OpenGL Project

yhnmzzz
Project3_Hung.cpp

#include <stdio.h> #include <stdlib.h> #include <ctype.h> #define _USE_MATH_DEFINES #include <math.h> #ifdef WIN32 #include <windows.h> #pragma warning(disable:4996) #include "glew.h" #endif #include <GL/gl.h> #include <GL/glu.h> #include "glut.h" #define SPHERE_RADIUS 1.5 #define SPHERE_SLICES 50 #define SPHERE_STACKS 50 // This is a sample OpenGL / GLUT program // // The objective is to draw a 3d object and change the color of the axes // with a glut menu // // The left mouse button does rotation // The middle mouse button does scaling // The user interface allows: // 1. The axes to be turned on and off // 2. The color of the axes to be changed // 3. Debugging to be turned on and off // 4. Depth cueing to be turned on and off // 5. The projection to be changed // 6. The transformations to be reset // 7. The program to quit // // Author: Joe Graphics // NOTE: There are a lot of good reasons to use const variables instead // of #define's. However, Visual C++ does not allow a const variable // to be used as an array size or as the case in a switch( ) statement. So in // the following, all constants are const variables except those which need to // be array sizes or cases in switch( ) statements. Those are #defines. // title of these windows: const char *WINDOWTITLE = { "OpenGL / GLUT Sample -- Joe Graphics" }; const char *GLUITITLE = { "User Interface Window" }; // what the glui package defines as true and false: const int GLUITRUE = { true }; const int GLUIFALSE = { false }; // the escape key: #define ESCAPE 0x1b // initial window size: const int INIT_WINDOW_SIZE = { 600 }; // size of the box: const float BOXSIZE = { 2.f }; // multiplication factors for input interaction: // (these are known from previous experience) const float ANGFACT = { 1. }; const float SCLFACT = { 0.005f }; // minimum allowable scale factor: const float MINSCALE = { 0.05f }; // active mouse buttons (or them together): const int LEFT = { 4 }; const int MIDDLE = { 2 }; const int RIGHT = { 1 }; // which projection: enum Projections { ORTHO, PERSP }; // which button: enum ButtonVals { RESET, QUIT }; // window background color (rgba): const GLfloat BACKCOLOR[ ] = { 0., 0., 0., 1. }; // line width for the axes: const GLfloat AXES_WIDTH = { 3. }; // the color numbers: // this order must match the radio button order enum Colors { RED, YELLOW, GREEN, CYAN, BLUE, MAGENTA, WHITE, BLACK }; char * ColorNames[ ] = { "Red", "Yellow", "Green", "Cyan", "Blue", "Magenta", "White", "Black" }; // the color definitions: // this order must match the menu order const GLfloat Colors[ ][3] = { { 1., 0., 0. }, // red { 1., 1., 0. }, // yellow { 0., 1., 0. }, // green { 0., 1., 1. }, // cyan { 0., 0., 1. }, // blue { 1., 0., 1. }, // magenta { 1., 1., 1. }, // white { 0., 0., 0. }, // black }; // fog parameters: const GLfloat FOGCOLOR[4] = { .0, .0, .0, 1. }; const GLenum FOGMODE = { GL_LINEAR }; const GLfloat FOGDENSITY = { 0.30f }; const GLfloat FOGSTART = { 1.5 }; const GLfloat FOGEND = { 4. }; // non-constant global variables: int ActiveButton; // current button that is down GLuint AxesList; // list to hold the axes int AxesOn; // != 0 means to draw the axes int DebugOn; // != 0 means to print debugging info int DepthCueOn; // != 0 means to use intensity depth cueing int DepthBufferOn; // != 0 means to use the z-buffer int DepthFightingOn; // != 0 means to use the z-buffer GLuint BoxList; // object display list int MainWindow; // window id for main graphics window float Scale; // scaling factor int WhichColor; // index into Colors[ ] int WhichProjection; // ORTHO or PERSP int Xmouse, Ymouse; // mouse values float Xrot, Yrot; // rotation angles in degrees int ReadInt(FILE *); short ReadShort(FILE *); struct bmfh { short bfType; int bfSize; short bfReserved1; short bfReserved2; int bfOffBits; } FileHeader; struct bmih { int biSize; int biWidth; int biHeight; short biPlanes; short biBitCount; int biCompression; int biSizeImage; int biXPelsPerMeter; int biYPelsPerMeter; int biClrUsed; int biClrImportant; } InfoHeader; const int birgb = { 0 }; // function prototypes: void Animate( ); void Display( ); void DoAxesMenu( int ); void DoColorMenu( int ); void DoDepthBufferMenu( int ); void DoDepthFightingMenu( int ); void DoDepthMenu( int ); void DoDebugMenu( int ); void DoMainMenu( int ); void DoProjectMenu( int ); void DoRasterString( float, float, float, char * ); void DoStrokeString( float, float, float, float, char * ); float ElapsedSeconds( ); void InitGraphics( ); void InitLists( ); void InitMenus( ); void Keyboard( unsigned char, int, int ); void MouseButton( int, int, int, int ); void MouseMotion( int, int ); void Reset( ); void Resize( int, int ); void Visibility( int ); void Axes( float ); void HsvRgb( float[3], float [3] ); void DrawPoint(struct point *); void MjbSphere(float, int, int); void DoShowMenu(int id); void DoDistortMenu(int id); unsigned char * BmpToTexture(char *, int *, int *); int ReadInt(FILE *); short ReadShort(FILE *); int width = 1024; int height = 512; int level = 0, ncomps = 3, border = 0; GLuint tex0, tex1; float Time; bool Distort; // global -- true means to distort the texture bool Show; int Dodistort; int Doshow; //unsigned char *Texture; // main program: int main( int argc, char *argv[ ] ) { // turn on the glut package: // (do this before checking argc and argv since it might // pull some command line arguments out) glutInit( &argc, argv ); // setup all the graphics stuff: InitGraphics( ); Display(); // create the display structures that will not change: //InitLists( ); // init all the global variables used by Display( ): // this will also post a redisplay Reset( ); // setup all the user interface stuff: InitMenus( ); // draw the scene once and wait for some interaction: // (this will never return) glutSetWindow( MainWindow ); glutMainLoop( ); // this is here to make the compiler happy: return 0; } // this is where one would put code that is to be called // everytime the glut main loop has nothing to do // // this is typically where animation parameters are set // // do not call Display( ) from here -- let glutMainLoop( ) do it void Animate( ) { #define MS_PER_CYCLE 5000 // put animation stuff in here -- change some global variables // for Display( ) to find: // force a call to Display( ) next time it is convenient: int ms = glutGet(GLUT_ELAPSED_TIME); ms %= MS_PER_CYCLE; Time = (float)ms / (float)MS_PER_CYCLE; // [0.,1.) glutSetWindow( MainWindow ); glutPostRedisplay( ); } // draw the complete scene: void Display( ) { if( DebugOn != 0 ) { fprintf( stderr, "Display\n" ); } // set which window we want to do the graphics into: glutSetWindow( MainWindow ); // erase the background: glDrawBuffer( GL_BACK ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); if( DepthBufferOn != 0 ) glEnable( GL_DEPTH_TEST ); else glDisable( GL_DEPTH_TEST ); // specify shading to be flat: glShadeModel( GL_FLAT ); // set the viewport to a square centered in the window: GLsizei vx = glutGet( GLUT_WINDOW_WIDTH ); GLsizei vy = glutGet( GLUT_WINDOW_HEIGHT ); GLsizei v = vx < vy ? vx : vy; // minimum dimension GLint xl = ( vx - v ) / 2; GLint yb = ( vy - v ) / 2; glViewport( xl, yb, v, v ); // set the viewing volume: // remember that the Z clipping values are actually // given as DISTANCES IN FRONT OF THE EYE // USE gluOrtho2D( ) IF YOU ARE DOING 2D ! glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); if( WhichProjection == ORTHO ) glOrtho( -3., 3., -3., 3., 0.1, 1000. ); else gluPerspective( 90., 1., 0.1, 1000. ); // place the objects into the scene: glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); // set the eye position, look-at position, and up-vector: gluLookAt( 0., 0., 3., 0., 0., 0., 0., 1., 0. ); // rotate the scene: glRotatef( (GLfloat)Yrot, 0., 1., 0. ); glRotatef( (GLfloat)Xrot, 1., 0., 0. ); // uniformly scale the scene: if( Scale < MINSCALE ) Scale = MINSCALE; glScalef( (GLfloat)Scale, (GLfloat)Scale, (GLfloat)Scale ); // set the fog parameters: if( DepthCueOn != 0 ) { glFogi( GL_FOG_MODE, FOGMODE ); glFogfv( GL_FOG_COLOR, FOGCOLOR ); glFogf( GL_FOG_DENSITY, FOGDENSITY ); glFogf( GL_FOG_START, FOGSTART ); glFogf( GL_FOG_END, FOGEND ); glEnable( GL_FOG ); } else { glDisable( GL_FOG ); } // possibly draw the axes: if( AxesOn != 0 ) { glColor3fv( &Colors[WhichColor][0] ); glCallList( AxesList ); } // since we are using glScalef( ), be sure normals get unitized: glEnable( GL_NORMALIZE ); unsigned char *Texture = BmpToTexture("worldtex.bmp", &width, &height); if (Dodistort == 1) { Distort = true; Animate(); } else { Distort = false; } if (Doshow == 1) { Show = true; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &tex0); // assign binding “handles” //glGenTextures(1, &tex1); glBindTexture(GL_TEXTURE_2D, tex0); glTexImage2D(GL_TEXTURE_2D, 0, 3, 1024, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, Texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_TEXTURE); } else { GLuint tex1; glGenTextures(1, &tex1); glBindTexture(GL_TEXTURE_2D, tex1); Show = false; } glEnable(GL_TEXTURE_2D); //glColor3f(1., 1., 1.); MjbSphere(SPHERE_RADIUS, SPHERE_SLICES, SPHERE_STACKS); glDisable(GL_TEXTURE_2D); // draw the current object: /*glCallList( BoxList ); if( DepthFightingOn != 0 ) { glPushMatrix( ); glRotatef( 90., 0., 1., 0. ); glCallList( BoxList ); glPopMatrix( ); }*/ // draw some gratuitous text that just rotates on top of the scene: /*glDisable( GL_DEPTH_TEST ); glColor3f( 0., 1., 1. ); DoRasterString( 0., 1., 0., "Text That Moves" );*/ // draw some gratuitous text that is fixed on the screen: // // the projection matrix is reset to define a scene whose // world coordinate system goes from 0-100 in each axis // // this is called "percent units", and is just a convenience // // the modelview matrix is reset to identity as we don't // want to transform these coordinates /*glDisable( GL_DEPTH_TEST ); glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); gluOrtho2D( 0., 100., 0., 100. ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); glColor3f( 1., 1., 1. ); DoRasterString( 5., 5., 0., "Text That Doesn't" );*/ // swap the double-buffered framebuffers: glutSwapBuffers( ); // be sure the graphics buffer has been sent: // note: be sure to use glFlush( ) here, not glFinish( ) ! glFlush( ); } void DoAxesMenu( int id ) { AxesOn = id; glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoColorMenu( int id ) { WhichColor = id - RED; glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoDebugMenu( int id ) { DebugOn = id; glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoDepthBufferMenu( int id ) { DepthBufferOn = id; glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoDepthFightingMenu( int id ) { DepthFightingOn = id; glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoDepthMenu( int id ) { DepthCueOn = id; glutSetWindow( MainWindow ); glutPostRedisplay( ); } // main menu callback: void DoMainMenu( int id ) { switch( id ) { case RESET: Reset( ); break; case QUIT: // gracefully close out the graphics: // gracefully close the graphics window: // gracefully exit the program: glutSetWindow( MainWindow ); glFinish( ); glutDestroyWindow( MainWindow ); exit( 0 ); break; default: fprintf( stderr, "Don't know what to do with Main Menu ID %d\n", id ); } glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoProjectMenu( int id ) { WhichProjection = id; glutSetWindow( MainWindow ); glutPostRedisplay( ); } void DoDistortMenu(int id) { Dodistort = id; glutSetWindow(MainWindow); glutPostRedisplay(); } void DoShowMenu(int id) { Doshow = id; glutSetWindow(MainWindow); glutPostRedisplay(); } // use glut to display a string of characters using a raster font: void DoRasterString( float x, float y, float z, char *s ) { glRasterPos3f( (GLfloat)x, (GLfloat)y, (GLfloat)z ); char c; // one character to print for( ; ( c = *s ) != '\0'; s++ ) { glutBitmapCharacter( GLUT_BITMAP_TIMES_ROMAN_24, c ); } } // use glut to display a string of characters using a stroke font: void DoStrokeString( float x, float y, float z, float ht, char *s ) { glPushMatrix( ); glTranslatef( (GLfloat)x, (GLfloat)y, (GLfloat)z ); float sf = ht / ( 119.05f + 33.33f ); glScalef( (GLfloat)sf, (GLfloat)sf, (GLfloat)sf ); char c; // one character to print for( ; ( c = *s ) != '\0'; s++ ) { glutStrokeCharacter( GLUT_STROKE_ROMAN, c ); } glPopMatrix( ); } // return the number of seconds since the start of the program: float ElapsedSeconds( ) { // get # of milliseconds since the start of the program: int ms = glutGet( GLUT_ELAPSED_TIME ); // convert it to seconds: return (float)ms / 1000.f; } // initialize the glui window: void InitMenus( ) { glutSetWindow( MainWindow ); int numColors = sizeof( Colors ) / ( 3*sizeof(int) ); int colormenu = glutCreateMenu( DoColorMenu ); for( int i = 0; i < numColors; i++ ) { glutAddMenuEntry( ColorNames[i], i ); } int axesmenu = glutCreateMenu( DoAxesMenu ); glutAddMenuEntry( "Off", 0 ); glutAddMenuEntry( "On", 1 ); int depthcuemenu = glutCreateMenu( DoDepthMenu ); glutAddMenuEntry( "Off", 0 ); glutAddMenuEntry( "On", 1 ); int depthbuffermenu = glutCreateMenu( DoDepthBufferMenu ); glutAddMenuEntry( "Off", 0 ); glutAddMenuEntry( "On", 1 ); int depthfightingmenu = glutCreateMenu( DoDepthFightingMenu ); glutAddMenuEntry( "Off", 0 ); glutAddMenuEntry( "On", 1 ); int debugmenu = glutCreateMenu( DoDebugMenu ); glutAddMenuEntry( "Off", 0 ); glutAddMenuEntry( "On", 1 ); int projmenu = glutCreateMenu( DoProjectMenu ); glutAddMenuEntry( "Orthographic", ORTHO ); glutAddMenuEntry( "Perspective", PERSP ); int distortmenu = glutCreateMenu(DoDistortMenu); glutAddMenuEntry("off", 0); glutAddMenuEntry("on", 1); int showmenu = glutCreateMenu(DoShowMenu); glutAddMenuEntry("off", 0); glutAddMenuEntry("on", 1); int mainmenu = glutCreateMenu( DoMainMenu ); glutAddSubMenu( "Axes", axesmenu); glutAddSubMenu( "Colors", colormenu); glutAddSubMenu( "Depth Buffer", depthbuffermenu); glutAddSubMenu( "Depth Fighting",depthfightingmenu); glutAddSubMenu( "Depth Cue", depthcuemenu); glutAddSubMenu( "Projection", projmenu ); glutAddMenuEntry( "Reset", RESET ); glutAddSubMenu( "Debug", debugmenu); glutAddMenuEntry( "Quit", QUIT ); glutAddSubMenu( "Distort", distortmenu); glutAddSubMenu( "Show", showmenu); // attach the pop-up menu to the right mouse button: glutAttachMenu( GLUT_RIGHT_BUTTON ); } // initialize the glut and OpenGL libraries: // also setup display lists and callback functions void InitGraphics( ) { // request the display modes: // ask for red-green-blue-alpha color, double-buffering, and z-buffering: glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH ); // set the initial window configuration: glutInitWindowPosition( 0, 0 ); glutInitWindowSize( INIT_WINDOW_SIZE, INIT_WINDOW_SIZE ); // open the window and set its title: MainWindow = glutCreateWindow( WINDOWTITLE ); glutSetWindowTitle( WINDOWTITLE ); // set the framebuffer clear values: glClearColor( BACKCOLOR[0], BACKCOLOR[1], BACKCOLOR[2], BACKCOLOR[3] ); // setup the callback functions: // DisplayFunc -- redraw the window // ReshapeFunc -- handle the user resizing the window // KeyboardFunc -- handle a keyboard input // MouseFunc -- handle the mouse button going down or up // MotionFunc -- handle the mouse moving with a button down // PassiveMotionFunc -- handle the mouse moving with a button up // VisibilityFunc -- handle a change in window visibility // EntryFunc -- handle the cursor entering or leaving the window // SpecialFunc -- handle special keys on the keyboard // SpaceballMotionFunc -- handle spaceball translation // SpaceballRotateFunc -- handle spaceball rotation // SpaceballButtonFunc -- handle spaceball button hits // ButtonBoxFunc -- handle button box hits // DialsFunc -- handle dial rotations // TabletMotionFunc -- handle digitizing tablet motion // TabletButtonFunc -- handle digitizing tablet button hits // MenuStateFunc -- declare when a pop-up menu is in use // TimerFunc -- trigger something to happen a certain time from now // IdleFunc -- what to do when nothing else is going on glutSetWindow( MainWindow ); glutDisplayFunc( Display ); glutReshapeFunc( Resize ); glutKeyboardFunc( Keyboard ); glutMouseFunc( MouseButton ); glutMotionFunc( MouseMotion ); glutPassiveMotionFunc( NULL ); glutVisibilityFunc( Visibility ); glutEntryFunc( NULL ); glutSpecialFunc( NULL ); glutSpaceballMotionFunc( NULL ); glutSpaceballRotateFunc( NULL ); glutSpaceballButtonFunc( NULL ); glutButtonBoxFunc( NULL ); glutDialsFunc( NULL ); glutTabletMotionFunc( NULL ); glutTabletButtonFunc( NULL ); glutMenuStateFunc( NULL ); glutTimerFunc( -1, NULL, 0 ); glutIdleFunc( NULL ); // init glew (a window must be open to do this): #ifdef WIN32 GLenum err = glewInit( ); if( err != GLEW_OK ) { fprintf( stderr, "glewInit Error\n" ); } else fprintf( stderr, "GLEW initialized OK\n" ); fprintf( stderr, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION)); #endif } // initialize the display lists that will not change: // (a display list is a way to store opengl commands in // memory so that they can be played back efficiently at a later time // with a call to glCallList( ) void InitLists( ) { float dx = BOXSIZE / 2.f; float dy = BOXSIZE / 2.f; float dz = BOXSIZE / 2.f; glutSetWindow( MainWindow ); // create the object: BoxList = glGenLists( 1 ); glNewList( BoxList, GL_COMPILE ); glBegin( GL_QUADS ); glColor3f( 0., 0., 1. ); glNormal3f( 0., 0., 1. ); glVertex3f( -dx, -dy, dz ); glVertex3f( dx, -dy, dz ); glVertex3f( dx, dy, dz ); glVertex3f( -dx, dy, dz ); glNormal3f( 0., 0., -1. ); glTexCoord2f( 0., 0. ); glVertex3f( -dx, -dy, -dz ); glTexCoord2f( 0., 1. ); glVertex3f( -dx, dy, -dz ); glTexCoord2f( 1., 1. ); glVertex3f( dx, dy, -dz ); glTexCoord2f( 1., 0. ); glVertex3f( dx, -dy, -dz ); glColor3f( 1., 0., 0. ); glNormal3f( 1., 0., 0. ); glVertex3f( dx, -dy, dz ); glVertex3f( dx, -dy, -dz ); glVertex3f( dx, dy, -dz ); glVertex3f( dx, dy, dz ); glNormal3f( -1., 0., 0. ); glVertex3f( -dx, -dy, dz ); glVertex3f( -dx, dy, dz ); glVertex3f( -dx, dy, -dz ); glVertex3f( -dx, -dy, -dz ); glColor3f( 0., 1., 0. ); glNormal3f( 0., 1., 0. ); glVertex3f( -dx, dy, dz ); glVertex3f( dx, dy, dz ); glVertex3f( dx, dy, -dz ); glVertex3f( -dx, dy, -dz ); glNormal3f( 0., -1., 0. ); glVertex3f( -dx, -dy, dz ); glVertex3f( -dx, -dy, -dz ); glVertex3f( dx, -dy, -dz ); glVertex3f( dx, -dy, dz ); glEnd( ); glEndList( ); // create the axes: AxesList = glGenLists( 1 ); glNewList( AxesList, GL_COMPILE ); glLineWidth( AXES_WIDTH ); Axes( 1.5 ); glLineWidth( 1. ); glEndList( ); } // the keyboard callback: void Keyboard( unsigned char c, int x, int y ) { if( DebugOn != 0 ) fprintf( stderr, "Keyboard: '%c' (0x%0x)\n", c, c ); switch( c ) { case 'o': case 'O': WhichProjection = ORTHO; break; case 'p': case 'P': WhichProjection = PERSP; break; case 'q': case 'Q': case ESCAPE: DoMainMenu( QUIT ); // will not return here break; // happy compiler default: fprintf( stderr, "Don't know what to do with keyboard hit: '%c' (0x%0x)\n", c, c ); } // force a call to Display( ): glutSetWindow( MainWindow ); glutPostRedisplay( ); } // called when the mouse button transitions down or up: void MouseButton( int button, int state, int x, int y ) { int b = 0; // LEFT, MIDDLE, or RIGHT if( DebugOn != 0 ) fprintf( stderr, "MouseButton: %d, %d, %d, %d\n", button, state, x, y ); // get the proper button bit mask: switch( button ) { case GLUT_LEFT_BUTTON: b = LEFT; break; case GLUT_MIDDLE_BUTTON: b = MIDDLE; break; case GLUT_RIGHT_BUTTON: b = RIGHT; break; default: b = 0; fprintf( stderr, "Unknown mouse button: %d\n", button ); } // button down sets the bit, up clears the bit: if( state == GLUT_DOWN ) { Xmouse = x; Ymouse = y; ActiveButton |= b; // set the proper bit } else { ActiveButton &= ~b; // clear the proper bit } } // called when the mouse moves while a button is down: void MouseMotion( int x, int y ) { if( DebugOn != 0 ) fprintf( stderr, "MouseMotion: %d, %d\n", x, y ); int dx = x - Xmouse; // change in mouse coords int dy = y - Ymouse; if( ( ActiveButton & LEFT ) != 0 ) { Xrot += ( ANGFACT*dy ); Yrot += ( ANGFACT*dx ); } if( ( ActiveButton & MIDDLE ) != 0 ) { Scale += SCLFACT * (float) ( dx - dy ); // keep object from turning inside-out or disappearing: if( Scale < MINSCALE ) Scale = MINSCALE; } Xmouse = x; // new current position Ymouse = y; glutSetWindow( MainWindow ); glutPostRedisplay( ); } // reset the transformations and the colors: // this only sets the global variables -- // the glut main loop is responsible for redrawing the scene void Reset( ) { ActiveButton = 0; AxesOn = 1; DebugOn = 0; DepthBufferOn = 1; DepthFightingOn = 0; DepthCueOn = 0; Scale = 1.0; WhichColor = WHITE; WhichProjection = PERSP; Xrot = Yrot = 0.; Distort = true; Show = true; } // called when user resizes the window: void Resize( int width, int height ) { if( DebugOn != 0 ) fprintf( stderr, "ReSize: %d, %d\n", width, height ); // don't really need to do anything since window size is // checked each time in Display( ): glutSetWindow( MainWindow ); glutPostRedisplay( ); } // handle a change to the window's visibility: void Visibility ( int state ) { if( DebugOn != 0 ) fprintf( stderr, "Visibility: %d\n", state ); if( state == GLUT_VISIBLE ) { glutSetWindow( MainWindow ); glutPostRedisplay( ); } else { // could optimize by keeping track of the fact // that the window is not visible and avoid // animating or redrawing it ... } } /////////////////////////////////////// HANDY UTILITIES: ////////////////////////// // the stroke characters 'X' 'Y' 'Z' : static float xx[ ] = { 0.f, 1.f, 0.f, 1.f }; static float xy[ ] = { -.5f, .5f, .5f, -.5f }; static int xorder[ ] = { 1, 2, -3, 4 }; static float yx[ ] = { 0.f, 0.f, -.5f, .5f }; static float yy[ ] = { 0.f, .6f, 1.f, 1.f }; static int yorder[ ] = { 1, 2, 3, -2, 4 }; static float zx[ ] = { 1.f, 0.f, 1.f, 0.f, .25f, .75f }; static float zy[ ] = { .5f, .5f, -.5f, -.5f, 0.f, 0.f }; static int zorder[ ] = { 1, 2, 3, 4, -5, 6 }; // fraction of the length to use as height of the characters: const float LENFRAC = 0.10f; // fraction of length to use as start location of the characters: const float BASEFRAC = 1.10f; // Draw a set of 3D axes: // (length is the axis length in world coordinates) void Axes( float length ) { glBegin( GL_LINE_STRIP ); glVertex3f( length, 0., 0. ); glVertex3f( 0., 0., 0. ); glVertex3f( 0., length, 0. ); glEnd( ); glBegin( GL_LINE_STRIP ); glVertex3f( 0., 0., 0. ); glVertex3f( 0., 0., length ); glEnd( ); float fact = LENFRAC * length; float base = BASEFRAC * length; glBegin( GL_LINE_STRIP ); for( int i = 0; i < 4; i++ ) { int j = xorder[i]; if( j < 0 ) { glEnd( ); glBegin( GL_LINE_STRIP ); j = -j; } j--; glVertex3f( base + fact*xx[j], fact*xy[j], 0.0 ); } glEnd( ); glBegin( GL_LINE_STRIP ); for( int i = 0; i < 5; i++ ) { int j = yorder[i]; if( j < 0 ) { glEnd( ); glBegin( GL_LINE_STRIP ); j = -j; } j--; glVertex3f( fact*yx[j], base + fact*yy[j], 0.0 ); } glEnd( ); glBegin( GL_LINE_STRIP ); for( int i = 0; i < 6; i++ ) { int j = zorder[i]; if( j < 0 ) { glEnd( ); glBegin( GL_LINE_STRIP ); j = -j; } j--; glVertex3f( 0.0, fact*zy[j], base + fact*zx[j] ); } glEnd( ); } // function to convert HSV to RGB // 0. <= s, v, r, g, b <= 1. // 0. <= h <= 360. // when this returns, call: // glColor3fv( rgb ); void HsvRgb( float hsv[3], float rgb[3] ) { // guarantee valid input: float h = hsv[0] / 60.f; while( h >= 6. ) h -= 6.; while( h < 0. ) h += 6.; float s = hsv[1]; if( s < 0. ) s = 0.; if( s > 1. ) s = 1.; float v = hsv[2]; if( v < 0. ) v = 0.; if( v > 1. ) v = 1.; // if sat==0, then is a gray: if( s == 0.0 ) { rgb[0] = rgb[1] = rgb[2] = v; return; } // get an rgb from the hue itself: float i = floor( h ); float f = h - i; float p = v * ( 1.f - s ); float q = v * ( 1.f - s*f ); float t = v * ( 1.f - ( s * (1.f-f) ) ); float r, g, b; // red, green, blue switch( (int) i ) { case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break; case 4: r = t; g = p; b = v; break; case 5: r = v; g = p; b = q; break; } rgb[0] = r; rgb[1] = g; rgb[2] = b; } // sphere function struct point { float x, y, z; // coordinates float nx, ny, nz; // surface normal float s, t; // texture coords }; int NumLngs, NumLats; struct point * Pts; struct point * PtsPointer(int lat, int lng) { if (lat < 0) lat += (NumLats - 1); if (lng < 0) lng += (NumLngs - 1); if (lat > NumLats - 1) lat -= (NumLats - 1); if (lng > NumLngs - 1) lng -= (NumLngs - 1); return &Pts[NumLngs*lat + lng]; } void DrawPoint(struct point *p) { glNormal3f(p->nx, p->ny, p->nz); glTexCoord2f(p->s, p->t); glVertex3f(p->x, p->y, p->z); } void MjbSphere(float radius, int slices, int stacks) { struct point top, bot; // top, bottom points struct point *p; // set the globals: NumLngs = slices; NumLats = stacks; if (NumLngs < 3) NumLngs = 3; if (NumLats < 3) NumLats = 3; // allocate the point data structure: Pts = new struct point[NumLngs * NumLats]; // fill the Pts structure: for (int ilat = 0; ilat < NumLats; ilat++) { float lat = -M_PI / 2. + M_PI * (float)ilat / (float)(NumLats - 1); float xz = cos(lat); float y = sin(lat); for (int ilng = 0; ilng < NumLngs; ilng++) { float lng = -M_PI + 2. * M_PI * (float)ilng / (float)(NumLngs - 1); float x = xz * cos(lng); float z = -xz * sin(lng); p = PtsPointer(ilat, ilng); p->x = radius * x; p->y = radius * y; p->z = radius * z; p->nx = x; p->ny = y; p->nz = z; if (Distort) { p->s = (lng + M_PI) / (2.*M_PI) + Time; p->t = (lat + M_PI / 2.) / M_PI; } else { p->s = (lng + M_PI) / (2.*M_PI); p->t = (lat + M_PI / 2.) / M_PI; } } } top.x = 0.; top.y = radius; top.z = 0.; top.nx = 0.; top.ny = 1.; top.nz = 0.; top.s = 0.; top.t = 1.; bot.x = 0.; bot.y = -radius; bot.z = 0.; bot.nx = 0.; bot.ny = -1.; bot.nz = 0.; bot.s = 0.; bot.t = 0.; // connect the north pole to the latitude NumLats-2: glBegin(GL_QUADS); for (int ilng = 0; ilng < NumLngs - 1; ilng++) { p = PtsPointer(NumLats - 1, ilng); DrawPoint(p); p = PtsPointer(NumLats - 2, ilng); DrawPoint(p); p = PtsPointer(NumLats - 2, ilng + 1); DrawPoint(p); p = PtsPointer(NumLats - 1, ilng + 1); DrawPoint(p); } glEnd(); // connect the south pole to the latitude 1: glBegin(GL_QUADS); for (int ilng = 0; ilng < NumLngs - 1; ilng++) { p = PtsPointer(0, ilng); DrawPoint(p); p = PtsPointer(0, ilng + 1); DrawPoint(p); p = PtsPointer(1, ilng + 1); DrawPoint(p); p = PtsPointer(1, ilng); DrawPoint(p); } glEnd(); // connect the other 4-sided polygons: glBegin(GL_QUADS); for (int ilat = 2; ilat < NumLats - 1; ilat++) { for (int ilng = 0; ilng < NumLngs - 1; ilng++) { p = PtsPointer(ilat - 1, ilng); DrawPoint(p); p = PtsPointer(ilat - 1, ilng + 1); DrawPoint(p); p = PtsPointer(ilat, ilng + 1); DrawPoint(p); p = PtsPointer(ilat, ilng); DrawPoint(p); } } glEnd(); delete[] Pts; Pts = NULL; } //texture picture function /** ** read a BMP file into a Texture: **/ unsigned char * BmpToTexture(char *filename, int *width, int *height) { int s, t, e; // counters int numextra; // # extra bytes each line in the file is padded with FILE *fp; unsigned char *texture; int nums, numt; unsigned char *tp; fp = fopen(filename, "rb"); if (fp == NULL) { fprintf(stderr, "Cannot open Bmp file '%s'\n", filename); return NULL; } FileHeader.bfType = ReadShort(fp); // if bfType is not 0x4d42, the file is not a bmp: if (FileHeader.bfType != 0x4d42) { fprintf(stderr, "Wrong type of file: 0x%0x\n", FileHeader.bfType); fclose(fp); return NULL; } FileHeader.bfSize = ReadInt(fp); FileHeader.bfReserved1 = ReadShort(fp); FileHeader.bfReserved2 = ReadShort(fp); FileHeader.bfOffBits = ReadInt(fp); InfoHeader.biSize = ReadInt(fp); InfoHeader.biWidth = ReadInt(fp); InfoHeader.biHeight = ReadInt(fp); nums = InfoHeader.biWidth; numt = InfoHeader.biHeight; InfoHeader.biPlanes = ReadShort(fp); InfoHeader.biBitCount = ReadShort(fp); InfoHeader.biCompression = ReadInt(fp); InfoHeader.biSizeImage = ReadInt(fp); InfoHeader.biXPelsPerMeter = ReadInt(fp); InfoHeader.biYPelsPerMeter = ReadInt(fp); InfoHeader.biClrUsed = ReadInt(fp); InfoHeader.biClrImportant = ReadInt(fp); // fprintf( stderr, "Image size found: %d x %d\n", ImageWidth, ImageHeight ); texture = new unsigned char[3 * nums * numt]; if (texture == NULL) { fprintf(stderr, "Cannot allocate the texture array!\b"); return NULL; } // extra padding bytes: numextra = 4 * (((3 * InfoHeader.biWidth) + 3) / 4) - 3 * InfoHeader.biWidth; // we do not support compression: if (InfoHeader.biCompression != birgb) { fprintf(stderr, "Wrong type of image compression: %d\n", InfoHeader.biCompression); fclose(fp); return NULL; } rewind(fp); fseek(fp, 14 + 40, SEEK_SET); if (InfoHeader.biBitCount == 24) { for (t = 0, tp = texture; t < numt; t++) { for (s = 0; s < nums; s++, tp += 3) { *(tp + 2) = fgetc(fp); // b *(tp + 1) = fgetc(fp); // g *(tp + 0) = fgetc(fp); // r } for (e = 0; e < numextra; e++) { fgetc(fp); } } } fclose(fp); *width = nums; *height = numt; return texture; } int ReadInt(FILE *fp) { unsigned char b3, b2, b1, b0; b0 = fgetc(fp); b1 = fgetc(fp); b2 = fgetc(fp); b3 = fgetc(fp); return (b3 << 24) | (b2 << 16) | (b1 << 8) | b0; } short ReadShort(FILE *fp) { unsigned char b1, b0; b0 = fgetc(fp); b1 = fgetc(fp); return (b1 << 8) | b0; }