#include #include #include #define _USE_MATH_DEFINES #include #ifndef F_PI #define F_PI ((float)(M_PI)) #define F_2_PI ((float)(2.f*F_PI)) #define F_PI_2 ((float)(F_PI/2.f)) #endif #ifdef WIN32 #include #pragma warning(disable:4996) #endif #include "glew.h" #include #include #include "glut.h" // 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 // 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: const int ESCAPE = 0x1b; // initial window size: const int INIT_WINDOW_SIZE = 600; // size of the 3d box to be drawn: const float BOXSIZE = 2.f; // multiplication factors for input interaction: // (these are known from previous experience) const float ANGFACT = 1.f; const float SCLFACT = 0.005f; // minimum allowable scale factor: const float MINSCALE = 0.05f; // scroll wheel button values: const int SCROLL_WHEEL_UP = 3; const int SCROLL_WHEEL_DOWN = 4; // equivalent mouse movement when we click the scroll wheel: const float SCROLL_WHEEL_CLICK_FACTOR = 5.f; // 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, which must match the order of the color names, // which must match the order of the color RGB values enum Colors { RED, YELLOW, GREEN, CYAN, BLUE, MAGENTA }; char * ColorNames[ ] = { (char *)"Red", (char*)"Yellow", (char*)"Green", (char*)"Cyan", (char*)"Blue", (char*)"Magenta" }; // 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 }; // fog parameters: const GLfloat FOGCOLOR[4] = { .0f, .0f, .0f, 1.f }; const GLenum FOGMODE = GL_LINEAR; const GLfloat FOGDENSITY = 0.30f; const GLfloat FOGSTART = 1.5f; const GLfloat FOGEND = 4.f; // for lighting: const float WHITE[ ] = { 1.,1.,1.,1. }; // for animation: const int MS_PER_CYCLE = 10000; // 10000 milliseconds = 10 seconds // what options should we compile-in? // in general, you don't need to worry about these // i compile these in to show class examples of things going wrong //#define DEMO_Z_FIGHTING //#define DEMO_DEPTH_BUFFER // 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 force the creation of z-fighting GLuint BoxList; // object display list int MainWindow; // window id for main graphics window float Scale; // scaling factor int ShadowsOn; // != 0 means to turn shadows on float Time; // used for animation, this has a value between 0. and 1. int NowColor; // index into Colors[ ] int NowProjection; // ORTHO or PERSP int Xmouse, Ymouse; // mouse values float Xrot, Yrot; // rotation angles in degrees // 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 Cross(float[3], float[3], float[3]); float Dot(float [3], float [3]); float Unit(float [3], float [3]); float Unit(float [3]); // utility to create an array from 3 separate values: float * Array3( float a, float b, float c ) { static float array[4]; array[0] = a; array[1] = b; array[2] = c; array[3] = 1.; return array; } // utility to create an array from a multiplier and an array: float * MulArray3( float factor, float array0[ ] ) { static float array[4]; array[0] = factor * array0[0]; array[1] = factor * array0[1]; array[2] = factor * array0[2]; array[3] = 1.; return array; } float * MulArray3(float factor, float a, float b, float c ) { static float array[4]; float* abc = Array3(a, b, c); array[0] = factor * abc[0]; array[1] = factor * abc[1]; array[2] = factor * abc[2]; array[3] = 1.; return array; } // these are here for when you need them -- just uncomment the ones you need: //#include "setmaterial.cpp" //#include "setlight.cpp" //#include "osusphere.cpp" //#include "osucone.cpp" //#include "osutorus.cpp" //#include "bmptotexture.cpp" //#include "loadobjfile.cpp" //#include "keytime.cpp" //#include "glslprogram.cpp" // main program: int main( int argc, char *argv[ ] ) { // turn on the glut package: // (do this before checking argc and argv since glutInit might // pull some command line arguments out) glutInit( &argc, argv ); // setup all the graphics stuff: InitGraphics( ); // create the display lists 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( ); // glutMainLoop( ) never actually returns // the following line 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 glutPostRedisplay( ) do it void Animate( ) { // put animation stuff in here -- change some global variables for Display( ) to find: int ms = glutGet(GLUT_ELAPSED_TIME); ms %= MS_PER_CYCLE; // makes the value of ms between 0 and MS_PER_CYCLE-1 Time = (float)ms / (float)MS_PER_CYCLE; // makes the value of Time between 0. and slightly less than 1. // for example, if you wanted to spin an object in Display( ), you might call: glRotatef( 360.f*Time, 0., 1., 0. ); // force a call to Display( ) next time it is convenient: glutSetWindow( MainWindow ); glutPostRedisplay( ); } // draw the complete scene: void Display( ) { if (DebugOn != 0) fprintf(stderr, "Starting 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 ); glEnable( GL_DEPTH_TEST ); #ifdef DEMO_DEPTH_BUFFER if( DepthBufferOn == 0 ) glDisable( GL_DEPTH_TEST ); #endif // specify shading to be flat: glShadeModel( GL_FLAT ); // set the viewport to be 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 given as DISTANCES IN FRONT OF THE EYE // USE gluOrtho2D( ) IF YOU ARE DOING 2D ! glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); if( NowProjection == ORTHO ) glOrtho( -2.f, 2.f, -2.f, 2.f, 0.1f, 1000.f ); else gluPerspective( 70.f, 1.f, 0.1f, 1000.f ); // place the objects into the scene: glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); // set the eye position, look-at position, and up-vector: gluLookAt( 0.f, 0.f, 3.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f ); // rotate the scene: glRotatef( (GLfloat)Yrot, 0.f, 1.f, 0.f ); glRotatef( (GLfloat)Xrot, 1.f, 0.f, 0.f ); // 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[NowColor][0] ); glCallList( AxesList ); } // since we are using glScalef( ), be sure the normals get unitized: glEnable( GL_NORMALIZE ); // draw the box object by calling up its display list: glCallList( BoxList ); #ifdef DEMO_Z_FIGHTING if( DepthFightingOn != 0 ) { glPushMatrix( ); glRotatef( 90.f, 0.f, 1.f, 0.f ); glCallList( BoxList ); glPopMatrix( ); } #endif // draw some gratuitous text that just rotates on top of the scene: // i commented out the actual text-drawing calls -- put them back in if you have a use for them // a good use for thefirst one might be to have your name on the screen // a good use for the second one might be to have vertex numbers on the screen alongside each vertex glDisable( GL_DEPTH_TEST ); glColor3f( 0.f, 1.f, 1.f ); //DoRasterString( 0.f, 1.f, 0.f, (char *)"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.f, 100.f, 0.f, 100.f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); glColor3f( 1.f, 1.f, 1.f ); //DoRasterString( 5.f, 5.f, 0.f, (char *)"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 ) { NowColor = 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 ) { NowProjection = 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( ) { if (DebugOn != 0) fprintf(stderr, "Starting InitMenus.\n"); glutSetWindow( MainWindow ); int numColors = sizeof( Colors ) / ( 3*sizeof(float) ); 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 mainmenu = glutCreateMenu( DoMainMenu ); glutAddSubMenu( "Axes", axesmenu); glutAddSubMenu( "Axis Colors", colormenu); #ifdef DEMO_DEPTH_BUFFER glutAddSubMenu( "Depth Buffer", depthbuffermenu); #endif #ifdef DEMO_Z_FIGHTING glutAddSubMenu( "Depth Fighting",depthfightingmenu); #endif glutAddSubMenu( "Depth Cue", depthcuemenu); glutAddSubMenu( "Projection", projmenu ); glutAddMenuEntry( "Reset", RESET ); glutAddSubMenu( "Debug", debugmenu); glutAddMenuEntry( "Quit", QUIT ); // attach the pop-up menu to the right mouse button: glutAttachMenu( GLUT_RIGHT_BUTTON ); } // initialize the glut and OpenGL libraries: // also setup callback functions void InitGraphics( ) { if (DebugOn != 0) fprintf(stderr, "Starting InitGraphics.\n"); // 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(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 ); // setup glut to call Animate( ) every time it has // nothing it needs to respond to (which is most of the time) // we don't need to do this for this program, and really should set the argument to NULL // but, this sets us up nicely for doing animation glutIdleFunc( Animate ); // init the glew package (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 // all other setups go here, such as GLSLProgram and KeyTime setups: } // 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( ) { if (DebugOn != 0) fprintf(stderr, "Starting InitLists.\n"); 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( 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 ); 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.); 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': NowProjection = ORTHO; break; case 'p': case 'P': NowProjection = 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; case SCROLL_WHEEL_UP: Scale += SCLFACT * SCROLL_WHEEL_CLICK_FACTOR; // keep object from turning inside-out or disappearing: if (Scale < MINSCALE) Scale = MINSCALE; break; case SCROLL_WHEEL_DOWN: Scale -= SCLFACT * SCROLL_WHEEL_CLICK_FACTOR; // keep object from turning inside-out or disappearing: if (Scale < MINSCALE) Scale = MINSCALE; 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 } glutSetWindow(MainWindow); glutPostRedisplay(); } // called when the mouse moves while a button is down: void MouseMotion( int x, int 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; ShadowsOn = 0; NowColor = YELLOW; NowProjection = PERSP; Xrot = Yrot = 0.; } // called when user resizes the window: void Resize( int width, int 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 = (float)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=0., g=0., b=0.; // 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; } void Cross(float v1[3], float v2[3], float vout[3]) { float tmp[3]; tmp[0] = v1[1] * v2[2] - v2[1] * v1[2]; tmp[1] = v2[0] * v1[2] - v1[0] * v2[2]; tmp[2] = v1[0] * v2[1] - v2[0] * v1[1]; vout[0] = tmp[0]; vout[1] = tmp[1]; vout[2] = tmp[2]; } float Dot(float v1[3], float v2[3]) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } float Unit(float vin[3], float vout[3]) { float dist = vin[0] * vin[0] + vin[1] * vin[1] + vin[2] * vin[2]; if (dist > 0.0) { dist = sqrtf(dist); vout[0] = vin[0] / dist; vout[1] = vin[1] / dist; vout[2] = vin[2] / dist; } else { vout[0] = vin[0]; vout[1] = vin[1]; vout[2] = vin[2]; } return dist; } float Unit( float v[3] ) { float dist = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; if (dist > 0.0) { dist = sqrtf(dist); v[0] /= dist; v[1] /= dist; v[2] /= dist; } return dist; }