goat3dgfx

diff examples/cubemap/src/main.cc @ 5:18879c956eb1

- skycube example - added fatal_log - changed the dataset to keep the whole path while searching for data files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 17 Nov 2013 03:22:40 +0200
parents
children 3d96734fd477
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/examples/cubemap/src/main.cc	Sun Nov 17 03:22:40 2013 +0200
     1.3 @@ -0,0 +1,192 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <algorithm>
     1.7 +#include <goat3dgfx/goat3dgfx.h>
     1.8 +#include <vmath/vmath.h>
     1.9 +
    1.10 +#define CUBEMAP_FILENAME	"data/cubemap3.jpg"
    1.11 +
    1.12 +static bool init();
    1.13 +static void cleanup();
    1.14 +static void display();
    1.15 +static void skybox(const TextureCube *cubemap = 0);
    1.16 +static void reshape(int x, int y);
    1.17 +static void keyboard(unsigned char key, int x, int y);
    1.18 +static void mouse(int bn, int st, int x, int y);
    1.19 +static void motion(int x, int y);
    1.20 +
    1.21 +static float cam_theta, cam_phi;
    1.22 +
    1.23 +static TextureCube *cubemap;
    1.24 +static ShaderProg *sdrsky;
    1.25 +
    1.26 +int main(int argc, char **argv)
    1.27 +{
    1.28 +	glutInit(&argc, argv);
    1.29 +	glutInitWindowSize(800, 600);
    1.30 +	glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    1.31 +	glutCreateWindow("cubemap");
    1.32 +
    1.33 +	glutDisplayFunc(display);
    1.34 +	glutReshapeFunc(reshape);
    1.35 +	glutKeyboardFunc(keyboard);
    1.36 +	glutMouseFunc(mouse);
    1.37 +	glutMotionFunc(motion);
    1.38 +
    1.39 +	if(!init()) {
    1.40 +		return 1;
    1.41 +	}
    1.42 +	atexit(cleanup);
    1.43 +
    1.44 +	glutMainLoop();
    1.45 +	return 0;
    1.46 +}
    1.47 +
    1.48 +static bool init()
    1.49 +{
    1.50 +	glewInit();
    1.51 +
    1.52 +	glEnable(GL_DEPTH_TEST);
    1.53 +	//glEnable(GL_CULL_FACE);
    1.54 +
    1.55 +	cubemap = new TextureCube;
    1.56 +	if(!cubemap->load(CUBEMAP_FILENAME)) {
    1.57 +		fatal_log("Failed to load cubemap: %s\n", CUBEMAP_FILENAME);
    1.58 +		return false;
    1.59 +	}
    1.60 +
    1.61 +	if(!(sdrsky = get_sdrprog("sdr/sky.v.glsl", "sdr/sky.p.glsl"))) {
    1.62 +		fatal_log("failed to load skybox shader\n");
    1.63 +		return false;
    1.64 +	}
    1.65 +
    1.66 +	return true;
    1.67 +}
    1.68 +
    1.69 +static void cleanup()
    1.70 +{
    1.71 +	delete cubemap;
    1.72 +}
    1.73 +
    1.74 +static void display()
    1.75 +{
    1.76 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.77 +
    1.78 +	Matrix4x4 view_matrix;
    1.79 +	view_matrix.rotate(Vector3(1, 0, 0), M_PI * cam_phi / 180.0);
    1.80 +	view_matrix.rotate(Vector3(0, 1, 0), M_PI * cam_theta / 180.0);
    1.81 +	set_view_matrix(view_matrix);
    1.82 +
    1.83 +	setup_gl_matrices();
    1.84 +
    1.85 +	skybox();
    1.86 +
    1.87 +	/*glBegin(GL_QUADS);
    1.88 +	glColor3f(1, 1, 1);
    1.89 +	glNormal3f(0, 1, 0);
    1.90 +	glVertex3f(-0.8, -1, 0.8);
    1.91 +	glVertex3f(0.8, -1, 0.8);
    1.92 +	glVertex3f(0.8, -1, -0.8);
    1.93 +	glVertex3f(-0.8, -1, -0.8);
    1.94 +	glEnd();*/
    1.95 +
    1.96 +	glutSwapBuffers();
    1.97 +	CHECKGLERR;
    1.98 +}
    1.99 +
   1.100 +static void skybox(const TextureCube *cubemap)
   1.101 +{
   1.102 +	glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT);
   1.103 +	glDisable(GL_DEPTH_TEST);
   1.104 +	glDisable(GL_CULL_FACE);
   1.105 +	glDisable(GL_LIGHTING);
   1.106 +
   1.107 +	if(cubemap) cubemap->bind();
   1.108 +	sdrsky->bind();
   1.109 +
   1.110 +	glBegin(GL_QUADS);
   1.111 +	// +X
   1.112 +	glColor3f(1, 0, 0);
   1.113 +	glVertex3f(1, -1, 1);
   1.114 +	glVertex3f(1, -1, -1);
   1.115 +	glVertex3f(1, 1, -1);
   1.116 +	glVertex3f(1, 1, 1);
   1.117 +	// -Z
   1.118 +	glColor3f(0, 1, 0);
   1.119 +	glVertex3f(1, -1, -1);
   1.120 +	glVertex3f(-1, -1, -1);
   1.121 +	glVertex3f(-1, 1, -1);
   1.122 +	glVertex3f(1, 1, -1);
   1.123 +	// -X
   1.124 +	glColor3f(0, 0, 1);
   1.125 +	glVertex3f(-1, -1, -1);
   1.126 +	glVertex3f(-1, -1, 1);
   1.127 +	glVertex3f(-1, 1, 1);
   1.128 +	glVertex3f(-1, 1, -1);
   1.129 +	// +Z
   1.130 +	glColor3f(1, 1, 0);
   1.131 +	glVertex3f(-1, -1, 1);
   1.132 +	glVertex3f(1, -1, 1);
   1.133 +	glVertex3f(1, 1, 1);
   1.134 +	glVertex3f(-1, 1, 1);
   1.135 +	// +Y
   1.136 +	glColor3f(0, 1, 1);
   1.137 +	glVertex3f(-1, 1, 1);
   1.138 +	glVertex3f(1, 1, 1);
   1.139 +	glVertex3f(1, 1, -1);
   1.140 +	glVertex3f(-1, 1, -1);
   1.141 +	// -Y
   1.142 +	glColor3f(1, 0, 1);
   1.143 +	glVertex3f(-1, -1, -1);
   1.144 +	glVertex3f(1, -1, -1);
   1.145 +	glVertex3f(1, -1, 1);
   1.146 +	glVertex3f(-1, -1, 1);
   1.147 +	glEnd();
   1.148 +
   1.149 +	glUseProgram(0);
   1.150 +	glPopAttrib();
   1.151 +}
   1.152 +
   1.153 +static void reshape(int x, int y)
   1.154 +{
   1.155 +	glViewport(0, 0, x, y);
   1.156 +
   1.157 +	Matrix4x4 proj;
   1.158 +	proj.set_perspective(M_PI / 4.0, (float)x / (float)y, 0.5, 500.0);
   1.159 +	set_projection_matrix(proj);
   1.160 +}
   1.161 +
   1.162 +static void keyboard(unsigned char key, int x, int y)
   1.163 +{
   1.164 +	switch(key) {
   1.165 +	case 27:
   1.166 +		exit(0);
   1.167 +	}
   1.168 +}
   1.169 +
   1.170 +static bool bnstate[16];
   1.171 +static int prev_x, prev_y;
   1.172 +
   1.173 +static void mouse(int bn, int st, int x, int y)
   1.174 +{
   1.175 +	bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
   1.176 +	prev_x = x;
   1.177 +	prev_y = y;
   1.178 +}
   1.179 +
   1.180 +static void motion(int x, int y)
   1.181 +{
   1.182 +	int dx = x - prev_x;
   1.183 +	int dy = y - prev_y;
   1.184 +	prev_x = x;
   1.185 +	prev_y = y;
   1.186 +
   1.187 +	if(!dx && !dy) return;
   1.188 +
   1.189 +	if(bnstate[0]) {
   1.190 +		cam_theta += dx * 0.5;
   1.191 +		cam_phi += dy * 0.5;
   1.192 +		cam_phi = std::max(-90.0f, std::min(90.0f, cam_phi));
   1.193 +		glutPostRedisplay();
   1.194 +	}
   1.195 +}