#include "sdr.h"
#include "shadow.h"
#include "texture.h"
-#include "machine.h"
+#include "mesh.h"
#include "meshgen.h"
-#include "mparser.h"
static bool init();
static void cleanup();
static void display();
static void idle();
static void draw_scene();
-static void draw_gears();
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 Gear *pick_gear(int x, int y);
static int win_width, win_height;
static Mat4 view_matrix;
static unsigned int start_time, prev_msec;
-static Machine *machine;
-static Gear *hover_gear, *sel_gear;
-static HitPoint pick_hit;
-static Vec3 sel_hit_pos;
-
-static unsigned int sdr_shadow_notex;
-static int dbg_show_shadowmap;
static TextureSet texman;
-static Texture *envmap;
-static Mesh *skydome;
-static unsigned int sdr_skydome;
int main(int argc, char **argv)
Mesh::use_custom_sdr_attr = false;
- machine = new Machine;
- if(!parse_machine(machine, "data/test.machine")) {
- fprintf(stderr, "failed to parse machine\n");
- return false;
- }
-
- // shadows
- init_shadow(2048);
-
- if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
- return false;
- }
- set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
- set_uniform_int(sdr_shadow_notex, "envmap", 2);
-
float ambient[] = {0.1, 0.1, 0.1, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- // env
- envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
-
- skydome = new Mesh;
- gen_sphere(skydome, 1.0, 16, 8);
- skydome->flip_faces();
-
- if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
- return false;
- }
glUseProgram(0);
start_time = glutGet(GLUT_ELAPSED_TIME);
static void cleanup()
{
texman.clear();
- delete machine;
}
static void update(float dt)
{
texman.update();
-
- machine->update(dt);
-
- if(sel_gear) {
- }
-
- hover_gear = pick_gear(prev_mx, prev_my);
}
static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
update(dt);
- // shadowmap pass
- begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
draw_scene();
- end_shadow_pass();
-
- // regular pass
- const Mat4 &shadow_matrix = get_shadow_matrix();
- Mat4 env_matrix = transpose(view_matrix.upper3x3());
- set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf(shadow_matrix[0]);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
-
- glActiveTexture(GL_TEXTURE0);
- glMatrixMode(GL_MODELVIEW);
-
- draw_scene();
-
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
-
-
- if(dbg_show_shadowmap) {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
-
- glPushAttrib(GL_ENABLE_BIT);
- glUseProgram(0);
- glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glDisable(GL_BLEND);
-
- glBegin(GL_QUADS);
- glColor4f(1, 1, 1, 1);
- glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
- glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
- glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
- glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
- glEnd();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glPopAttrib();
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
-
glutSwapBuffers();
assert(glGetError() == GL_NO_ERROR);
static void draw_scene()
{
- // draw skydome
- glDepthMask(0);
-
- Mat4 rot_view = view_matrix.upper3x3();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(rot_view[0]);
-
- bind_texture(envmap, 0);
-
- glUseProgram(sdr_skydome);
- skydome->draw();
- glUseProgram(0);
-
- bind_texture(0, 0);
-
- glPopMatrix();
- glDepthMask(1);
-
- // draw mechanism
- draw_gears();
-}
-
-static void draw_gears()
-{
- /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
- glPushMatrix();
- glScalef(0.001, 0.001, 0.001);
-
- if(!shadow_pass && (sel_gear || hover_gear)) {
- glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
-
- glDisable(GL_LIGHTING);
- glFrontFace(GL_CW);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glLineWidth(3.0);
-
- if(sel_gear) {
- glColor3f(0.2, 1.0, 0.3);
- sel_gear->draw();
- } else {
- glColor3f(1.0, 0.75, 0.2);
- hover_gear->draw();
- }
-
- glPopAttrib();
- }
-
- glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
- machine->draw();
- glUseProgram(0);
-
- 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();
}
static void reshape(int x, int y)
switch(key) {
case 27:
exit(0);
-
- case 'w':
- opt_gear_wireframe = !opt_gear_wireframe;
- glutPostRedisplay();
- break;
-
- case 's':
- dbg_show_shadowmap = !dbg_show_shadowmap;
- glutPostRedisplay();
- break;
}
}
prev_mx = x;
prev_my = y;
bnstate[bidx] = down;
-
- if(bidx == 0) {
- if(down) {
- sel_gear = pick_gear(x, y);
- sel_hit_pos = pick_hit.pos;
- } else {
- sel_gear = 0;
- }
- }
-
- if(bidx == 3 || bidx == 4) { /* wheel */
- if(hover_gear) {
- float dz = bidx == 4 ? 1 : -1;
- hover_gear->set_position(hover_gear->get_position() + hover_gear->get_axis() * dz);
- machine->invalidate_meshing();
- }
- }
}
static void motion(int x, int y)
if(!dx && !dy) return;
- if(sel_gear) {
- float speed = 0.5;
- Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
- offs = sel_gear->get_dir_matrix() * offs;
-
- sel_gear->set_position(sel_gear->get_position() + offs);
- machine->invalidate_meshing();
-
- } else {
- if(bnstate[0]) {
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
-
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
- glutPostRedisplay();
- }
- if(bnstate[2]) {
- cam_dist += dy * 0.01;
- if(cam_dist < 0.0) cam_dist = 0.0;
- glutPostRedisplay();
- }
+ if(bnstate[0]) {
+ cam_theta += dx * 0.5;
+ cam_phi += dy * 0.5;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ glutPostRedisplay();
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.01;
+ if(cam_dist < 0.0) cam_dist = 0.0;
+ glutPostRedisplay();
}
}
prev_mx = x;
prev_my = y;
}
-
-static Gear *pick_gear(int x, int y)
-{
- double pt[3];
- double viewmat[16], projmat[16];
- int vp[4];
- Ray ray;
-
- y = win_height - y;
-
- glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
- glGetDoublev(GL_PROJECTION_MATRIX, projmat);
- glGetIntegerv(GL_VIEWPORT, vp);
-
- gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
- ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
-
- gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
- ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
-
- return machine->intersect_gear(ray, &pick_hit);
-}