBindFramebuffer(GL_FRAMEBUFFER_EXT, ShadowMapFBO);
  196. // Instruct openGL that we won't bind a color texture with the currently binded FBO
  197. glDrawBuffer(GL_NONE);
  198. glReadBuffer(GL_NONE);
  199. // attach the texture to FBO depth attachment point
  200. glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_TEXTURE_2D, TexShadowMap, 0);
  201. // switch back to window-system-provided framebuffer
  202. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  203.  
  204. // oakwood normal map
  205. glActiveTexture(GL_TEXTURE2);
  206. glGenTextures(1, &TexOakWoodNormals);
  207. glBindTexture(GL_TEXTURE_2D, TexOakWoodNormals);
  208. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  209. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bm4.GetWidth(), bm4.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, bm4.GetBits());
  210.  
  211. // Lighting and effects declarations
  212. Program.SendUniform("texture0", 0); // tex channel 0
  213. Program.SendUniform("textureCubeMap", 1); // tex channel 1
  214. Program.SendUniform("reflectionPower", 0.0); // turn off cubemap reflections, initially
  215. Program.SendUniform("textureNormal", 2); // tex channel 2
  216. Program.SendUniform("NormalMap", 0); // turn off normal maps, initially
  217. Program.SendUniform("shadowMap", 7); // tex channel 7
  218.  
  219. // ambient light
  220. Program.SendUniform("lightAmbient.on", 1); // turn off ambient if you want other lights to light the scene
  221. Program.SendUniform("lightAmbient.color", 0.25, 0.25, 0.25);
  222. //Program.SendUniform("materialAmbient", 0.5, 0.5, 0.5);
  223.  
  224. // directional light
  225. Program.SendUniform("lightDir.on", 1); // same as above
  226. Program.SendUniform("lightDir.direction", 1.0, 0.5, 1.0);
  227. Program.SendUniform("lightDir.diffuse", 0.2, 0.2, 0.2);
  228. Program.SendUniform("materialDiffuse", 0.1, 0.1, 0.1);
  229.  
  230. // point light (bulb 1)
  231. //Program.SendUniform("lightPoint.on", 1); set by key input
  232. Program.SendUniform("lightPoint.position", 7.0, 19.7, 3.4); // position needs to be identical to the model of the source
  233. Program.SendUniform("lightPoint.diffuse", 0.5, 0.5, 0.5);
  234. Program.SendUniform("lightPoint.specular", 1.0, 1.0, 1.0);
  235.  
  236. // point light (bulb 2)
  237. //Program.SendUniform("lightPoint2.on", 1); set by key input
  238. Program.SendUniform("lightPoint2.position", -7.15, 19.7, -5.85); // position needs to be identical to the model of the source
  239. Program.SendUniform("lightPoint2.diffuse", 0.5, 0.5, 0.5);
  240. Program.SendUniform("lightPoint2.specular", 0.7, 0.7, 0.7);
  241.  
  242. // use this for each model if you want shininess
  243. // at the moment (setting it here) will make everything this shiny
  244. Program.SendUniform("shininess", 5.0); // strength of the shininess, higher value is a smaller shine
  245.  
  246. // enable spot light
  247. //Program.SendUniform("lightSpot.on", 1); set by key input
  248. Program.SendUniform("lightSpot.diffuse", 0.102f * 9, 0.051f * 9, 0.0f);
  249. Program.SendUniform("lightSpot.specular", 0.102f * 9, 0.051f * 9, 0.0f);
  250. Program.SendUniform("lightSpot.direction", 0.0, -1.0, 0.0);
  251. Program.SendUniform("lightSpot.cutoff", 90.0);
  252. Program.SendUniform("lightSpot.strength", 0.006); // keep between 0.1 (very weak) and 0.001 (very strong)
  253. Program.SendUniform("lightSpot.attenuation", 2.0); // higher value is higher fade
  254.  
  255. // fog
  256. //Program.SendUniform("fogColor", 0.05f, 0.05f, 0.05f);
  257. //Program.SendUniform("fogThickness", 0.05);
  258.  
  259. // Initialise the View Matrix (initial position of the camera)
  260. glMatrixMode(GL_MODELVIEW);
  261. angleTilt = 15;
  262. glLoadIdentity();
  263. glRotatef(angleTilt, 1, 0, 0);
  264. gluLookAt(25.0, 25.0, -25.0,
  265. 0.0, 25.0, 0.0,
  266. 0.0, 1.0, 0.0);
  267. glGetFloatv(GL_MODELVIEW_MATRIX, matrixView);
  268.  
  269. cout << endl;
  270. cout << "Use:" << endl;
  271. cout << " WASD or arrow key to navigate" << endl;
  272. cout << " QE or PgUp/Dn to move the camera up and down" << endl;
  273. cout << " Shift+AD or arrow key to auto-orbit" << endl;
  274. cout << " Drag the mouse to look around" << endl;
  275. cout << endl;
  276.  
  277. //glEnable(GL_CULL_FACE);
  278.  
  279. return true;
  280. }
  281.  
  282. void done()
  283. {
  284. }
  285.  
  286. void getCamPos()
  287. {
  288. // getting position of camera in 'world space'
  289. GLfloat cameraMatrix[16];
  290. glGetFloatv(GL_MODELVIEW_MATRIX, cameraMatrix);
  291. cameraVector[0] = -(cameraMatrix[0] * cameraMatrix[12] + cameraMatrix[1] * cameraMatrix[13] + cameraMatrix[2] * cameraMatrix[14]); // x
  292. cameraVector[1] = -(cameraMatrix[4] * cameraMatrix[12] + cameraMatrix[5] * cameraMatrix[13] + cameraMatrix[6] * cameraMatrix[14]); // y
  293. cameraVector[2] = -(cameraMatrix[8] * cameraMatrix[12] + cameraMatrix[9] * cameraMatrix[13] + cameraMatrix[10] * cameraMatrix[14]); // z
  294. cout << "x, y, z \n";
  295. cout << cameraVector[0]; cout << "f, ";
  296. cout << cameraVector[1]; cout << "f, ";
  297. cout << cameraVector[2]; cout << "f, ";
  298. cout << "\n";
  299. }
  300.  
  301. // called before window opened or resized - to setup the Projection Matrix
  302. void reshape(int w, int h)
  303. {
  304. // find screen aspect ratio
  305. float ratio = w * 1.0f / h; // we hope that h is not zero
  306.  
  307. // --- setup the projection matrix
  308.  
  309. glMatrixMode(GL_PROJECTION); // projection matrix using fixed-pipeline vertex shader
  310. glLoadIdentity();
  311. glViewport(0, 0, w, h);
  312. gluPerspective(60.0f, ratio, 0.02f, 1000.0f);
  313. float matrix[16]; // projection matrix using "basic.vert" vertex shader
  314. glGetFloatv(GL_PROJECTION_MATRIX, matrix);
  315. Program.SendUniform("matrixProjection", matrix);
  316. }
  317.  
  318. void renderReflectiveObjects()
  319. {
  320. // vase
  321. Program.SendUniform("reflectionPower", 0.5);
  322. glActiveTexture(GL_TEXTURE1);
  323. glBindTexture(GL_TEXTURE_CUBE_MAP, TexCubeMapAnimated);
  324. glPushMatrix();
  325. glTranslatef(3.0f, 15.2f, 0.0f);
  326. glScalef(0.4f, 0.4f, 0.4f);
  327. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  328. Program.SendUniform("matrixModelView", matrix);
  329. Program.SendUniform("materialAmbient", 0.1f, 0.2f, 0.3f);
  330. Program.SendUniform("materialSpecular", 2.2, 2.2, 2.2);
  331. vase.render();
  332. glPopMatrix();
  333. Program.SendUniform("reflectionPower", 0.0);
  334. }
  335.  
  336. void renderLamps()
  337. {
  338. // lamp (with B1)
  339. glPushMatrix();
  340. glTranslatef(7.0f, 15.2f, 6.0f);
  341. glRotatef(90, 0.0f, 1.0f, 0.0f);
  342. glScalef(0.03f, 0.03f, 0.03f);
  343. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  344. Program.SendUniform("matrixModelView", matrix);
  345. Program.SendUniform("materialAmbient", 0.7f, 0.7f, 0.7f);
  346. if (B1) Program.SendUniform("materialSpecular", 1.2f, 1.2f, 1.2f);
  347. else Program.SendUniform("materialSpecular", 0.0f, 0.0f, 0.0f);
  348. Lamp2.render();
  349. glPopMatrix();
  350.  
  351. // lamp (with B2)
  352. glPushMatrix();
  353. glTranslatef(-9.0f, 15.2f, -4.0f);
  354. glRotatef(45, 0.0f, 1.0f, 0.0f);
  355. glScalef(0.03f, 0.03f, 0.03f);
  356. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  357. Program.SendUniform("matrixModelView", matrix);
  358. Program.SendUniform("materialAmbient", 0.1f, 0.1f, 0.1f);
  359. if (B2) Program.SendUniform("materialSpecular", 1.2f, 1.2f, 1.2f);
  360. else Program.SendUniform("materialSpecular", 0.0f, 0.0f, 0.0f);
  361. Lamp22.render();
  362. glPopMatrix();
  363.  
  364. // light bulb (B1)
  365. glPushMatrix();
  366. glTranslatef(7.0f, 19.7f, 3.4f);
  367. glScalef(0.08f, 0.08f, 0.08f);
  368. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  369. Program.SendUniform("matrixModelView", matrix);
  370. if (B1) Program.SendUniform("materialAmbient", 50.0f, 50.0f, 50.0f);
  371. else Program.SendUniform("materialAmbient", 0.3f, 0.3f, 0.3f);
  372. glutSolidSphere(5, 32, 32);
  373. glPopMatrix();
  374.  
  375. // light bulb (B2)
  376. glPushMatrix();
  377. glTranslatef(-7.15f, 19.7f, -5.85f);
  378. glScalef(0.08f, 0.08f, 0.08f);
  379. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  380. Program.SendUniform("matrixModelView", matrix);
  381. if (B2) Program.SendUniform("materialAmbient", 50.0f, 50.0f, 50.0f);
  382. else Program.SendUniform("materialAmbient", 0.3f, 0.3f, 0.3f);
  383. glutSolidSphere(5, 32, 32);
  384. glPopMatrix();
  385. }
  386.  
  387. void renderObjects(float theta, float theta2, float theta3)
  388. {
  389. //---- RENDERING PYRAMID VBO ----//
  390. // Get / Setting Attribute Locations
  391. glPushMatrix();
  392. glTranslatef(8.0f, 16.6f, -3.0f);
  393. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  394. glRotatef(theta2, 0.0f, 1.0f, 0.0f);
  395. glScalef(0.2f, 0.2f, 0.2f);
  396. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  397. glBindTexture(GL_TEXTURE_2D, TexNone);
  398. Program.SendUniform("matrixModelView", matrix);
  399. Program.SendUniform("materialAmbient", 0.0f, 0.338f, 0.1f);
  400. Program.SendUniform("materialSpecular", 0.4f, 0.4f, 0.4f);
  401.  
  402. GLuint attribVertex = Program.GetAttribLocation("aVertex");
  403. GLuint attribNormal = Program.GetAttribLocation("aNormal");
  404.  
  405. // Enable vertex attribute arrays
  406. glEnableVertexAttribArray(attribVertex);
  407. glEnableVertexAttribArray(attribNormal);
  408.  
  409. // Bind (activate) the vertex buffer and set the pointer to it
  410. glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
  411. glVertexAttribPointer(attribVertex, 3, GL_FLOAT, GL_FALSE, 0, 0);
  412.  
  413. // Bind (activate) the normal buffer and set the pointer to it
  414. glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
  415. glVertexAttribPointer(attribNormal, 3, GL_FLOAT, GL_FALSE, 0, 0);
  416.  
  417. // Draw triangles–using index buffer
  418. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
  419. glDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, 0);
  420.  
  421. // Disable arrays
  422. glDisableVertexAttribArray(attribVertex);
  423. glDisableVertexAttribArray(attribNormal);
  424. glPopMatrix();
  425. //-------------------------------//
  426.  
  427. // table
  428. glActiveTexture(GL_TEXTURE0);
  429. glBindTexture(GL_TEXTURE_2D, TexOakWood);
  430. glActiveTexture(GL_TEXTURE2);
  431. glBindTexture(GL_TEXTURE_2D, TexOakWoodNormals);
  432. Program.SendUniform("NormalMap", 1);
  433. glPushMatrix();
  434. glTranslatef(0.0f, 0, 0.0f);
  435. glRotatef(180, 0.0f, 1.0f, 0.0f);
  436. glScalef(0.02f, 0.02f, 0.02f);
  437. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  438. Program.SendUniform("matrixModelView", matrix);
  439. Program.SendUniform("materialAmbient", 0.278f, 0.138f, 0.038f);
  440. Program.SendUniform("materialSpecular", 1.8, 1.8, 1.8);
  441. table.render(1);
  442. glPopMatrix();
  443. Program.SendUniform("NormalMap", 0);
  444. glActiveTexture(GL_TEXTURE2);
  445. glBindTexture(GL_TEXTURE_2D, TexNone);
  446.  
  447. // chair
  448. glActiveTexture(GL_TEXTURE0);
  449. glBindTexture(GL_TEXTURE_2D, TexChairCloth);
  450. glPushMatrix();
  451. glTranslatef(0.0f, 0, 0.0f);
  452. glRotatef(180, 0.0f, 1.0f, 0.0f);
  453. glScalef(0.02f, 0.02f, 0.02f);
  454. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  455. Program.SendUniform("matrixModelView", matrix);
  456. Program.SendUniform("materialAmbient", 0.222f * 3, 0.184f * 3, 0.135f * 3);
  457. Program.SendUniform("materialSpecular", 0.2, 0.2, 0.2);
  458. table.render(0);
  459. glPopMatrix();
  460.  
  461. // chair
  462. glPushMatrix();
  463. glTranslatef(0.0f, 0, 0.0f);
  464. glRotatef(0, 0.0f, 1.0f, 0.0f);
  465. glScalef(0.02f, 0.02f, 0.02f);
  466. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  467. Program.SendUniform("matrixModelView", matrix);
  468. Program.SendUniform("materialAmbient", 0.222f * 3, 0.184f * 3, 0.135f * 3);
  469. Program.SendUniform("materialSpecular", 0.2, 0.2, 0.2);
  470. table.render(0);
  471. glPopMatrix();
  472.  
  473. // chair
  474. glPushMatrix();
  475. glTranslatef(4.0f, 0, 0.0f);
  476. glRotatef(90, 0.0f, 1.0f, 0.0f);
  477. glScalef(0.02f, 0.02f, 0.02f);
  478. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  479. Program.SendUniform("matrixModelView", matrix);
  480. Program.SendUniform("materialAmbient", 0.222f * 3, 0.184f * 3, 0.135f * 3);
  481. Program.SendUniform("materialSpecular", 0.2, 0.2, 0.2);
  482. table.render(0);
  483. glPopMatrix();
  484.  
  485. // chair
  486. glPushMatrix();
  487. glTranslatef(-4.0f, 0, 0.0f);
  488. glRotatef(-90, 0.0f, 1.0f, 0.0f);
  489. glScalef(0.02f, 0.02f, 0.02f);
  490. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  491. Program.SendUniform("matrixModelView", matrix);
  492. Program.SendUniform("materialAmbient", 0.222f * 3, 0.184f * 3, 0.135f * 3);
  493. Program.SendUniform("materialSpecular", 0.2, 0.2, 0.2);
  494. table.render(0);
  495. glPopMatrix();
  496. glActiveTexture(GL_TEXTURE0);
  497. glBindTexture(GL_TEXTURE_2D, TexNone);
  498.  
  499. // teapot
  500. glPushMatrix();
  501. glTranslatef(-3.0f, 16.7f, 0.0f);
  502. glRotatef(120, 0.0f, 1.0f, 0.0f);
  503. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  504. Program.SendUniform("matrixModelView", matrix);
  505. Program.SendUniform("materialAmbient", 0.288f, 0.143f, 0.143f);
  506. Program.SendUniform("materialSpecular", 0.4f, 0.4f, 0.4f);
  507. glutSolidTeapot(2.0);
  508. glPopMatrix();
  509.  
  510. // --- bouncing apple --- //
  511. glPushMatrix();
  512. if (theta3 <= 1) glTranslatef(7.0f, 16.5f + theta3, -3.0f);
  513. if (theta3 >= 1) glTranslatef(7.0f, 18.5f - theta3, -3.0f);
  514. glRotatef(90, 1.0f, 0.0f, 0.0f);
  515. glScalef(0.02f, 0.02f, 0.02f);
  516. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  517. Program.SendUniform("matrixModelView", matrix);
  518. Program.SendUniform("materialAmbient", 0.6f, 0.6f, 0.0f);
  519. Program.SendUniform("materialSpecular", 0.4f, 0.4f, 0.4f);
  520. apple.render();
  521. glPopMatrix();
  522. // ------------------------//
  523.  
  524. // living room
  525. glPushMatrix();
  526. glTranslatef(-16.0f, 0.0f, -10.0f);
  527. glRotatef(90, 0.0f, 1.0f, 0.0f);
  528. glScalef(0.13f, 0.13f, 0.13f);
  529. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  530. Program.SendUniform("matrixModelView", matrix);
  531. Program.SendUniform("materialAmbient", 0.4f, 0.4f, 0.4f);
  532. Program.SendUniform("materialSpecular", 0.2f, 0.2f, 0.2f);
  533. LivingRoom.render();
  534. glPopMatrix();
  535.  
  536. //---- hanging lamp ----//
  537. // Pendulum mechanics
  538. static float alpha4 = 0.0;
  539. static float delta4 = 0.04;
  540. delta4 -= alpha4 / 102400;
  541. alpha4 += delta4;
  542. //
  543.  
  544. glPushMatrix(); //1
  545. glTranslatef(-1.0, 50.0, 1.0);
  546. glRotatef(alpha4, 0.5, 0, 1);
  547. glTranslatef(-1.0, -25.0, 1.0);
  548. glPushMatrix(); //2
  549. glRotatef(-90, 1.0f, 0.0f, 0.0f);
  550. glScalef(0.015f, 0.015f, 0.015f);
  551. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  552. glBindTexture(GL_TEXTURE_2D, TexNone);
  553. Program.SendUniform("matrixModelView", matrix);
  554. Program.SendUniform("materialAmbient", 0.0f, 0.0f, 0.0f);
  555. hanginglamp.render();
  556. glPopMatrix(); //1
  557. // bulb placement within hanging lamp
  558. glTranslatef(2.95, 0.6, -2.95);
  559. glScalef(0.14, 0.14, 0.14);
  560. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  561. glBindTexture(GL_TEXTURE_2D, TexNone);
  562. Program.SendUniform("matrixModelView", matrix);
  563. Program.SendUniform("lightSpot.matrix", matrix);
  564. Program.SendUniform("materialAmbient", 0.102f * 9, 0.051f * 9, 0.0f);
  565. glutSolidSphere(5, 32, 32);
  566. glPopMatrix(); //2
  567. //-----------------------//
  568. }
  569.  
  570. void prepareCubeMapAnimated(float x, float y, float z, float theta, float theta2, float theta3)
  571. {
  572. // Store the current viewport in a safe place
  573. GLint viewport[4];
  574. glGetIntegerv(GL_VIEWPORT, viewport);
  575. int w = viewport[2];
  576. int h = viewport[3];
  577.  
  578. // setup the viewport to 256x256, 90 degrees FoV (Field of View)
  579. glViewport(0, 0, 256, 256);
  580. glMatrixMode(GL_PROJECTION);
  581. glLoadIdentity();
  582. gluPerspective(90, 1, 0.02f, 1000.0f);
  583.  
  584. // send the projection matrix to the shader
  585. glGetFloatv(GL_PROJECTION_MATRIX, matrix);
  586. Program.SendUniform("matrixProjection", matrix);
  587.  
  588. // render environment 6 times
  589. glMatrixMode(GL_MODELVIEW);
  590. Program.SendUniform("reflectionPower", 0.0);
  591. for (int i = 0; i < 6; ++i)
  592. {
  593. // clear background
  594. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  595.  
  596. // setup the camera
  597. const GLfloat ROTATION[6][6] =
  598. { // at up
  599. { 1.0, 0.0, 0.0, 0.0, -1.0, 0.0 }, // pos x
  600. { -1.0, 0.0, 0.0, 0.0, -1.0, 0.0 }, // neg x
  601. { 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 }, // pos y
  602. { 0.0, -1.0, 0.0, 0.0, 0.0, -1.0 }, // neg y
  603. { 0.0, 0.0, 1.0, 0.0, -1.0, 0.0 }, // poz z
  604. { 0.0, 0.0, -1.0, 0.0, -1.0, 0.0 } // neg z
  605. };
  606. glLoadIdentity();
  607. gluLookAt(x, y, z,
  608. x + ROTATION[i][0], y + ROTATION[i][1], z + ROTATION[i][2],
  609. ROTATION[i][3], ROTATION[i][4], ROTATION[i][5]);
  610.  
  611. // send the View Matrix
  612. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  613. Program.SendUniform("matrixView", matrix);
  614.  
  615. // render scene objects -all but the reflective one
  616. glActiveTexture(GL_TEXTURE0);
  617. renderObjects(theta, theta2, theta3);
  618. renderLamps();
  619.  
  620. // send the image to the cube texture
  621. glActiveTexture(GL_TEXTURE1);
  622. glBindTexture(GL_TEXTURE_CUBE_MAP, TexCubeMapAnimated);
  623. glCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB8, 0, 0, 256, 256, 0);
  624. }
  625.  
  626. // restore the viewport and projection
  627. reshape(w, h);
  628. }
  629.  
  630. void prepareShadowMatrix()
  631. {
  632. // This is matrix transform every coordinate x,y,z
  633. // x = x* 0.5 + 0.5
  634. // y = y* 0.5 + 0.5
  635. // z = z* 0.5 + 0.5
  636. // Moving from unit cube [-1,1] to [0,1]
  637. const float bias[16] = {
  638. 0.5, 0.0, 0.0, 0.0,
  639. 0.0, 0.5, 0.0, 0.0,
  640. 0.0, 0.0, 0.5, 0.0,
  641. 0.5, 0.5, 0.5, 1.0 };
  642.  
  643. // Grab modelview and transformation matrices
  644. static float modelView[16], projection[16];
  645. glGetFloatv(GL_MODELVIEW_MATRIX, modelView);
  646. glGetFloatv(GL_PROJECTION_MATRIX, projection);
  647.  
  648. // concatenating all matrices into one
  649. glPushMatrix();
  650. glLoadIdentity();
  651. glLoadMatrixf(bias);
  652. glMultMatrixf(projection);
  653. glMultMatrixf(modelView);
  654.  
  655. // Store and send as uniform variable
  656. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  657. Program.SendUniform("matrixShadow", matrix);
  658. glPopMatrix();
  659. }
  660.  
  661. void prepareShadowMap(float x, float y, float z, float centerx, float centery, float centerz, float upx, float upy, float upz, float theta, float theta2, float theta3)
  662. {
  663. glEnable(GL_CULL_FACE);
  664. glCullFace(GL_FRONT);
  665.  
  666. // Store the current viewport in a safe place
  667. GLint viewport[4];
  668. glGetIntegerv(GL_VIEWPORT, viewport);
  669. int w = viewport[2];
  670. int h = viewport[3];
  671.  
  672. // setup the viewport to 2x2 the originalandwide (120 degrees)FoV (Field of View)
  673. glViewport(0, 0, w * 2, h * 2);
  674. glMatrixMode(GL_PROJECTION);
  675. glLoadIdentity();
  676. gluPerspective(120, (float)w / (float)h, 0.1, 80);
  677.  
  678. // send the projection matrix to the shader
  679. glGetFloatv(GL_PROJECTION_MATRIX, matrix);
  680. Program.SendUniform("matrixProjection", matrix);
  681.  
  682. // prepare the camera
  683. glMatrixMode(GL_MODELVIEW);
  684. glLoadIdentity();
  685. gluLookAt(x, y, z, centerx, centery, centerz, upx, upy, upz);
  686.  
  687. // send the View Matrix
  688. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  689. Program.SendUniform("matrixView", matrix);
  690.  
  691. // Bind the Framebuffer
  692. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowMapFBO);
  693.  
  694. // OFF-SCREEN RENDERING FROM NOW!
  695. // Clear previous frame values -depth buffer only!
  696. glClear(GL_DEPTH_BUFFER_BIT);
  697.  
  698. // Disable color rendering, we only want to write to the Z-Buffer (this is to speed-up)
  699. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
  700.  
  701. // Prepare and send the Shadow Matrix
  702. prepareShadowMatrix();
  703.  
  704. // Render all objects in the scene (except the lamps)
  705. renderObjects(theta, theta2, theta3);
  706. renderReflectiveObjects();
  707.  
  708. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  709. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  710. glDisable(GL_CULL_FACE);
  711. reshape(w, h);
  712. }
  713.  
  714. void render()
  715. {
  716. // control model animations
  717. static float theta = 0.0f;
  718. static float theta2 = 0.0f;
  719. static float theta3 = 0.0f;
  720.  
  721. if (theta3 > 2) theta3 = 0;
  722.  
  723. static GLint prev_time = 0;
  724. int time = glutGet(GLUT_ELAPSED_TIME);
  725. theta += (time - prev_time) * 0.01f;
  726. prev_time = time;
  727. glutPostRedisplay();
  728.  
  729. static GLint prev_time2 = 0;
  730. int time2 = glutGet(GLUT_ELAPSED_TIME);
  731. theta2 += (time2 - prev_time2) * 0.15f;
  732. prev_time2 = time2;
  733.  
  734. static GLint prev_time3 = 0;
  735. int time3 = glutGet(GLUT_ELAPSED_TIME);
  736. theta3 += (time3 - prev_time3) * 0.004f;
  737. prev_time3 = time3;
  738.  
  739. // creating shadow map from a position
  740. if (B1) prepareShadowMap(7.0f, 19.7f, 3.4f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, theta, theta2, theta3);
  741. if (B2) prepareShadowMap(-7.15f, 19.7f, -5.85f, -7.15f, 0.0f, -5.85f, 1.0f, 0.0f, 0.0f, theta, theta2, theta3);
  742.  
  743. // prepare animated cube map
  744. // NEEDS to be called before anything else (not shadowmapping) in the render() -
  745. // renders the scene 6 times to capture the image of reflection
  746. prepareCubeMapAnimated(3.0f, 20.2f, 0.0f, theta, theta2, theta3);
  747.  
  748. // clear screen and buffers
  749. glClearColor(0.18f, 0.25f, 0.22f, 1.0f); // deep grey background
  750. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  751.  
  752. // setup the View Matrix (camera)
  753. glMatrixMode(GL_MODELVIEW);
  754. glLoadIdentity();
  755. glRotatef(angleTilt, 1, 0, 0); // switch tilt off
  756. glTranslatef(deltaX, deltaY, deltaZ); // animate camera motion (controlled by WASD keys)
  757. glRotatef(-angleTilt, 1, 0, 0); // switch tilt on
  758. glMultMatrixf(matrixView);
  759. glGetFloatv(GL_MODELVIEW_MATRIX, matrixView);
  760.  
  761. // setup View Matrix
  762. glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
  763. Program.SendUniform("matrixView", matrix);
  764.  
  765. // MAIN RENDER OBJECT FUNCTIONS
  766. renderReflectiveObjects();
  767. renderObjects(theta, theta2, theta3);
  768. renderLamps();
  769. // turn on shadow maps for certain bulbs
  770. if (B1)
  771. {
  772. Program.SendUniform("lightPoint.on", 1);
  773. Program.SendUniform("B1", 1);
  774. }
  775. if (!B1)
  776. {
  777. Program.SendUniform("lightPoint.on", 0);
  778. Program.SendUniform("B1", 0);
  779. }
  780. if (B2)
  781. {
  782. Program.SendUniform("lightPoint2.on", 1);
  783. Program.SendUniform("B2", 1);
  784. }
  785. if (!B2)
  786. {
  787. Program.SendUniform("lightPoint2.on", 0);
  788. Program.SendUniform("B2", 0);
  789. }
  790.  
  791. // essential for double-buffering technique
  792. glutSwapBuffers();
  793. }
  794.  
  795. // Handle WASDQE keys
  796. void onKeyDown(unsigned char key, int x, int y)
  797. {
  798. switch (tolower(key))
  799. {
  800. case 'w': deltaZ = max(deltaZ * 1.05f, 0.01f); break;
  801. case 's': deltaZ = min(deltaZ * 1.05f, -0.01f); break;
  802. case 'a': deltaX = max(deltaX * 1.05f, 0.01f); angleRot = 0.1f; break;
  803. case 'd': deltaX = min(deltaX * 1.05f, -0.01f); angleRot = -0.1f; break;
  804. case 'e': deltaY = max(deltaY * 1.05f, 0.01f); break;
  805. case 'q': deltaY = min(deltaY * 1.05f, -0.01f); break;
  806. case '1': B1 = !B1; break;
  807. case '2': B2 = !B2; break;
  808. case '3': break;
  809. case '4': break;
  810. case '5': Program.SendUniform("lightSpot.on", 1); break;
  811. case '6': Program.SendUniform("lightSpot.on", 0); break;
  812. }
  813. // speed limit
  814. deltaX = max(-0.15f, min(0.15f, deltaX));
  815. deltaY = max(-0.15f, min(0.15f, deltaY));
  816. deltaZ = max(-0.15f, min(0.15f, deltaZ));
  817. // stop orbiting
  818. if ((glutGetModifiers() & GLUT_ACTIVE_SHIFT) == 0) angleRot = 0;
  819. }
  820.  
  821. // Handle WASDQE keys (key up)
  822. void onKeyUp(unsigned char key, int x, int y)
  823. {
  824. switch (tolower(key))
  825. {
  826. case 'w': getCamPos(); break;
  827. case 's': deltaZ = 0; break;
  828. case 'a':
  829. case 'd': deltaX = 0; break;
  830. case 'q':
  831. case 'e': deltaY = 0; break;
  832. case ' ': deltaY = 0; break;
  833. }
  834. }
  835.  
  836. // Handle arrow keys and Alt+F4
  837. void onSpecDown(int key, int x, int y)
  838. {
  839. switch (key)
  840. {
  841. case GLUT_KEY_F4: if ((glutGetModifiers() & GLUT_ACTIVE_ALT) != 0) exit(0); break;
  842. case GLUT_KEY_UP: onKeyDown('w', x, y); break;
  843. case GLUT_KEY_DOWN: onKeyDown('s', x, y); break;
  844. case GLUT_KEY_LEFT: onKeyDown('a', x, y); break;
  845. case GLUT_KEY_RIGHT: onKeyDown('d', x, y); break;
  846. case GLUT_KEY_PAGE_UP: onKeyDown('q', x, y); break;
  847. case GLUT_KEY_PAGE_DOWN:onKeyDown('e', x, y); break;
  848. case GLUT_KEY_F11: glutFullScreenToggle();
  849. }
  850. }
  851.  
  852. // Handle arrow keys (key up)
  853. void onSpecUp(int key, int x, int y)
  854. {
  855. switch (key)
  856. {
  857. case GLUT_KEY_UP: onKeyUp('w', x, y); break;
  858. case GLUT_KEY_DOWN: onKeyUp('s', x, y); break;
  859. case GLUT_KEY_LEFT: onKeyUp('a', x, y); break;
  860. case GLUT_KEY_RIGHT: onKeyUp('d', x, y); break;
  861. case GLUT_KEY_PAGE_UP: onKeyUp('q', x, y); break;
  862. case GLUT_KEY_PAGE_DOWN:onKeyUp('e', x, y); break;
  863. }
  864. }
  865.  
  866. // Handle mouse click
  867. void onMouse(int button, int state, int x, int y)
  868. {
  869. int cx = glutGet(GLUT_WINDOW_WIDTH) / 2;
  870. int cy = glutGet(GLUT_WINDOW_HEIGHT) / 2;
  871.  
  872. if (state == GLUT_DOWN)
  873. {
  874. glutSetCursor(GLUT_CURSOR_CROSSHAIR);
  875. glutWarpPointer(cx, cy);
  876. }
  877. else
  878. glutSetCursor(GLUT_CURSOR_INHERIT);
  879. }
  880.  
  881. // handle mouse move
  882. void onMotion(int x, int y)
  883. {
  884. int cx = glutGet(GLUT_WINDOW_WIDTH) / 2;
  885. int cy = glutGet(GLUT_WINDOW_HEIGHT) / 2;
  886. if (x == cx && y == cy)
  887. return; // caused by glutWarpPointer
  888.  
  889. float amp = 0.25;
  890. float deltaTilt = amp * (y - cy);
  891. float deltaPan = amp * (x - cx);
  892.  
  893. glutWarpPointer(cx, cy);
  894.  
  895. // handle camera tilt (mouse move up & down)
  896. glMatrixMode(GL_MODELVIEW);
  897. glLoadIdentity();
  898. glRotatef(deltaTilt, 1, 0, 0);
  899. glMultMatrixf(matrixView);
  900. glGetFloatv(GL_MODELVIEW_MATRIX, matrixView);
  901.  
  902. angleTilt += deltaTilt;
  903.  
  904. // handle camera pan (mouse move left & right)
  905. glMatrixMode(GL_MODELVIEW);
  906. glLoadIdentity();
  907. glRotatef(angleTilt, 1, 0, 0);
  908. glRotatef(deltaPan, 0, 1, 0);
  909. glRotatef(-angleTilt, 1, 0, 0);
  910. glMultMatrixf(matrixView);
  911. glGetFloatv(GL_MODELVIEW_MATRIX, matrixView);
  912. }
  913.  
  914. int main(int argc, char **argv)
  915. {
  916. // init GLUT and create Window
  917. glutInit(&argc, argv);
  918. glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
  919. glutInitWindowPosition(100, 100);
  920. glutInitWindowSize(ScreenWidth, ScreenHeight);
  921. glutCreateWindow("CI5520 3D Graphics Programming");
  922.  
  923. // init glew
  924. GLenum err = glewInit();
  925. if (GLEW_OK != err)
  926. {
  927. cerr << "GLEW Error: " << glewGetErrorString(err) << endl;
  928. return 0;
  929. }
  930. cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl;
  931.  
  932. // register callbacks
  933. glutDisplayFunc(render);
  934. glutReshapeFunc(reshape);
  935. glutKeyboardFunc(onKeyDown);
  936. glutSpecialFunc(onSpecDown);
  937. glutKeyboardUpFunc(onKeyUp);
  938. glutSpecialUpFunc(onSpecUp);
  939. glutMouseFunc(onMouse);
  940. glutMotionFunc(onMotion);
  941.  
  942. cout << "Vendor: " << glGetString(GL_VENDOR) << endl;
  943. cout << "Renderer: " << glGetString(GL_RENDERER) << endl;
  944. cout << "Version: " << glGetString(GL_VERSION) << endl;
  945.  
  946. // init light and everything – not a GLUT or callback function!
  947. if (!init())
  948. {
  949. cerr << "Application failed to initialise" << endl;
  950. return 0;
  951. }
  952.  
  953. // enter GLUT event processing cycle
  954. glutMainLoop();
  955.  
  956. done();
  957.  
  958. return 1;
  959. }
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