////////////////////////////////////////////////////////////// // // // 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; }