#include <GL/glut.h>
#endif
#include "app.h"
-#include "machine.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_gears();
+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 Gear *pick_gear(int x, int y);
static int win_width, win_height;
-static float cam_dist = 0.5;
-static float cam_theta, cam_phi;
+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 Gear *hover_gear, *sel_gear;
-static HitPoint pick_hit;
-static Vec3 sel_hit_pos;
+
+static TextureSet texman;
+
int main(int argc, char **argv)
{
glutInitWindowSize(1024, 768);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
- glutCreateWindow("Antikythera");
+ glutCreateWindow("demo");
glutDisplayFunc(display);
glutIdleFunc(idle);
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);
+ float ambient[] = {0.1, 0.1, 0.1, 0.0};
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- 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);
-
- machine->add_motor(0, 1.0);
+ glUseProgram(0);
start_time = glutGet(GLUT_ELAPSED_TIME);
return true;
static void cleanup()
{
- delete machine;
+ texman.clear();
}
static void update(float dt)
{
- machine->update(dt);
-
- if(sel_gear) {
- }
+ texman.update();
+}
- hover_gear = pick_gear(prev_mx, prev_my);
+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()
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);
glutPostRedisplay();
}
-static void draw_gears()
+static void draw_scene()
{
- /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
- glPushMatrix();
- glScalef(0.001, 0.001, 0.001);
-
- if(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();
- }
-
- 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();
}
static void reshape(int x, int y)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.01, 100.0);
+ gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
}
static void keyb(unsigned char key, int x, int y)
switch(key) {
case 27:
exit(0);
-
- case 'w':
- opt_gear_wireframe = !opt_gear_wireframe;
- 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;
- }
- }
}
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);
-}