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glut_251.cpp
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glut_251.cpp
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#include "stdafx.h"
#include "glut_251.h"
#include "GL/glew.h"
#if defined (ACE_WIN32) || defined (ACE_WIN64)
#include "gl/GL.h"
#else
#include "GL/gl.h"
#endif // ACE_WIN32 || ACE_WIN64
#include "GL/freeglut.h"
#include "glm/gtc/matrix_transform.hpp"
#include "ace/Assert.h"
#include "ace/Log_Msg.h"
#include "common_tools.h"
#include "common_gl_defines.h"
#include "common_gl_tools.h"
#include "defines_11.h"
#include "engine_common.h"
void
engine_glut_251_reshape (int width_in, int height_in)
{
glViewport (0, 0, width_in, height_in);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
ACE_ASSERT (height_in);
gluPerspective (45.0,
width_in / static_cast<GLdouble> (height_in),
150.0, -150.0);
//glOrtho (static_cast<GLdouble> (-width_in / 2.0), static_cast<GLdouble> (width_in / 2.0),
// static_cast<GLdouble> (height_in / 2.0), static_cast<GLdouble> (-height_in / 2.0), 150.0, -150.0);
glMatrixMode (GL_MODELVIEW);
}
void
engine_glut_251_key (unsigned char key_in,
int x,
int y)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
switch (key_in)
{
case 27: /* Escape */
glutLeaveMainLoop ();
break;
} // end SWITCH
}
void
engine_glut_251_key_special (int key_in,
int x,
int y)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
switch (key_in)
{
case GLUT_KEY_LEFT:
cb_data_p->camera.rotation.z -= 0.5f;
break;
case GLUT_KEY_RIGHT:
cb_data_p->camera.rotation.z += 0.5f;
break;
case GLUT_KEY_UP:
cb_data_p->camera.position.x = 0.0f;
cb_data_p->camera.position.y = 0.0f;
cb_data_p->camera.position.z = 500.0f;
cb_data_p->camera.rotation.z = 0.0f;
break;
} // end SWITCH
}
void
engine_glut_251_menu (int entry_in)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
switch (entry_in)
{
case 0:
cb_data_p->wireframe = !cb_data_p->wireframe; break;
default:
break;
} // end SWITCH
}
void
engine_glut_251_mouse_button (int button, int state, int x, int y)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
//if (button == GLUT_LEFT_BUTTON)
// cb_data_p->leftButtonIsDown = (state == GLUT_DOWN);
}
void
engine_glut_251_mouse_move (int x, int y)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
}
void
engine_glut_251_timer (int v)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
glutTimerFunc (1000 / 30,
engine_glut_251_timer,
v);
}
void
engine_glut_251_draw (void)
{
struct Engine_OpenGL_GLUT_251_CBData* cb_data_p =
static_cast<struct Engine_OpenGL_GLUT_251_CBData*> (glutGetWindowData ());
ACE_ASSERT (cb_data_p);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// reset transformations
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
// rotate the camera
//glm::mat4 rotation_matrix = glm::rotate (glm::mat4 (1.0f),
// glm::radians (cb_data_p->camera.rotation.z),
// glm::vec3 (0.0f, 0.0f, 1.0f));
//glm::vec3 rotation_center (0.0f, 0.0f, 0.0f);
//glm::vec4 pos_rot_h =
// rotation_matrix * glm::vec4 (cb_data_p->camera.position - rotation_center,
// 1.0f);
//cb_data_p->camera.position = glm::vec3 (pos_rot_h) + rotation_center;
// set the camera
//gluLookAt (cb_data_p->camera.position.x, cb_data_p->camera.position.y, cb_data_p->camera.position.z,
// cb_data_p->camera.looking_at.x, cb_data_p->camera.looking_at.y, cb_data_p->camera.looking_at.z,
// cb_data_p->camera.up.x, cb_data_p->camera.up.y, cb_data_p->camera.up.z);
glPolygonMode (GL_FRONT_AND_BACK,
cb_data_p->wireframe ? GL_LINE : GL_FILL);
// draw a red x-axis, a green y-axis, and a blue z-axis. Each of the
// axes are 100 units long
glBegin (GL_LINES);
glColor3f (1.0f, 0.0f, 0.0f); glVertex3i (0, 0, 0); glVertex3i (100, 0, 0);
glColor3f (0.0f, 1.0f, 0.0f); glVertex3i (0, 0, 0); glVertex3i (0, 100, 0);
glColor3f (0.0f, 0.0f, 1.0f); glVertex3i (0, 0, 0); glVertex3i (0, 0, 100);
glEnd ();
// update uniforms
GLfloat data_a[ENGINE_GLUT_251_DEFAULT_NUMBER_OF_BALLS * 3];
int i = 0;
for (std::vector<metaball>::iterator iterator = cb_data_p->balls.begin ();
iterator != cb_data_p->balls.end ();
++iterator, ++i)
{
(*iterator).update (ENGINE_GLUT_251_DEFAULT_WIDTH, ENGINE_GLUT_251_DEFAULT_HEIGHT);
data_a[i * 3 + 0] = (*iterator).position_.x;
data_a[i * 3 + 1] = (*iterator).position_.y;
data_a[i * 3 + 2] = (*iterator).radius_;
} // end FOR
glProgramUniform3fv (cb_data_p->programId, cb_data_p->ballsLoc,
ENGINE_GLUT_251_DEFAULT_NUMBER_OF_BALLS,
data_a);
glTranslatef (static_cast<GLfloat> (-ENGINE_GLUT_251_DEFAULT_WIDTH / 2.0f),
static_cast<GLfloat> (-ENGINE_GLUT_251_DEFAULT_HEIGHT / 2.0f),
0.0f);
glColor3f (1.0f, 1.0f, 1.0f);
for (int y = 0; y < cb_data_p->rows - 1; ++y)
{
glBegin (GL_TRIANGLE_STRIP);
for (int x = 0; x < cb_data_p->columns; ++x)
{
glVertex3f (static_cast<float> (x * cb_data_p->scaleFactor), static_cast<float> (y * cb_data_p->scaleFactor), 0.0f);
glVertex3f (static_cast<float> (x * cb_data_p->scaleFactor), static_cast<float> ((y + 1) * cb_data_p->scaleFactor), 0.0f);
} // end FOR
glEnd ();
} // end FOR
glutSwapBuffers ();
}
void
engine_glut_251_idle (void)
{
glutPostRedisplay ();
}
void
engine_glut_251_visible (int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc (engine_glut_251_idle);
else
glutIdleFunc (NULL);
}