19 static void cleanup();
20 static void display();
22 static void draw_scene();
23 static void draw_gears();
24 static void reshape(int x, int y);
25 static void keyb(unsigned char key, int x, int y);
26 static void mouse(int bn, int st, int x, int y);
27 static void motion(int x, int y);
28 static void passive_motion(int x, int y);
29 static Gear *pick_gear(int x, int y);
31 static int win_width, win_height;
33 static float cam_dist = 0.25;
34 static float cam_theta, cam_phi = 20;
35 static int prev_mx, prev_my;
36 static bool bnstate[8];
38 static Mat4 view_matrix;
40 static unsigned int start_time, prev_msec;
41 static Machine *machine;
42 static Gear *hover_gear, *sel_gear;
43 static HitPoint pick_hit;
44 static Vec3 sel_hit_pos;
46 static unsigned int sdr_shadow_notex;
47 static int dbg_show_shadowmap;
49 static TextureSet texman;
50 static Texture *envmap;
52 static unsigned int sdr_skydome;
55 int main(int argc, char **argv)
57 glutInitWindowSize(1024, 768);
58 glutInit(&argc, argv);
59 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
60 glutCreateWindow("Antikythera");
62 glutDisplayFunc(display);
64 glutReshapeFunc(reshape);
65 glutKeyboardFunc(keyb);
67 glutMotionFunc(motion);
68 glutPassiveMotionFunc(passive_motion);
83 glEnable(GL_MULTISAMPLE);
84 glEnable(GL_DEPTH_TEST);
85 glEnable(GL_CULL_FACE);
86 glEnable(GL_LIGHTING);
87 glEnable(GL_NORMALIZE);
89 Mesh::use_custom_sdr_attr = false;
91 machine = new Machine;
92 if(!parse_machine(machine, "data/test.machine")) {
93 fprintf(stderr, "failed to parse machine\n");
98 const float pitch = 10.0f;
100 Gear *gear1 = new Gear;
101 gear1->pos = Vec3(-50, 0, 0);
102 gear1->set_teeth(16, pitch);
104 gear1->color = Vec3(0.35, 0.6, 0.8);
105 machine->add_gear(gear1);
107 Gear *gear2 = new Gear;
108 gear2->set_teeth(32, pitch);
109 gear2->pos = gear1->pos + Vec3(gear1->radius + gear2->radius - gear1->teeth_length * 0.75, 0, 0);
110 gear2->thickness = 5;
112 machine->add_gear(gear2);
114 Gear *gear3 = new Gear;
115 gear3->set_teeth(8, pitch);
116 gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
118 machine->add_gear(gear3);
119 gear3->color = Vec3(0.5, 0.8, 0.6);
121 Gear *subgear = new Gear;
122 subgear->set_teeth(10, pitch);
123 subgear->pos = Vec3(0, 0, (gear2->thickness + subgear->thickness) / 2 + 1);
125 gear2->attach(subgear);
126 machine->add_gear(subgear);
127 subgear->color = Vec3(0.8, 0.7, 0.5);
130 machine->add_motor(0, 1.0);
135 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
138 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
139 set_uniform_int(sdr_shadow_notex, "envmap", 2);
141 float ambient[] = {0.1, 0.1, 0.1, 0.0};
142 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
145 envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
148 gen_sphere(skydome, 1.0, 16, 8);
149 skydome->flip_faces();
151 if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
156 start_time = glutGet(GLUT_ELAPSED_TIME);
160 static void cleanup()
166 static void update(float dt)
175 hover_gear = pick_gear(prev_mx, prev_my);
178 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
180 unsigned int lt = GL_LIGHT0 + idx;
181 float posv[] = { pos.x, pos.y, pos.z, 1 };
182 float colv[] = { color.x, color.y, color.z, 1 };
185 glLightfv(lt, GL_POSITION, posv);
186 glLightfv(lt, GL_DIFFUSE, colv);
187 glLightfv(lt, GL_SPECULAR, colv);
190 static void display()
192 unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
193 float dt = (float)(msec - prev_msec) / 1000.0f;
196 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
198 view_matrix = Mat4::identity;
199 view_matrix.pre_translate(0, 0, -cam_dist);
200 view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
201 view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
203 glMatrixMode(GL_MODELVIEW);
204 glLoadMatrixf(view_matrix[0]);
206 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
207 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
208 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
209 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
214 begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
219 const Mat4 &shadow_matrix = get_shadow_matrix();
220 Mat4 env_matrix = transpose(view_matrix.upper3x3());
221 set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
223 glActiveTexture(GL_TEXTURE1);
224 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
225 glMatrixMode(GL_TEXTURE);
226 glLoadMatrixf(shadow_matrix[0]);
228 glActiveTexture(GL_TEXTURE2);
229 glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
231 glActiveTexture(GL_TEXTURE0);
232 glMatrixMode(GL_MODELVIEW);
236 glMatrixMode(GL_TEXTURE);
238 glMatrixMode(GL_MODELVIEW);
241 if(dbg_show_shadowmap) {
242 glMatrixMode(GL_PROJECTION);
245 glMatrixMode(GL_MODELVIEW);
248 glMatrixMode(GL_TEXTURE);
251 glPushAttrib(GL_ENABLE_BIT);
253 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
255 glEnable(GL_TEXTURE_2D);
256 glDisable(GL_DEPTH_TEST);
257 glDisable(GL_LIGHTING);
261 glColor4f(1, 1, 1, 1);
262 glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
263 glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
264 glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
265 glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
269 glBindTexture(GL_TEXTURE_2D, 0);
273 glMatrixMode(GL_PROJECTION);
275 glMatrixMode(GL_MODELVIEW);
281 assert(glGetError() == GL_NO_ERROR);
289 static void draw_scene()
294 Mat4 rot_view = view_matrix.upper3x3();
295 glMatrixMode(GL_MODELVIEW);
297 glLoadMatrixf(rot_view[0]);
299 bind_texture(envmap, 0);
301 glUseProgram(sdr_skydome);
314 static void draw_gears()
316 /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
318 glScalef(0.001, 0.001, 0.001);
320 if(!shadow_pass && (sel_gear || hover_gear)) {
321 glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
323 glDisable(GL_LIGHTING);
325 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
329 glColor3f(0.2, 1.0, 0.3);
332 glColor3f(1.0, 0.75, 0.2);
339 glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
346 static void reshape(int x, int y)
351 glViewport(0, 0, x, y);
353 glMatrixMode(GL_PROJECTION);
355 gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
358 static void keyb(unsigned char key, int x, int y)
365 opt_gear_wireframe = !opt_gear_wireframe;
370 dbg_show_shadowmap = !dbg_show_shadowmap;
376 static void mouse(int bn, int st, int x, int y)
378 int bidx = bn - GLUT_LEFT_BUTTON;
379 bool down = st == GLUT_DOWN;
383 bnstate[bidx] = down;
387 sel_gear = pick_gear(x, y);
388 sel_hit_pos = pick_hit.pos;
394 if(bidx == 3 || bidx == 4) { /* wheel */
396 float dz = bidx == 4 ? 1 : -1;
397 hover_gear->set_position(hover_gear->get_position() + hover_gear->get_axis() * dz);
398 machine->invalidate_meshing();
403 static void motion(int x, int y)
405 int dx = x - prev_mx;
406 int dy = y - prev_my;
410 if(!dx && !dy) return;
414 Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
415 offs = sel_gear->get_dir_matrix() * offs;
417 sel_gear->set_position(sel_gear->get_position() + offs);
418 machine->invalidate_meshing();
422 cam_theta += dx * 0.5;
425 if(cam_phi < -90) cam_phi = -90;
426 if(cam_phi > 90) cam_phi = 90;
430 cam_dist += dy * 0.01;
431 if(cam_dist < 0.0) cam_dist = 0.0;
437 static void passive_motion(int x, int y)
443 static Gear *pick_gear(int x, int y)
446 double viewmat[16], projmat[16];
452 glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
453 glGetDoublev(GL_PROJECTION_MATRIX, projmat);
454 glGetIntegerv(GL_VIEWPORT, vp);
456 gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
457 ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
459 gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
460 ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
462 return machine->intersect_gear(ray, &pick_hit);