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("demo");
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");
100 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
103 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
104 set_uniform_int(sdr_shadow_notex, "envmap", 2);
106 float ambient[] = {0.1, 0.1, 0.1, 0.0};
107 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
110 envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
113 gen_sphere(skydome, 1.0, 16, 8);
114 skydome->flip_faces();
116 if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
121 start_time = glutGet(GLUT_ELAPSED_TIME);
125 static void cleanup()
131 static void update(float dt)
140 hover_gear = pick_gear(prev_mx, prev_my);
143 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
145 unsigned int lt = GL_LIGHT0 + idx;
146 float posv[] = { pos.x, pos.y, pos.z, 1 };
147 float colv[] = { color.x, color.y, color.z, 1 };
150 glLightfv(lt, GL_POSITION, posv);
151 glLightfv(lt, GL_DIFFUSE, colv);
152 glLightfv(lt, GL_SPECULAR, colv);
155 static void display()
157 unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
158 float dt = (float)(msec - prev_msec) / 1000.0f;
161 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
163 view_matrix = Mat4::identity;
164 view_matrix.pre_translate(0, 0, -cam_dist);
165 view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
166 view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
168 glMatrixMode(GL_MODELVIEW);
169 glLoadMatrixf(view_matrix[0]);
171 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
172 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
173 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
174 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
179 begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
184 const Mat4 &shadow_matrix = get_shadow_matrix();
185 Mat4 env_matrix = transpose(view_matrix.upper3x3());
186 set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
188 glActiveTexture(GL_TEXTURE1);
189 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
190 glMatrixMode(GL_TEXTURE);
191 glLoadMatrixf(shadow_matrix[0]);
193 glActiveTexture(GL_TEXTURE2);
194 glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
196 glActiveTexture(GL_TEXTURE0);
197 glMatrixMode(GL_MODELVIEW);
201 glMatrixMode(GL_TEXTURE);
203 glMatrixMode(GL_MODELVIEW);
206 if(dbg_show_shadowmap) {
207 glMatrixMode(GL_PROJECTION);
210 glMatrixMode(GL_MODELVIEW);
213 glMatrixMode(GL_TEXTURE);
216 glPushAttrib(GL_ENABLE_BIT);
218 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
219 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
220 glEnable(GL_TEXTURE_2D);
221 glDisable(GL_DEPTH_TEST);
222 glDisable(GL_LIGHTING);
226 glColor4f(1, 1, 1, 1);
227 glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
228 glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
229 glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
230 glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
233 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
234 glBindTexture(GL_TEXTURE_2D, 0);
238 glMatrixMode(GL_PROJECTION);
240 glMatrixMode(GL_MODELVIEW);
246 assert(glGetError() == GL_NO_ERROR);
254 static void draw_scene()
259 Mat4 rot_view = view_matrix.upper3x3();
260 glMatrixMode(GL_MODELVIEW);
262 glLoadMatrixf(rot_view[0]);
264 bind_texture(envmap, 0);
266 glUseProgram(sdr_skydome);
279 static void draw_gears()
281 /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
283 glScalef(0.001, 0.001, 0.001);
285 if(!shadow_pass && (sel_gear || hover_gear)) {
286 glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
288 glDisable(GL_LIGHTING);
290 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
294 glColor3f(0.2, 1.0, 0.3);
297 glColor3f(1.0, 0.75, 0.2);
304 glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
311 static void reshape(int x, int y)
316 glViewport(0, 0, x, y);
318 glMatrixMode(GL_PROJECTION);
320 gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
323 static void keyb(unsigned char key, int x, int y)
330 opt_gear_wireframe = !opt_gear_wireframe;
335 dbg_show_shadowmap = !dbg_show_shadowmap;
341 static void mouse(int bn, int st, int x, int y)
343 int bidx = bn - GLUT_LEFT_BUTTON;
344 bool down = st == GLUT_DOWN;
348 bnstate[bidx] = down;
352 sel_gear = pick_gear(x, y);
353 sel_hit_pos = pick_hit.pos;
359 if(bidx == 3 || bidx == 4) { /* wheel */
361 float dz = bidx == 4 ? 1 : -1;
362 hover_gear->set_position(hover_gear->get_position() + hover_gear->get_axis() * dz);
363 machine->invalidate_meshing();
368 static void motion(int x, int y)
370 int dx = x - prev_mx;
371 int dy = y - prev_my;
375 if(!dx && !dy) return;
379 Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
380 offs = sel_gear->get_dir_matrix() * offs;
382 sel_gear->set_position(sel_gear->get_position() + offs);
383 machine->invalidate_meshing();
387 cam_theta += dx * 0.5;
390 if(cam_phi < -90) cam_phi = -90;
391 if(cam_phi > 90) cam_phi = 90;
395 cam_dist += dy * 0.01;
396 if(cam_dist < 0.0) cam_dist = 0.0;
402 static void passive_motion(int x, int y)
408 static Gear *pick_gear(int x, int y)
411 double viewmat[16], projmat[16];
417 glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
418 glGetDoublev(GL_PROJECTION_MATRIX, projmat);
419 glGetIntegerv(GL_VIEWPORT, vp);
421 gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
422 ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
424 gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
425 ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
427 return machine->intersect_gear(ray, &pick_hit);