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/*
04/12/2010
This code shows how to move the "camera" in OpenGL like a First Person Viewer (camera piloting)
It moves the camera relatively to its position in 6 degrees of fredom.
The most important code is in : GLvoid transfomCamera() and in GLvoid DrawScene
See also GLvoid Keyboard for the key used
build links to:
oprngl32
glu32
glut32
gdi32
winmm
*/
#include <stdlib.h>//standard C library, used for exit()
//OpenGL libraries, with glut
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <math.h>//Mathematics
GLvoid Initialise( char * Titre);//Initialization of the scene
GLvoid DrawScene(GLvoid);// Drawing method, called in loop
GLvoid Resize(const GLsizei ,const GLsizei);// Used when resizing the application window
GLvoid Keyboard(unsigned char , int , int);// Keyboard and mouse interaction
GLvoid DefineLight(const GLint);//Initialise the light source
GLvoid transfomCamera();//Move the free camera
GLboolean toggleRotX = 0;
GLboolean toggleRotY = 0;
GLboolean toggleRotZ = 0;
GLboolean toggleTransX = 0;
GLboolean toggleTransY = 0;
GLboolean toggleTransZ = 0;
GLboolean toggleRotXX = 0;
GLboolean toggleRotYY = 0;
GLboolean toggleRotZZ = 0;
GLboolean toggleTransXX = 0;
GLboolean toggleTransYY = 0;
GLboolean toggleTransZZ = 0;
GLfloat rotX = 1.f;
GLfloat rotY = 1.f;
GLfloat rotZ = 1.f;
GLfloat transX = 0.05f;
GLfloat transY = 0.05f;
GLfloat transZ = 0.05f;
GLfloat TrMatrix[]={1.f,0.f,0.f,0.f,0.f,1.f,0.f,0.f,0.f,0.f,1.f,0.f,0.f,0.f,0.f,1.f};
const GLfloat EPSILON = 0.00000000000001f;
int main(int argc , char **argv)
{
glutInit(&argc,argv);
Initialise(argv[0]); /* Fonction à écrire pour initialiser la machine OpenGL */
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawScene); /* fonction à appeler avec la fonction principale de rendu à écrire */
glutReshapeFunc(Resize);
glutMainLoop(); /* Fonction de boucle infinie */
return 0;
}
GLvoid Initialise(char * Titre)
{
GLvoid DefineWindow(char *);
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glPointSize(1.f);
glLineWidth(1.f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glDisable(GL_CULL_FACE );
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL );
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,1.f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
DefineLight(4);
}
GLvoid Resize(GLsizei WindowWidth , GLsizei WindowHeight )
{
glViewport( 0, 0,WindowWidth , WindowHeight) ;
GLfloat ratio = (GLfloat) WindowWidth / WindowHeight;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.f,ratio,0.1f,130.f);
glMatrixMode(GL_MODELVIEW);
}
GLvoid DefineWindow(char * Titre)
{
GLsizei ScreenWidth,ScreenHeight;
GLsizei WindowWidth, WindowHeight;
ScreenWidth=glutGet(GLUT_SCREEN_WIDTH);
ScreenHeight=glutGet(GLUT_SCREEN_HEIGHT);
glutInitWindowPosition(0,0);
glutInitWindowSize(ScreenWidth,ScreenHeight);
glutCreateWindow(Titre);
glClearColor(0.7f,0.7f,1.f, 1.f);
WindowWidth = glutGet(GLUT_WINDOW_WIDTH) ;
WindowHeight = glutGet(GLUT_WINDOW_HEIGHT);
Resize(WindowWidth,WindowHeight);
}
GLvoid DefineLight(GLint numberofLights)
{
int i;
const GLfloat LumiereAmbient[]={ 0.f, 0.0f, 0.0f, 0.0f};
const GLfloat LumiereDiffuse[]={1.f, 1.f, 1.f, 1.f };
const GLfloat LumiereSpecular[]={1.0f, 1.0f, 1.0f, 1.0f};
const GLfloat cst_attenuation =0.025f*numberofLights;
const GLfloat ln_attenuation= 0.1525f*numberofLights;
const GLfloat qua_attenuation= 0.0025f*numberofLights;
const GLint Lights[]= {GL_LIGHT0,GL_LIGHT1,GL_LIGHT2,GL_LIGHT3,GL_LIGHT4,GL_LIGHT5,GL_LIGHT6,GL_LIGHT7};
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1 );
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE );
for (i = 0 ; i<numberofLights ; i++) {
glEnable(Lights[i]);
glLightfv(Lights[i],GL_AMBIENT,LumiereAmbient);
glLightfv(Lights[i],GL_DIFFUSE,LumiereDiffuse);
glLightfv(Lights[i],GL_SPECULAR,LumiereSpecular);
glLightf(Lights[i],GL_CONSTANT_ATTENUATION, cst_attenuation);
glLightf(Lights[i],GL_LINEAR_ATTENUATION, ln_attenuation);
glLightf(Lights[i],GL_QUADRATIC_ATTENUATION, qua_attenuation);
}
}
GLvoid DrawScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
transfomCamera();
glGetFloatv(GL_MODELVIEW_MATRIX, TrMatrix);
glPushMatrix();
glTranslatef(0.f,0.f,-6.f);
glutSolidTeapot(1);
glTranslatef(3.f,0.f,-3.f);
glutSolidTeapot(1);
glTranslatef(-9.f,0.f,-5.f);
glutSolidTeapot(1);
//DessineSalle();
glPopMatrix();
glutSwapBuffers();
glutPostRedisplay();
}
GLvoid Keyboard(unsigned char key , int x, int y)
{
switch(key)
{
////////////////// ROTATE
case 'e':
toggleRotZ = 1;
break;
case 'q':
toggleRotZZ = 1;
break;
case 's' :
toggleRotX = 1;
break;
case 'w' :
toggleRotXX = 1;
break;
case 'd' :
toggleRotY = 1;
break;
case 'a' :
toggleRotYY = 1;
break;
//////////////TRANSLATE
case 'j' :
toggleTransX = 1;
break;
case 'l':
toggleTransXX = 1;
break;
case 'i' :
toggleTransZ = 1;
break;
case 'k' :
toggleTransZZ = 1;
break;
case 'u' :
toggleTransY = 1;
break;
case 'o' :
toggleTransYY = 1;
break;
case 'v':
glLoadIdentity();
glGetFloatv(GL_MODELVIEW_MATRIX, TrMatrix);
break;
case 27:
exit(1);
break;
}
glutPostRedisplay();
}
GLvoid transfomCamera()
{
if(toggleRotX) {
glRotatef(rotX,1.f,0.f,0.f);glMultMatrixf(TrMatrix);
toggleRotX = 0;
}
else if(toggleRotXX) {
glRotatef(-rotX,1.f,0.f,0.f);glMultMatrixf(TrMatrix);
toggleRotXX = 0;
}
else if(toggleRotY) {
glRotatef(rotY,0.f,1.f,0.f);glMultMatrixf(TrMatrix);
toggleRotY = 0;
}
else if(toggleRotYY) {
glRotatef(-rotY,0.f,1.f,0.f);glMultMatrixf(TrMatrix);
toggleRotYY = 0;
}
else if(toggleRotZ) {
glRotatef(rotZ,0.f,0.f,1.f);glMultMatrixf(TrMatrix);
toggleRotZ = 0;
}
else if(toggleRotZZ) {
glRotatef(-rotZ,0.f,0.f,1.f);glMultMatrixf(TrMatrix);
toggleRotZZ = 0;
}
/////////////
else if(toggleTransX) {
glTranslatef(transX,0.f,0.f);glMultMatrixf(TrMatrix);
toggleTransX = 0;
}
else if(toggleTransXX) {
glTranslatef(-transX,0.f,0.f);glMultMatrixf(TrMatrix);
toggleTransXX = 0;
}
else if(toggleTransY) {
glTranslatef(0.f,transY,0.f);glMultMatrixf(TrMatrix);
toggleTransY = 0;
}
else if(toggleTransYY) {
glTranslatef(0.f,-transY,0.f);glMultMatrixf(TrMatrix);
toggleTransYY = 0;
}
else if(toggleTransZ) {
glTranslatef(0.f,0.f,transZ);glMultMatrixf(TrMatrix);
toggleTransZ = 0;
}
else if(toggleTransZZ) {
glTranslatef(0.f,0.f,-transZ);glMultMatrixf(TrMatrix);
toggleTransZZ = 0;
}
else glMultMatrixf(TrMatrix);
} |
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