//////////////////////////////////////////////////////////////
// //
// Project: SDL/OpenGL template //
// Goal : just open a window with a valid OpenGL context //
// Author : Achille Peternier, VRLab - EPFL, 2005 //
// //
//////////////////////////////////////////////////////////////
//////////////
// #INCLUDE //
//////////////
#include <windows.h> // Only required under Windows :-D
#include <SDL.h> // This file import the SDL inteface
#include <GL/gl.h> // This file import the OpenGL interface
#include <GL/glu.h> // This file offers some OpenGL-related utilities
#include <math.h>
/////////////
// #PRAGMA //
/////////////
// Visual Studio specific: you can import libraries directly by
// specifing them through a #pragma. On other compilters/platforms add
// the required .lib to the makefile or project proprieties
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "sdl.lib")
#pragma comment(lib, "sdlmain.lib")
/////////////
// #DEFINE //
/////////////
// Constants hardcoded during compilation
#define WINDOW_TITLE "the cube"
#define WINDOW_X 800 // Window width
#define WINDOW_Y 600 // Window height
#define WINDOW_COLORDEPTH 32 // Color depth (in bits)
#define WINDOW_ZETADEPTH 24 // z-buffer depth (in bits)
#define SURFACE_COUNT 6
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// CLASSES
float scale = 10.0f;
class Color {
public:
float r;
float g;
float b;
Color(float _r, float _g, float _b) {
r = _r;
g = _g;
b = _b;
}
void setColor() {
printf("color: %f, %f, %f\n", r, g, b);
glColor4f (r, g, b, 1.0f);
}
};
class Vec {
public:
float x;
float y;
float z;
Vec(float vx, float vy, float vz) {
x = vx;
y = vy;
z = vz;
}
Vec operator+(Vec v) {
Vec r = Vec(x + v.x, y + v.y, z + v.z);
return r;
}
Vec operator-(Vec v) {
Vec r = Vec(x - v.x, y -v.y, z - v.z);
return r;
}
Vec operator*(float s) {
Vec r = Vec(x*s, y*s, z*s);
return r;
}
Vec* cross(Vec v) {
Vec* r = new Vec(y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.x);
return r;
}
Vec normalize() {
return *this * (1 / this->length());
}
float length() {
return sqrt(x*x+y*y+z*z);
}
void print() {
printf (" vektor: %f, %f, %f\n", x, y, z);
};
Vec* clone() {
return new Vec(x, y, z);
}
};
class Tri {
public:
Vec *p[3];
Color *col;
Vec *normal;
Tri(Vec* p0, Vec* p1, Vec* p2, Color* c) {
p[0] = p0;
p[1] = p1;
p[2] = p2;
col = c;
Vec v1 = (*p[1] - *p[0]);
Vec v2 = (*p[2] - *p[0]);
normal = (v1).cross(v2);
}
~Tri() {
delete normal;
}
void draw() {
glBegin (GL_TRIANGLES);
this->setNormal();
col->setColor();
for (int v = 0; v < 3; v++) {
glVertex3f(scale * p[v]->x, scale * p[v]->y, scale * p[v]->z);
}
glEnd();
this->drawNormals();
this->print();
}
void drawNormals() {
for (int v = 0; v < 3; v++) {
glBegin (GL_LINES);
glVertex3f(scale * p[v]->x, scale * p[v]->y, scale * p[v]->z);
glVertex3f(scale * p[v]->x + this->normal->x,
scale * p[v]->y + this->normal->y,
scale * p[v]->z + this->normal->z);
glEnd();
}
}
void setNormal() {
glNormal3f(this->normal->x, this->normal->y, this->normal->z);
}
void print() {
printf("triangle: \n");
for (int v = 0; v < 3; v++) {
p[v]->print();
}
printf("normal: ");
normal->print();
printf("\n");
}
};
class Rect {
public:
Tri* t1;
Tri* t2;
Rect(Vec* p1, Vec* p2, Vec* p3, Vec* p4, Color* c) {
t1 = new Tri (p1, p2, p3, c);
t2 = new Tri (p1, p3, p4, c);
}
~Rect() {
delete t1;
delete t2;
}
void draw() {
t1->draw();
t2->draw();
}
};
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// GLOBAL VARS
int MouseX, MouseY, OldMouseX, OldMouseY;
bool MouseButtonRight, MouseButtonLeft;
bool done = false; // Quit application when true
//light info
float lightpos[] = {10.0f, 12.0f, 15.0f, 1.0f};
float lightdir[] = {5.0f, 5.0f, 5.0f, 1.0f};
float lightdelta = 0.8f;
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// MAIN //
int main( int argc, char **argv )
{
// Initialize SDL:
if (SDL_Init(SDL_INIT_VIDEO) == -1)
{
printf("ERROR: unable to init SDL!\n");
return 1;
}
Color white (1,1,1);
Color black (0,0,0);
Color red (1,0,0);
Color blue (0,0,1);
Color green (0,1,0);
Color yellow (1,1,0);
Vec p0 (0,0,0);
Vec p1 (1,0,0);
Vec p2 (1,1,0);
Vec p3 (0,1,0);
Vec p4 (0,0,1);
Vec p5 (1,0,1);
Vec p6 (1,1,1);
Vec p7 (0,1,1);
Rect surf [SURFACE_COUNT] = {
Rect (&p0, &p3, &p2, &p1, &red),
Rect (&p4, &p5, &p6, &p7, &blue),
Rect (&p0, &p4, &p5, &p1, &green),
Rect (&p2, &p3, &p7, &p6, &yellow),
Rect (&p1, &p2, &p6, &p5, &black),
Rect (&p3, &p0, &p4, &p7, &white)
};
// Prepare configuration:
int bitsPerColor = 8;
if (WINDOW_COLORDEPTH == 16)
bitsPerColor = 5;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, bitsPerColor);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, bitsPerColor);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, bitsPerColor);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0);
if (WINDOW_COLORDEPTH == 32)
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
else
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, WINDOW_ZETADEPTH);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Create surface:
unsigned flags = SDL_OPENGL;
SDL_WM_SetCaption(WINDOW_TITLE, NULL);
if (SDL_SetVideoMode(WINDOW_X, WINDOW_Y, WINDOW_COLORDEPTH, flags) == NULL)
{
printf("ERROR: unsupported video configuration!\n");
return 1;
}
// Ok, SDL up with a valid OpenGL context!
// Now setup some OpenGL parameter:
// Clear background with a darkblue color
glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
// correct clipping
glEnable (GL_DEPTH_TEST);
//enable light
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Mainloop:
float deltay = 0.0f;
float deltaz = 0.0f;
float deltacolor = 0.0f;
while (!done)
{
/////////////////////
// Do some rendering:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Setup a perspective view:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, // Field of view
WINDOW_X/WINDOW_Y, // width/height ratio
1.0f, // near clipping plane
1000.0f); // far clipping plane
// Place the viewer 50 units backward:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -50.0f);
// Draw a rotating triangle:
glRotatef(deltay, 0.0f, 1.0f, 0.0f); // Rotation around the Y axis
glRotatef(deltaz, 1.0f, 0.0f, 0.0f);
for (int i = 0; i < SURFACE_COUNT; i++) {
surf[i].draw();
}
/*
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightdir);
*/
////////////////
// Check events:
SDL_Event event;
while (SDL_PollEvent(&event))
{
// Quit by click on X:
if (event.type == SDL_QUIT)
done = true;
}
// Update mouse:
OldMouseX = MouseX;
OldMouseY = MouseY;
unsigned buttons = SDL_GetMouseState(&MouseX, &MouseY);
if (buttons&SDL_BUTTON(1))
MouseButtonLeft = true;
else
MouseButtonLeft = false;
if (buttons&SDL_BUTTON(3)) // <-- Beware: may be 2 on mouses
// without the middle button!
MouseButtonRight = true;
else
MouseButtonRight = false;
//if (MouseButtonLeft)
// delta += 1.0f;
// Update keyboard (used like a joypad):
Uint8 *keystate = SDL_GetKeyState(NULL);
if (keystate[SDLK_ESCAPE])
done = true;
if (keystate[SDLK_1])
glClearColor(0.5f, 0.0f, 0.0f, 1.0f);
if (keystate[SDLK_2])
glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
if (keystate[SDLK_3])
glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
if (keystate[SDLK_LEFT])
deltay -= 2.0f;
if (keystate[SDLK_RIGHT])
deltay += 2.0f;
if (keystate[SDLK_UP])
deltaz -= 2.0f;
if (keystate[SDLK_DOWN])
deltaz += 2.0f;
/* if (keystate[SDLK_a])
lightpos[0]+=lightdelta;
if (keystate[SDLK_d])
lightpos[0]-=lightdelta;
if (keystate[SDLK_w])
lightpos[1]+=lightdelta;
if (keystate[SDLK_s])
lightpos[1]-=lightdelta;
if (keystate[SDLK_q])
lightpos[2]+=lightdelta;
if (keystate[SDLK_e])
lightpos[2]-=lightdelta;
*/
if (keystate[SDLK_SPACE]) {
deltacolor += 0.01f;
if (deltacolor > 1.0f) {
deltacolor = 0.0f;
}
}
////////////////
// Swap buffers:
_sleep(20); // Just don't kill computer resources ;)
SDL_GL_SwapBuffers();
// Plain stupid log, just to show values:
//printf("X: %d, Y: %d, but1: %d, but2: %d\n",
// MouseX, MouseY, MouseButtonLeft, MouseButtonRight);
}
// Ok, release everything and byebye:
SDL_Quit();
return 0;
}