#else
#include <GL/glut.h>
#endif
-#include "machine.h"
-
-bool init();
-void cleanup();
-void display();
-void idle();
-void draw_gears();
-void reshape(int x, int y);
-void keyb(unsigned char key, int x, int y);
-void mouse(int bn, int st, int x, int y);
-void motion(int x, int y);
-
-static float cam_dist = 2;
-static float cam_theta, cam_phi;
+#include "app.h"
+#include "sdr.h"
+#include "shadow.h"
+#include "texture.h"
+#include "mesh.h"
+#include "meshgen.h"
+
+static bool init();
+static void cleanup();
+static void display();
+static void idle();
+static void draw_scene();
+static void reshape(int x, int y);
+static void keyb(unsigned char key, int x, int y);
+static void mouse(int bn, int st, int x, int y);
+static void motion(int x, int y);
+static void passive_motion(int x, int y);
+
+static int win_width, win_height;
+
+static float cam_dist = 0.25;
+static float cam_theta, cam_phi = 20;
static int prev_mx, prev_my;
static bool bnstate[8];
+static Mat4 view_matrix;
+
static unsigned int start_time, prev_msec;
-static Machine *machine;
+
+static TextureSet texman;
+
int main(int argc, char **argv)
{
glutInitWindowSize(1024, 768);
glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- glutCreateWindow("Antikythera");
+ glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
+ glutCreateWindow("demo");
glutDisplayFunc(display);
glutIdleFunc(idle);
glutKeyboardFunc(keyb);
glutMouseFunc(mouse);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(passive_motion);
if(!init()) {
return 1;
return 0;
}
-bool init()
+static bool init()
{
glewInit();
+ glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
Mesh::use_custom_sdr_attr = false;
- machine = new Machine;
-
- const float pitch = 10.0f;
-
- Gear *gear1 = new Gear;
- gear1->pos = Vec3(-50, 0, 0);
- gear1->set_teeth(16, pitch);
- gear1->gen_mesh();
- machine->add_gear(gear1);
-
- Gear *gear2 = new Gear;
- gear2->set_teeth(32, pitch);
- gear2->pos = gear1->pos + Vec3(gear1->radius + gear2->radius - gear1->teeth_length * 0.75, 0, 0);
- gear2->thickness = 5;
- gear2->gen_mesh();
- machine->add_gear(gear2);
-
- Gear *gear3 = new Gear;
- gear3->set_teeth(8, pitch);
- gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
- gear3->gen_mesh();
- machine->add_gear(gear3);
+ float ambient[] = {0.1, 0.1, 0.1, 0.0};
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- machine->add_motor(0, 1.0);
- machine->calc_meshing();
+ glUseProgram(0);
start_time = glutGet(GLUT_ELAPSED_TIME);
return true;
}
-void cleanup()
+static void cleanup()
{
- delete machine;
+ texman.clear();
}
-void display()
+static void update(float dt)
+{
+ texman.update();
+}
+
+static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+{
+ unsigned int lt = GL_LIGHT0 + idx;
+ float posv[] = { pos.x, pos.y, pos.z, 1 };
+ float colv[] = { color.x, color.y, color.z, 1 };
+
+ glEnable(lt);
+ glLightfv(lt, GL_POSITION, posv);
+ glLightfv(lt, GL_DIFFUSE, colv);
+ glLightfv(lt, GL_SPECULAR, colv);
+}
+
+static void display()
{
unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
float dt = (float)(msec - prev_msec) / 1000.0f;
prev_msec = msec;
- machine->update(dt);
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ view_matrix = Mat4::identity;
+ view_matrix.pre_translate(0, 0, -cam_dist);
+ view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
+ view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
+
glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0, -cam_dist);
- glRotatef(cam_phi, 1, 0, 0);
- glRotatef(cam_theta, 0, 1, 0);
+ glLoadMatrixf(view_matrix[0]);
+
+ static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
+ set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
+ set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+ set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+
+ update(dt);
- draw_gears();
+ draw_scene();
glutSwapBuffers();
assert(glGetError() == GL_NO_ERROR);
}
-void idle()
+static void idle()
{
glutPostRedisplay();
}
-void draw_gears()
+static void draw_scene()
{
- /* world scale is in meters, gears are in millimeters, sclae by 1/1000 */
- glPushMatrix();
- glScalef(0.001, 0.001, 0.001);
-
- machine->draw();
-
- glPopMatrix();
+ glBegin(GL_QUADS);
+ glNormal3f(0, 1, 0);
+ glVertex3f(-30, -10, 30);
+ glVertex3f(30, -10, 30);
+ glVertex3f(30, -10, -30);
+ glVertex3f(-30, -10, -30);
+ glEnd();
}
-void reshape(int x, int y)
+static void reshape(int x, int y)
{
+ win_width = x;
+ win_height = y;
+
glViewport(0, 0, x, y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.05, 100.0);
+ gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
}
-void keyb(unsigned char key, int x, int y)
+static void keyb(unsigned char key, int x, int y)
{
switch(key) {
case 27:
}
}
-void mouse(int bn, int st, int x, int y)
+static void mouse(int bn, int st, int x, int y)
{
+ int bidx = bn - GLUT_LEFT_BUTTON;
+ bool down = st == GLUT_DOWN;
+
prev_mx = x;
prev_my = y;
- bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
+ bnstate[bidx] = down;
}
-void motion(int x, int y)
+static void motion(int x, int y)
{
int dx = x - prev_mx;
int dy = y - prev_my;
glutPostRedisplay();
}
if(bnstate[2]) {
- cam_dist += dy * 0.05;
+ cam_dist += dy * 0.01;
if(cam_dist < 0.0) cam_dist = 0.0;
glutPostRedisplay();
}
}
+
+static void passive_motion(int x, int y)
+{
+ prev_mx = x;
+ prev_my = y;
+}