view3d

annotate src/main.c @ 3:7e982a61852a

lights and shit
author John Tsiombikas <nuclear@mutantstargoat.com>
date Thu, 19 Jan 2012 06:15:10 +0200
parents 182bfd9f55c7
children 0aee5df08cfc
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <math.h>
nuclear@0 4
nuclear@0 5 #include <GL/glew.h>
nuclear@0 6 #ifndef __APPLE__
nuclear@0 7 #include <GL/glut.h>
nuclear@0 8 #else
nuclear@0 9 #include <GLUT/glut.h>
nuclear@0 10 #endif
nuclear@0 11
nuclear@0 12 #include "scene.h"
nuclear@0 13
nuclear@0 14 void disp(void);
nuclear@0 15 void render(unsigned int msec);
nuclear@0 16 void proj_matrix(float eye);
nuclear@0 17 void view_matrix(float eye);
nuclear@0 18
nuclear@0 19 void reshape(int x, int y);
nuclear@0 20 void keyb(unsigned char key, int x, int y);
nuclear@0 21 void keyb_up(unsigned char key, int x, int y);
nuclear@0 22 void mouse(int bn, int state, int x, int y);
nuclear@0 23 void motion(int x, int y);
nuclear@0 24 void sball_motion(int x, int y, int z);
nuclear@0 25 void sball_rotate(int x, int y, int z);
nuclear@0 26 void sball_button(int bn, int state);
nuclear@0 27 int parse_args(int argc, char **argv);
nuclear@0 28
nuclear@0 29 char *scene_fname;
nuclear@0 30 int win_width, win_height;
nuclear@0 31 int stereo;
nuclear@0 32 int flip_winding;
nuclear@3 33 int auto_rot;
nuclear@0 34 float cam_theta, cam_phi, cam_dist = 10;
nuclear@0 35 float near_clip = 0.5;
nuclear@0 36 float far_clip = 1000.0;
nuclear@0 37 float fov = M_PI / 4.0;
nuclear@0 38 float stereo_focus_dist = 1.0;
nuclear@0 39 float stereo_eye_sep = 1.0 / 30.0;
nuclear@0 40
nuclear@3 41 int verbose = 0;
nuclear@3 42
nuclear@0 43 struct scene scn;
nuclear@0 44
nuclear@0 45 int main(int argc, char **argv)
nuclear@0 46 {
nuclear@3 47 float ldir[] = {-1, 1, 1, 0};
nuclear@0 48 float dx, dy, dz, diag;
nuclear@0 49
nuclear@0 50 glutInitWindowSize(800, 600);
nuclear@0 51 glutInit(&argc, argv);
nuclear@0 52
nuclear@0 53 if(parse_args(argc, argv) == -1) {
nuclear@0 54 return 1;
nuclear@0 55 }
nuclear@0 56
nuclear@0 57 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (stereo ? GLUT_STEREO : 0));
nuclear@0 58 glutCreateWindow("OpenGL Logo");
nuclear@0 59
nuclear@0 60 glutDisplayFunc(disp);
nuclear@0 61 glutReshapeFunc(reshape);
nuclear@0 62 glutKeyboardFunc(keyb);
nuclear@0 63 glutKeyboardUpFunc(keyb_up);
nuclear@0 64 glutMouseFunc(mouse);
nuclear@0 65 glutMotionFunc(motion);
nuclear@0 66 glutSpaceballMotionFunc(sball_motion);
nuclear@0 67 glutSpaceballRotateFunc(sball_rotate);
nuclear@0 68 glutSpaceballButtonFunc(sball_button);
nuclear@3 69 if(auto_rot) {
nuclear@3 70 glutIdleFunc(glutPostRedisplay);
nuclear@3 71 }
nuclear@0 72
nuclear@0 73 glewInit();
nuclear@0 74
nuclear@0 75 glEnable(GL_DEPTH_TEST);
nuclear@0 76 glEnable(GL_CULL_FACE);
nuclear@0 77 glEnable(GL_LIGHTING);
nuclear@0 78 glEnable(GL_LIGHT0);
nuclear@0 79 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@0 80
nuclear@0 81 if((load_scene(&scn, scene_fname)) == -1) {
nuclear@0 82 fprintf(stderr, "failed to load: %s\n", scene_fname);
nuclear@0 83 return 1;
nuclear@0 84 }
nuclear@0 85 dx = scn.bbox.max[0] - scn.bbox.min[0];
nuclear@0 86 dy = scn.bbox.max[1] - scn.bbox.min[1];
nuclear@0 87 dz = scn.bbox.max[2] - scn.bbox.min[2];
nuclear@0 88 diag = sqrt(dx * dx + dy * dy + dz * dz);
nuclear@0 89 cam_dist = diag / fov;
nuclear@0 90 printf("camera distance: %f\n", cam_dist);
nuclear@0 91
nuclear@0 92 glutMainLoop();
nuclear@0 93 return 0;
nuclear@0 94 }
nuclear@0 95
nuclear@0 96
nuclear@0 97 void disp(void)
nuclear@0 98 {
nuclear@0 99 unsigned int tm = glutGet(GLUT_ELAPSED_TIME);
nuclear@0 100
nuclear@0 101 if(stereo) {
nuclear@0 102 glDrawBuffer(GL_BACK_LEFT);
nuclear@0 103 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 104
nuclear@0 105 glMatrixMode(GL_PROJECTION);
nuclear@0 106 glLoadIdentity();
nuclear@0 107 proj_matrix(-1);
nuclear@0 108 glMatrixMode(GL_MODELVIEW);
nuclear@0 109 glLoadIdentity();
nuclear@0 110 view_matrix(-1);
nuclear@0 111
nuclear@0 112 render(tm);
nuclear@0 113
nuclear@0 114 glDrawBuffer(GL_BACK_RIGHT);
nuclear@0 115 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 116
nuclear@0 117 glMatrixMode(GL_PROJECTION);
nuclear@0 118 glLoadIdentity();
nuclear@0 119 proj_matrix(1);
nuclear@0 120 glMatrixMode(GL_MODELVIEW);
nuclear@0 121 glLoadIdentity();
nuclear@0 122 view_matrix(1);
nuclear@0 123
nuclear@0 124 render(tm);
nuclear@0 125 } else {
nuclear@0 126 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 127
nuclear@0 128 glMatrixMode(GL_PROJECTION);
nuclear@0 129 glLoadIdentity();
nuclear@0 130 proj_matrix(0);
nuclear@0 131 glMatrixMode(GL_MODELVIEW);
nuclear@0 132 glLoadIdentity();
nuclear@0 133 view_matrix(0);
nuclear@0 134
nuclear@0 135 render(tm);
nuclear@0 136 }
nuclear@0 137
nuclear@0 138 glutSwapBuffers();
nuclear@0 139 }
nuclear@0 140
nuclear@0 141 void render(unsigned int msec)
nuclear@0 142 {
nuclear@0 143 if(auto_rot) {
nuclear@0 144 glRotatef(msec / 10, 0, 1, 0);
nuclear@0 145 }
nuclear@0 146 render_scene(&scn);
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 void proj_matrix(float eye)
nuclear@0 150 {
nuclear@0 151 float vfov_rad = fov;
nuclear@0 152 float top = near_clip * tan(vfov_rad * 0.5);
nuclear@0 153 float right = top * (float)win_width / (float)win_height;
nuclear@0 154
nuclear@0 155 float frust_shift = eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
nuclear@0 156
nuclear@0 157 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
nuclear@0 158 }
nuclear@0 159
nuclear@0 160 void view_matrix(float eye)
nuclear@0 161 {
nuclear@0 162 float offs = stereo_eye_sep * eye * 0.5;
nuclear@0 163 glTranslatef(offs, 0, 0);
nuclear@0 164
nuclear@0 165 glTranslatef(0, 0, -cam_dist);
nuclear@0 166 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 167 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 168 }
nuclear@0 169
nuclear@0 170 void reshape(int x, int y)
nuclear@0 171 {
nuclear@0 172 glViewport(0, 0, x, y);
nuclear@0 173 win_width = x;
nuclear@0 174 win_height = y;
nuclear@0 175 }
nuclear@0 176
nuclear@0 177 static int stereo_shift_key;
nuclear@0 178
nuclear@0 179 void keyb(unsigned char key, int x, int y)
nuclear@0 180 {
nuclear@0 181 switch(key) {
nuclear@0 182 case 'q':
nuclear@0 183 case 27:
nuclear@0 184 exit(0);
nuclear@0 185
nuclear@0 186 case 's':
nuclear@0 187 stereo_shift_key = 1;
nuclear@0 188 break;
nuclear@0 189
nuclear@0 190 case 'c':
nuclear@0 191 {
nuclear@0 192 static int flip;
nuclear@0 193 glFrontFace((++flip & 1) ? GL_CW : GL_CCW);
nuclear@0 194 glutPostRedisplay();
nuclear@0 195 }
nuclear@0 196 break;
nuclear@0 197
nuclear@0 198 case 'C':
nuclear@0 199 {
nuclear@0 200 static int cull = 1;
nuclear@0 201 if(++cull & 1) {
nuclear@0 202 glEnable(GL_CULL_FACE);
nuclear@0 203 } else {
nuclear@0 204 glDisable(GL_CULL_FACE);
nuclear@0 205 }
nuclear@0 206 glutPostRedisplay();
nuclear@0 207 }
nuclear@0 208 break;
nuclear@0 209
nuclear@0 210 case 'w':
nuclear@0 211 {
nuclear@0 212 static int wire;
nuclear@0 213 glPolygonMode(GL_FRONT_AND_BACK, (++wire & 1) ? GL_LINE : GL_FILL);
nuclear@0 214 glutPostRedisplay();
nuclear@0 215 }
nuclear@0 216 break;
nuclear@0 217
nuclear@0 218 case 'l':
nuclear@0 219 {
nuclear@0 220 static int lit = 1;
nuclear@0 221 if(++lit & 1) {
nuclear@0 222 glEnable(GL_LIGHTING);
nuclear@0 223 } else {
nuclear@0 224 glDisable(GL_LIGHTING);
nuclear@0 225 }
nuclear@0 226 glutPostRedisplay();
nuclear@0 227 }
nuclear@0 228 break;
nuclear@0 229
nuclear@0 230 case ' ':
nuclear@0 231 auto_rot = !auto_rot;
nuclear@0 232 if(auto_rot) {
nuclear@0 233 glutIdleFunc(glutPostRedisplay);
nuclear@0 234 } else {
nuclear@0 235 glutIdleFunc(0);
nuclear@0 236 }
nuclear@0 237 glutPostRedisplay();
nuclear@0 238 break;
nuclear@0 239
nuclear@0 240 default:
nuclear@0 241 break;
nuclear@0 242 }
nuclear@0 243 }
nuclear@0 244
nuclear@0 245 void keyb_up(unsigned char key, int x, int y)
nuclear@0 246 {
nuclear@0 247 switch(key) {
nuclear@0 248 case 's':
nuclear@0 249 stereo_shift_key = 0;
nuclear@0 250 break;
nuclear@0 251
nuclear@0 252 default:
nuclear@0 253 break;
nuclear@0 254 }
nuclear@0 255 }
nuclear@0 256
nuclear@0 257
nuclear@0 258 static int bnstate[32];
nuclear@0 259 static int prev_x, prev_y;
nuclear@0 260 void mouse(int bn, int state, int x, int y)
nuclear@0 261 {
nuclear@0 262 prev_x = x;
nuclear@0 263 prev_y = y;
nuclear@0 264 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN ? 1 : 0;
nuclear@0 265 }
nuclear@0 266
nuclear@0 267 void motion(int x, int y)
nuclear@0 268 {
nuclear@0 269 int dx = x - prev_x;
nuclear@0 270 int dy = y - prev_y;
nuclear@0 271 prev_x = x;
nuclear@0 272 prev_y = y;
nuclear@0 273
nuclear@0 274 if(stereo_shift_key && dy != 0) {
nuclear@0 275 stereo_focus_dist += dy * 0.1;
nuclear@0 276 stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@0 277 glutPostRedisplay();
nuclear@0 278 return;
nuclear@0 279 }
nuclear@0 280
nuclear@0 281 if(bnstate[0]) {
nuclear@0 282 cam_theta += dx * 0.5;
nuclear@0 283 cam_phi += dy * 0.5;
nuclear@0 284
nuclear@0 285 if(cam_phi < -90)
nuclear@0 286 cam_phi = -90;
nuclear@0 287 if(cam_phi > 90)
nuclear@0 288 cam_phi = 90;
nuclear@0 289
nuclear@0 290 glutPostRedisplay();
nuclear@0 291 }
nuclear@0 292 if(bnstate[2]) {
nuclear@0 293 cam_dist += dy * 0.1;
nuclear@0 294 glutPostRedisplay();
nuclear@0 295 }
nuclear@0 296 }
nuclear@0 297
nuclear@0 298 void sball_motion(int x, int y, int z)
nuclear@0 299 {
nuclear@0 300 }
nuclear@0 301
nuclear@0 302 void sball_rotate(int x, int y, int z)
nuclear@0 303 {
nuclear@0 304 cam_theta += y * 0.05;
nuclear@0 305 cam_phi += x * 0.05;
nuclear@0 306
nuclear@0 307 if(cam_phi < -90)
nuclear@0 308 cam_phi = -90;
nuclear@0 309 if(cam_phi > 90)
nuclear@0 310 cam_phi = 90;
nuclear@0 311
nuclear@0 312 glutPostRedisplay();
nuclear@0 313 }
nuclear@0 314
nuclear@0 315 void sball_button(int bn, int state)
nuclear@0 316 {
nuclear@0 317 }
nuclear@0 318
nuclear@0 319 int parse_args(int argc, char **argv)
nuclear@0 320 {
nuclear@0 321 int i;
nuclear@0 322
nuclear@0 323 for(i=1; i<argc; i++) {
nuclear@0 324 if(argv[i][0] == '-') {
nuclear@0 325 if(argv[i][2] != 0)
nuclear@0 326 goto inval;
nuclear@0 327 switch(argv[i][1]) {
nuclear@0 328 case 's':
nuclear@0 329 stereo = 1;
nuclear@0 330 break;
nuclear@0 331
nuclear@0 332 case 'c':
nuclear@0 333 flip_winding = 1;
nuclear@0 334 break;
nuclear@0 335
nuclear@3 336 case 'v':
nuclear@3 337 verbose = !verbose;
nuclear@3 338 break;
nuclear@3 339
nuclear@0 340 default:
nuclear@0 341 goto inval;
nuclear@0 342 }
nuclear@0 343 } else {
nuclear@0 344 if(scene_fname) {
nuclear@0 345 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
nuclear@0 346 return -1;
nuclear@0 347 }
nuclear@0 348 scene_fname = argv[i];
nuclear@0 349 }
nuclear@0 350 }
nuclear@0 351
nuclear@0 352 if(!scene_fname) {
nuclear@0 353 fprintf(stderr, "you must pass the filename of a scene to open\n");
nuclear@0 354 return -1;
nuclear@0 355 }
nuclear@0 356
nuclear@0 357 return 0;
nuclear@0 358
nuclear@0 359 inval:
nuclear@0 360 fprintf(stderr, "invalid argument: %s\n", argv[i]);
nuclear@0 361 return -1;
nuclear@0 362 }