/*************************************************************************
* *
* Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
* All rights reserved. Email: russ@q12.org Web: www.q12.org *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of EITHER: *
* (1) The GNU Lesser General Public License as published by the Free *
* Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. The text of the GNU Lesser *
* General Public License is included with this library in the *
* file LICENSE.TXT. *
* (2) The BSD-style license that is included with this library in *
* the file LICENSE-BSD.TXT. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
* LICENSE.TXT and LICENSE-BSD.TXT for more details. *
* *
*************************************************************************/
/*
simple graphics.
the following command line flags can be used (typically under unix)
-notex Do not use any textures
-noshadow[s] Do not draw any shadows
-pause Start the simulation paused
TODO
----
manage openGL state changes better
*/
#ifdef WIN32
#include <windows.h>
#endif
#include <ode/config.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "drawstuff/drawstuff.h"
#include "internal.h"
//***************************************************************************
// misc
#ifdef WIN32
#define DEFAULT_PATH_TO_TEXTURES "..\\textures\\"
#else
#define DEFAULT_PATH_TO_TEXTURES "../textures/"
#endif
#ifndef M_PI
#define M_PI (3.14159265358979323846)
#endif
// constants to convert degrees to radians and the reverse
#define RAD_TO_DEG (180.0/M_PI)
#define DEG_TO_RAD (M_PI/180.0)
// light vector. LIGHTZ is implicitly 1
#define LIGHTX (1.0f)
#define LIGHTY (0.4f)
// ground and sky
#define SHADOW_INTENSITY (0.65f)
#define GROUND_R (0.5f) // ground color for when there's no texture
#define GROUND_G (0.5f)
#define GROUND_B (0.3f)
const float ground_scale = 1.0f/1.0f; // ground texture scale (1/size)
const float ground_ofsx = 0.5; // offset of ground texture
const float ground_ofsy = 0.5;
const float sky_scale = 1.0f/4.0f; // sky texture scale (1/size)
const float sky_height = 1.0f; // sky height above viewpoint
//***************************************************************************
// misc mathematics stuff
#define dCROSS(a,op,b,c) \
(a)[0] op ((b)[1]*(c)[2] - (b)[2]*(c)[1]); \
(a)[1] op ((b)[2]*(c)[0] - (b)[0]*(c)[2]); \
(a)[2] op ((b)[0]*(c)[1] - (b)[1]*(c)[0]);
inline float dDOT (const float *a, const float *b)
{ return ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2]); }
static void normalizeVector3 (float v[3])
{
float len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
if (len <= 0.0f) {
v[0] = 1;
v[1] = 0;
v[2] = 0;
}
else {
len = 1.0f / (float)sqrt(len);
v[0] *= len;
v[1] *= len;
v[2] *= len;
}
}
//***************************************************************************
// PPM image object
typedef unsigned char byte;
class Image {
int image_width,image_height;
byte *image_data;
public:
Image (char *filename);
// load from PPM file
~Image();
int width() { return image_width; }
int height() { return image_height; }
byte *data() { return image_data; }
};
// skip over whitespace and comments in a stream.
static void skipWhiteSpace (char *filename, FILE *f)
{
int c,d;
for(;;) {
c = fgetc(f);
if (c==EOF) dsError ("unexpected end of file in \"%s\"",filename);
// skip comments
if (c == '#') {
do {
d = fgetc(f);
if (d==EOF) dsError ("unexpected end of file in \"%s\"",filename);
} while (d != '\n');
continue;
}
if (c > ' ') {
ungetc (c,f);
return;
}
}
}
// read a number from a stream, this return 0 if there is none (that's okay
// because 0 is a bad value for all PPM numbers anyway).
static int readNumber (char *filename, FILE *f)
{
int c,n=0;
for(;;) {
c = fgetc(f);
if (c==EOF) dsError ("unexpected end of file in \"%s\"",filename);
if (c >= '0' && c <= '9') n = n*10 + (c - '0');
else {
ungetc (c,f);
return n;
}
}
}
Image::Image (char *filename)
{
FILE *f = fopen (filename,"rb");
if (!f) dsError ("Can't open image file `%s'",filename);
// read in header
if (fgetc(f) != 'P' || fgetc(f) != '6')
dsError ("image file \"%s\" is not a binary PPM (no P6 header)",filename);
skipWhiteSpace (filename,f);
// read in image parameters
image_width = readNumber (filename,f);
skipWhiteSpace (filename,f);
image_height = readNumber (filename,f);
skipWhiteSpace (filename,f);
int max_value = readNumber (filename,f);
// check values
if (image_width < 1 || image_height < 1)
dsError ("bad image file \"%s\"",filename);
if (max_value != 255)
dsError ("image file \"%s\" must have color range of 255",filename);
// read either nothing, LF (10), or CR,LF (13,10)
int c = fgetc(f);
if (c == 10) {
// LF
}
else if (c == 13) {
// CR
c = fgetc(f);
if (c != 10) ungetc (c,f);
}
else ungetc (c,f);
// read in rest of data
image_data = new byte [image_width*image_height*3];
if (fread (image_data,image_width*image_height*3,1,f) != 1)
dsError ("Can not read data from image file `%s'",filename);
fclose (f);
}
Image::~Image()
{
delete[] image_data;
}
//***************************************************************************
// Texture object.
class Texture {
Image *image;
GLuint name;
public:
Texture (char *filename);
~Texture();
void bind (int modulate);
};
Texture::Texture (char *filename)
{
image = new Image (filename);
glGenTextures (1,&name);
glBindTexture (GL_TEXTURE_2D,name);
// set pixel unpacking mode
glPixelStorei (GL_UNPACK_SWAP_BYTES, 0);
glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
// glTexImage2D (GL_TEXTURE_2D, 0, 3, image->width(), image->height(), 0,
// GL_RGB, GL_UNSIGNED_BYTE, image->data());
gluBuild2DMipmaps (GL_TEXTURE_2D, 3, image->width(), image->height(),
GL_RGB, GL_UNSIGNED_BYTE, image->data());
// set texture parameters - will these also be bound to the texture???
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
Texture::~Texture()
{
delete image;
glDeleteTextures (1,&name);
}
void Texture::bind (int modulate)
{
glBindTexture (GL_TEXTURE_2D,name);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
modulate ? GL_MODULATE : GL_DECAL);
}
//***************************************************************************
// the current drawing state (for when the user's step function is drawing)
static float color[4] = {0,0,0,0}; // current r,g,b,alpha color
static int tnum = 0; // current texture number
//***************************************************************************
// OpenGL utility stuff
static void setCamera (float x, float y, float z, float h, float p, float r)
{
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
glRotatef (90, 0,0,1);
glRotatef (90, 0,1,0);
glRotatef (r, 1,0,0);
glRotatef (p, 0,1,0);
glRotatef (-h, 0,0,1);
glTranslatef (-x,-y,-z);
}
// sets the material color, not the light color
static void setColor (float r, float g, float b, float alpha)
{
GLfloat light_ambient[4],light_diffuse[4],light_specular[4];
light_ambient[0] = r*0.3f;
light_ambient[1] = g*0.3f;
light_ambient[2] = b*0.3f;
light_ambient[3] = alpha;
light_diffuse[0] = r*0.7f;
light_diffuse[1] = g*0.7f;
light_diffuse[2] = b*0.7f;
light_diffuse[3] = alpha;
light_specular[0] = r*0.2f;
light_specular[1] = g*0.2f;
light_specular[2] = b*0.2f;
light_specular[3] = alpha;
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, light_ambient);
glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, light_diffuse);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, light_specular);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 5.0f);
}
static void setTransform (const float pos[3], const float R[12])
{
GLfloat matrix[16];
matrix[0]=R[0];
matrix[1]=R[4];
matrix[2]=R[8];
matrix[3]=0;
matrix[4]=R[1];
matrix[5]=R[5];
matrix[6]=R[9];
matrix[7]=0;
matrix[8]=R[2];
matrix[9]=R[6];
matrix[10]=R[10];
matrix[11]=0;
matrix[12]=pos[0];
matrix[13]=pos[1];
matrix[14]=pos[2];
matrix[15]=1;
glPushMatrix();
glMultMatrixf (matrix);
}
// set shadow projection transform
static void setShadowTransform()
{
GLfloat matrix[16];
for (int i=0; i<16; i++) matrix[i] = 0;
matrix[0]=1;
matrix[5]=1;
matrix[8]=-LIGHTX;
matrix[9]=-LIGHTY;
matrix[15]=1;
glPushMatrix();
glMultMatrixf (matrix);
}
static void drawConvex (float *_planes,unsigned int _planecount,
float *_points,
unsigned int _pointcount,
unsigned int *_polygons)
{
unsigned int polyindex=0;
for(int i=0;i<_planecount;++i)
{
unsigned int pointcount=_polygons[polyindex];
polyindex++;
glBegin (GL_POLYGON);
glNormal3f(_planes[(i*4)+0],
_planes[(i*4)+1],
_planes[(i*4)+2]);
for(int j=0;j<pointcount;++j)
{
glVertex3f(_points[_polygons[polyindex]*3],
_points[(_polygons[polyindex]*3)+1],
_points[(_polygons[polyindex]*3)+2]);
polyindex++;
}
glEnd();
}
}
static void drawBox (const float sides[3])
{
float lx = sides[0]*0.5f;
float ly = sides[1]*0.5f;
float lz = sides[2]*0.5f;
// sides
glBegin (GL_TRIANGLE_STRIP);
glNormal3f (-1,0,0);
glVertex3f (-lx,-ly,-lz);
glVertex3f (-lx,-ly,lz);
glVertex3f (-lx,ly,-lz);
glVertex3f (-lx,ly,lz);
glNormal3f (0,1,0);
glVertex3f (lx,ly,-lz);
glVertex3f (lx,ly,lz);
glNormal3f (1,0,0);
glVertex3f (lx,-ly,-lz);
glVertex3f (lx,-ly,lz);
glNormal3f (0,-1,0);
glVertex3f (-lx,-ly,-lz);
glVertex3f (-lx,-ly,lz);
glEnd();
// top face
glBegin (GL_TRIANGLE_FAN);
glNormal3f (0,0,1);
glVertex3f (-lx,-ly,lz);
glVertex3f (lx,-ly,lz);
glVertex3f (lx,ly,lz);
glVertex3f (-lx,ly,lz);
glEnd();
// bottom face
glBegin (GL_TRIANGLE_FAN);
glNormal3f (0,0,-1);
glVertex3f (-lx,-ly,-lz);
glVertex3f (-lx,ly,-lz);
glVertex3f (lx,ly,-lz);
glVertex3f (lx,-ly,-lz);
glEnd();
}
// This is recursively subdivides a triangular area (vertices p1,p2,p3) into
// smaller triangles, and then draws the triangles. All triangle vertices are
// normalized to a distance of 1.0 from the origin (p1,p2,p3 are assumed
// to be already normalized). Note this is not super-fast because it draws
// triangles rather than triangle strips.
static void drawPatch (float p1[3], float p2[3], float p3[3], int level)
{
int i;
if (level > 0) {
float q1[3],q2[3],q3[3]; // sub-vertices
for (i=0; i<3; i++) {
q1[i] = 0.5f*(p1[i]+p2[i]);
q2[i] = 0.5f*(p2[i]+p3[i]);
q3[i] = 0.5f*(p3[i]+p1[i]);
}
float length1 = (float)(1.0/sqrt(q1[0]*q1[0]+q1[1]*q1[1]+q1[2]*q1[2]));
float length2 = (float)(1.0/sqrt(q2[0]*q2[0]+q2[1]*q2[1]+q2[2]*q2[2]));
float length3 = (float)(1.0/sqrt(q3[0]*q3[0]+q3[1]*q3[1]+q3[2]*q3[2]));
for (i=0; i<3; i++) {
q1[i] *= length1;
q2[i] *= length2;
q3[i] *= length3;
}
drawPatch (p1,q1,q3,level-1);
drawPatch (q1,p2,q2,level-1);
drawPatch (q1,q2,q3,level-1);
drawPatch (q3,q2,p3,level-1);
}
else {
glNormal3f (p1[0],p1[1],p1[2]);
glVertex3f (p1[0],p1[1],p1[2]);
glNormal3f (p2[0],p2[1],p2[2]);
glVertex3f (p2[0],p2[1],p2[2]);
glNormal3f (p3[0],p3[1],p3[2]);
glVertex3f (p3[0],p3[1],p3[2]);
}
}
// draw a sphere of radius 1
static int sphere_quality = 1;
static void drawSphere()
{
// icosahedron data for an icosahedron of radius 1.0
# define ICX 0.525731112119133606f
# define ICZ 0.850650808352039932f
static GLfloat idata[12][3] = {
{-ICX, 0, ICZ},
{ICX, 0, ICZ},
{-ICX, 0, -ICZ},
{ICX, 0, -ICZ},
{0, ICZ, ICX},
{0, ICZ, -ICX},
{0, -ICZ, ICX},
{0, -ICZ, -ICX},
{ICZ, ICX, 0},
{-ICZ, ICX, 0},
{ICZ, -ICX, 0},
{-ICZ, -ICX, 0}
};
static int index[20][3] = {
{0, 4, 1}, {0, 9, 4},
{9, 5, 4}, {4, 5, 8},
{4, 8, 1}, {8, 10, 1},
{8, 3, 10}, {5, 3, 8},
{5, 2, 3}, {2, 7, 3},
{7, 10, 3}, {7, 6, 10},
{7, 11, 6}, {11, 0, 6},
{0, 1, 6}, {6, 1, 10},
{9, 0, 11}, {9, 11, 2},
{9, 2, 5}, {7, 2, 11},
};
static GLuint listnum = 0;
if (listnum==0) {
listnum = glGenLists (1);
glNewList (listnum,GL_COMPILE);
glBegin (GL_TRIANGLES);
for (int i=0; i<20; i++) {
drawPatch (&idata[index[i][2]][0],&idata[index[i][1]][0],
&idata[index[i][0]][0],sphere_quality);
}
glEnd();
glEndList();
}
glCallList (listnum);
}
static void drawSphereShadow (float px, float py, float pz, float radius)
{
// calculate shadow constants based on light vector
static int init=0;
static float len2,len1,scale;
if (!init) {
len2 = LIGHTX*LIGHTX + LIGHTY*LIGHTY;
len1 = 1.0f/(float)sqrt(len2);
scale = (float) sqrt(len2 + 1);
init = 1;
}
// map sphere center to ground plane based on light vector
px -= LIGHTX*pz;
py -= LIGHTY*pz;
const float kx = 0.96592582628907f;
const float ky = 0.25881904510252f;
float x=radius, y=0;
glBegin (GL_TRIANGLE_FAN);
for (int i=0; i<24; i++) {
// for all points on circle, scale to elongated rotated shadow and draw
float x2 = (LIGHTX*x*scale - LIGHTY*y)*len1 + px;
float y2 = (LIGHTY*x*scale + LIGHTX*y)*len1 + py;
glTexCoord2f (x2*ground_scale+ground_ofsx,y2*ground_scale+ground_ofsy);
glVertex3f (x2,y2,0);
// rotate [x,y] vector
float xtmp = kx*x - ky*y;
y = ky*x + kx*y;
x = xtmp;
}
glEnd();
}
static void drawTriangle (const float *v0, const float *v1, const float *v2, int solid)
{
float u[3],v[3],normal[3];
u[0] = v1[0] - v0[0];
u[1] = v1[1] - v0[1];
u[2] = v1[2] - v0[2];
v[0] = v2[0] - v0[0];
v[1] = v2[1] - v0[1];
v[2] = v2[2] - v0[2];
dCROSS (normal,=,u,v);
normalizeVector3 (normal);
glBegin(solid ? GL_TRIANGLES : GL_LINE_STRIP);
glNormal3fv (normal);
glVertex3fv (v0);
glVertex3fv (v1);
glVertex3fv (v2);
glEnd();
}
static void drawTriangleD (const double *v0, const double *v1, const double *v2, int solid)
{
float u[3],v[3],normal[3];
u[0] = float( v1[0] - v0[0] );
u[1] = float( v1[1] - v0[1] );
u[2] = float( v1[2] - v0[2] );
v[0] = float( v2[0] - v0[0] );
v[1] = float( v2[1] - v0[1] );
v[2] = float( v2[2] - v0[2] );
dCROSS (normal,=,u,v);
normalizeVector3 (normal);
glBegin(solid ? GL_TRIANGLES : GL_LINE_STRIP);
glNormal3fv (normal);
glVertex3dv (v0);
glVertex3dv (v1);
glVertex3dv (v2);
glEnd();
}
// draw a capped cylinder of length l and radius r, aligned along the x axis
static int capped_cylinder_quality = 3;
static void drawCappedCylinder (float l, float r)
{
int i,j;
float tmp,nx,ny,nz,start_nx,start_ny,a,ca,sa;
// number of sides to the cylinder (divisible by 4):
const int n = capped_cylinder_quality*4;
l *= 0.5;
a = float(M_PI*2.0)/float(n);
sa = (float) sin(a);
ca = (float) cos(a);
// draw cylinder body
ny=1; nz=0; // normal vector = (0,ny,nz)
glBegin (GL_TRIANGLE_STRIP);
for (i=0; i<=n; i++) {
glNormal3d (ny,nz,0);
glVertex3d (ny*r,nz*r,l);
glNormal3d (ny,nz,0);
glVertex3d (ny*r,nz*r,-l);
// rotate ny,nz
tmp = ca*ny - sa*nz;
nz = sa*ny + ca*nz;
ny = tmp;
}
glEnd();
// draw first cylinder cap
start_nx = 0;
start_ny = 1;
for (j=0; j<(n/4); j++) {
// get start_n2 = rotated start_n
float start_nx2 = ca*start_nx + sa*start_ny;
float start_ny2 = -sa*start_nx + ca*start_ny;
// get n=start_n and n2=start_n2
nx = start_nx; ny = start_ny; nz = 0;
float nx2 = start_nx2, ny2 = start_ny2, nz2 = 0;
glBegin (GL_TRIANGLE_STRIP);
for (i=0; i<=n; i++) {
glNormal3d (ny2,nz2,nx2);
glVertex3d (ny2*r,nz2*r,l+nx2*r);
glNormal3d (ny,nz,nx);
glVertex3d (ny*r,nz*r,l+nx*r);
// rotate n,n2
tmp = ca*ny - sa*nz;
nz = sa*ny + ca*nz;
ny = tmp;
tmp = ca*ny2- sa*nz2;
nz2 = sa*ny2 + ca*nz2;
ny2 = tmp;
}
glEnd();
start_nx = start_nx2;
start_ny = start_ny2;
}
// draw second cylinder cap
start_nx = 0;
start_ny = 1;
for (j=0; j<(n/4); j++) {
// get start_n2 = rotated start_n
float start_nx2 = ca*start_nx - sa*start_ny;
float start_ny2 = sa*start_nx + ca*start_ny;
// get n=start_n and n2=start_n2
nx = start_nx; ny = start_ny; nz = 0;
float nx2 = start_nx2, ny2 = start_ny2, nz2 = 0;
glBegin (GL_TRIANGLE_STRIP);
for (i=0; i<=n; i++) {
glNormal3d (ny,nz,nx);
glVertex3d (ny*r,nz*r,-l+nx*r);
glNormal3d (ny2,nz2,nx2);
glVertex3d (ny2*r,nz2*r,-l+nx2*r);
// rotate n,n2
tmp = ca*ny - sa*nz;
nz = sa*ny + ca*nz;
ny = tmp;
tmp = ca*ny2- sa*nz2;
nz2 = sa*ny2 + ca*nz2;
ny2 = tmp;
}
glEnd();
start_nx = start_nx2;
start_ny = start_ny2;
}
glPopMatrix();
}
// draw a cylinder of length l and radius r, aligned along the z axis
static void drawCylinder (float l, float r, float zoffset)
{
int i;
float tmp,ny,nz,a,ca,sa;
const int n = 24; // number of sides to the cylinder (divisible by 4)
l *= 0.5;
a = float(M_PI*2.0)/float(n);
sa = (float) sin(a);
ca = (float) cos(a);
// draw cylinder body
ny=1; nz=0; // normal vector = (0,ny,nz)
glBegin (GL_TRIANGLE_STRIP);
for (i=0; i<=n; i++) {
glNormal3d (ny,nz,0);
glVertex3d (ny*r,nz*r,l+zoffset);
glNormal3d (ny,nz,0);
glVertex3d (ny*r,nz*r,-l+zoffset);
// rotate ny,nz
tmp = ca*ny - sa*nz;
nz = sa*ny + ca*nz;
ny = tmp;
}
glEnd();
// draw top cap
glShadeModel (GL_FLAT);
ny=1; nz=0; // normal vector = (0,ny,nz)
glBegin (GL_TRIANGLE_FAN);
glNormal3d (0,0,1);
glVertex3d (0,0,l+zoffset);
for (i=0; i<=n; i++) {
if (i==1 || i==n/2+1)
setColor (color[0]*0.75f,color[1]*0.75f,color[2]*0.75f,color[3]);
glNormal3d (0,0,1);
glVertex3d (ny*r,nz*r,l+zoffset);
if (i==1 || i==n/2+1)
setColor (color[0],color[1],color[2],color[3]);
// rotate ny,nz
tmp = ca*ny - sa*nz;
nz = sa*ny + ca*nz;
ny = tmp;
}
glEnd();
// draw bottom cap
ny=1; nz=0; // normal vector = (0,ny,nz)
glBegin (GL_TRIANGLE_FAN);
glNormal3d (0,0,-1);
glVertex3d (0,0,-l+zoffset);
for (i=0; i<=n; i++) {
if (i==1 || i==n/2+1)
setColor (color[0]*0.75f,color[1]*0.75f,color[2]*0.75f,color[3]);
glNormal3d (0,0,-1);
glVertex3d (ny*r,nz*r,-l+zoffset);
if (i==1 || i==n/2+1)
setColor (color[0],color[1],color[2],color[3]);
// rotate ny,nz
tmp = ca*ny + sa*nz;
nz = -sa*ny + ca*nz;
ny = tmp;
}
glEnd();
}
//***************************************************************************
// motion model
// current camera position and orientation
static float view_xyz[3]; // position x,y,z
static float view_hpr[3]; // heading, pitch, roll (degrees)
// initialize the above variables
static void initMotionModel()
{
view_xyz[0] = 2;
view_xyz[1] = 0;
view_xyz[2] = 1;
view_hpr[0] = 180;
view_hpr[1] = 0;
view_hpr[2] = 0;
}
static void wrapCameraAngles()
{
for (int i=0; i<3; i++) {
while (view_hpr[i] > 180) view_hpr[i] -= 360;
while (view_hpr[i] < -180) view_hpr[i] += 360;
}
}
// call this to update the current camera position. the bits in `mode' say
// if the left (1), middle (2) or right (4) mouse button is pressed, and
// (deltax,deltay) is the amount by which the mouse pointer has moved.
void dsMotion (int mode, int deltax, int deltay)
{
float side = 0.01f * float(deltax);
float fwd = (mode==4) ? (0.01f * float(deltay)) : 0.0f;
float s = (float) sin (view_hpr[0]*DEG_TO_RAD);
float c = (float) cos (view_hpr[0]*DEG_TO_RAD);
if (mode==1) {
view_hpr[0] += float (deltax) * 0.5f;
view_hpr[1] += float (deltay) * 0.5f;
}
else {
view_xyz[0] += -s*side + c*fwd;
view_xyz[1] += c*side + s*fwd;
if (mode==2 || mode==5) view_xyz[2] += 0.01f * float(deltay);
}
wrapCameraAngles();
}
//***************************************************************************
// drawing loop stuff
// the current state:
// 0 = uninitialized
// 1 = dsSimulationLoop() called
// 2 = dsDrawFrame() called
static int current_state = 0;
// textures and shadows
static int use_textures=1; // 1 if textures to be drawn
static int use_shadows=1; // 1 if shadows to be drawn
static Texture *sky_texture = 0;
static Texture *ground_texture = 0;
static Texture *wood_texture = 0;
#ifndef macintosh
void dsStartGraphics (int width, int height, dsFunctions *fn)
{
char *prefix = DEFAULT_PATH_TO_TEXTURES;
if (fn->version >= 2 && fn->path_to_textures) prefix = fn->path_to_textures;
char *s = (char*) alloca (strlen(prefix) + 20);
strcpy (s,prefix);
strcat (s,"/sky.ppm");
sky_texture = new Texture (s);
strcpy (s,prefix);
strcat (s,"/ground.ppm");
ground_texture = new Texture (s);
strcpy (s,prefix);
strcat (s,"/wood.ppm");
wood_texture = new Texture (s);
}
#else // macintosh
void dsStartGraphics (int width, int height, dsFunctions *fn)
{
// All examples build into the same dir
char *prefix = "::::drawstuff:textures";
char *s = (char*) alloca (strlen(prefix) + 20);
strcpy (s,prefix);
strcat (s,":sky.ppm");
sky_texture = new Texture (s);
strcpy (s,prefix);
strcat (s,":ground.ppm");
ground_texture = new Texture (s);
strcpy (s,prefix);
strcat (s,":wood.ppm");
wood_texture = new Texture (s);
}
#endif
void dsStopGraphics()
{
delete sky_texture;
delete ground_texture;
delete wood_texture;
sky_texture = 0;
ground_texture = 0;
wood_texture = 0;
}
static void drawSky (float view_xyz[3])
{
glDisable (GL_LIGHTING);
if (use_textures) {
glEnable (GL_TEXTURE_2D);
sky_texture->bind (0);
}
else {
glDisable (GL_TEXTURE_2D);
glColor3f (0,0.5,1.0);
}
// make sure sky depth is as far back as possible
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
glDepthRange (1,1);
const float ssize = 1000.0f;
static float offset = 0.0f;
float x = ssize*sky_scale;
float z = view_xyz[2] + sky_height;
glBegin (GL_QUADS);
glNormal3f (0,0,-1);
glTexCoord2f (-x+offset,-x+offset);
glVertex3f (-ssize+view_xyz[0],-ssize+view_xyz[1],z);
glTexCoord2f (-x+offset,x+offset);
glVertex3f (-ssize+view_xyz[0],ssize+view_xyz[1],z);
glTexCoord2f (x+offset,x+offset);
glVertex3f (ssize+view_xyz[0],ssize+view_xyz[1],z);
glTexCoord2f (x+offset,-x+offset);
glVertex3f (ssize+view_xyz[0],-ssize+view_xyz[1],z);
glEnd();
offset = offset + 0.002f;
if (offset > 1) offset -= 1;
glDepthFunc (GL_LESS);
glDepthRange (0,1);
}
static void drawGround()
{
glDisable (GL_LIGHTING);
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
// glDepthRange (1,1);
if (use_textures) {
glEnable (GL_TEXTURE_2D);
ground_texture->bind (0);
}
else {
glDisable (GL_TEXTURE_2D);
glColor3f (GROUND_R,GROUND_G,GROUND_B);
}
// ground fog seems to cause problems with TNT2 under windows
/*
GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1};
glEnable (GL_FOG);
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, 0.05f);
glHint (GL_FOG_HINT, GL_NICEST); // GL_DONT_CARE);
glFogf (GL_FOG_START, 1.0);
glFogf (GL_FOG_END, 5.0);
*/
const float gsize = 100.0f;
const float offset = 0; // -0.001f; ... polygon offsetting doesn't work well
glBegin (GL_QUADS);
glNormal3f (0,0,1);
glTexCoord2f (-gsize*ground_scale + ground_ofsx,
-gsize*ground_scale + ground_ofsy);
glVertex3f (-gsize,-gsize,offset);
glTexCoord2f (gsize*ground_scale + ground_ofsx,
-gsize*ground_scale + ground_ofsy);
glVertex3f (gsize,-gsize,offset);
glTexCoord2f (gsize*ground_scale + ground_ofsx,
gsize*ground_scale + ground_ofsy);
glVertex3f (gsize,gsize,offset);
glTexCoord2f (-gsize*ground_scale + ground_ofsx,
gsize*ground_scale + ground_ofsy);
glVertex3f (-gsize,gsize,offset);
glEnd();
glDisable (GL_FOG);
}
static void drawPyramidGrid()
{
// setup stuff
glEnable (GL_LIGHTING);
glDisable (GL_TEXTURE_2D);
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
// draw the pyramid grid
for (int i=-1; i<=1; i++) {
for (int j=-1; j<=1; j++) {
glPushMatrix();
glTranslatef ((float)i,(float)j,(float)0);
if (i==1 && j==0) setColor (1,0,0,1);
else if (i==0 && j==1) setColor (0,0,1,1);
else setColor (1,1,0,1);
const float k = 0.03f;
glBegin (GL_TRIANGLE_FAN);
glNormal3f (0,-1,1);
glVertex3f (0,0,k);
glVertex3f (-k,-k,0);
glVertex3f ( k,-k,0);
glNormal3f (1,0,1);
glVertex3f ( k, k,0);
glNormal3f (0,1,1);
glVertex3f (-k, k,0);
glNormal3f (-1,0,1);
glVertex3f (-k,-k,0);
glEnd();
glPopMatrix();
}
}
}
void dsDrawFrame (int width, int height, dsFunctions *fn, int pause)
{
if (current_state < 1) dsDebug ("internal error");
current_state = 2;
// setup stuff
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glDisable (GL_TEXTURE_2D);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
glFrontFace (GL_CCW);
// setup viewport
glViewport (0,0,width,height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
const float vnear = 0.1f;
const float vfar = 100.0f;
const float k = 0.8f; // view scale, 1 = +/- 45 degrees
if (width >= height) {
float k2 = float(height)/float(width);
glFrustum (-vnear*k,vnear*k,-vnear*k*k2,vnear*k*k2,vnear,vfar);
}
else {
float k2 = float(width)/float(height);
glFrustum (-vnear*k*k2,vnear*k*k2,-vnear*k,vnear*k,vnear,vfar);
}
// setup lights. it makes a difference whether this is done in the
// GL_PROJECTION matrix mode (lights are scene relative) or the
// GL_MODELVIEW matrix mode (lights are camera relative, bad!).
static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv (GL_LIGHT0, GL_SPECULAR, light_specular);
glColor3f (1.0, 1.0, 1.0);
// clear the window
glClearColor (0.5,0.5,0.5,0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// snapshot camera position (in MS Windows it is changed by the GUI thread)
float view2_xyz[3];
float view2_hpr[3];
memcpy (view2_xyz,view_xyz,sizeof(float)*3);
memcpy (view2_hpr,view_hpr,sizeof(float)*3);
// go to GL_MODELVIEW matrix mode and set the camera
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
setCamera (view2_xyz[0],view2_xyz[1],view2_xyz[2],
view2_hpr[0],view2_hpr[1],view2_hpr[2]);
// set the light position (for some reason we have to do this in model view.
static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 };
glLightfv (GL_LIGHT0, GL_POSITION, light_position);
// draw the background (ground, sky etc)
drawSky (view2_xyz);
drawGround();
// draw the little markers on the ground
drawPyramidGrid();
// leave openGL in a known state - flat shaded white, no textures
glEnable (GL_LIGHTING);
glDisable (GL_TEXTURE_2D);
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
glColor3f (1,1,1);
setColor (1,1,1,1);
// draw the rest of the objects. set drawing state first.
color[0] = 1;
color[1] = 1;
color[2] = 1;
color[3] = 1;
tnum = 0;
if (fn->step) fn->step (pause);
}
int dsGetShadows()
{
return use_shadows;
}
void dsSetShadows (int a)
{
use_shadows = (a != 0);
}
int dsGetTextures()
{
return use_textures;
}
void dsSetTextures (int a)
{
use_textures = (a != 0);
}
//***************************************************************************
// C interface
// sets lighting and texture modes, sets current color
static void setupDrawingMode()
{
glEnable (GL_LIGHTING);
if (tnum) {
if (use_textures) {
glEnable (GL_TEXTURE_2D);
wood_texture->bind (1);
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
glTexGeni (GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glTexGeni (GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
static GLfloat s_params[4] = {1.0f,1.0f,0.0f,1};
static GLfloat t_params[4] = {0.817f,-0.817f,0.817f,1};
glTexGenfv (GL_S,GL_OBJECT_PLANE,s_params);
glTexGenfv (GL_T,GL_OBJECT_PLANE,t_params);
}
else {
glDisable (GL_TEXTURE_2D);
}
}
else {
glDisable (GL_TEXTURE_2D);
}
setColor (color[0],color[1],color[2],color[3]);
if (color[3] < 1) {
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
else {
glDisable (GL_BLEND);
}
}
static void setShadowDrawingMode()
{
glDisable (GL_LIGHTING);
if (use_textures) {
glEnable (GL_TEXTURE_2D);
ground_texture->bind (1);
glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY);
glEnable (GL_TEXTURE_2D);
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
glTexGeni (GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
glTexGeni (GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
static GLfloat s_params[4] = {ground_scale,0,0,ground_ofsx};
static GLfloat t_params[4] = {0,ground_scale,0,ground_ofsy};
glTexGenfv (GL_S,GL_EYE_PLANE,s_params);
glTexGenfv (GL_T,GL_EYE_PLANE,t_params);
}
else {
glDisable (GL_TEXTURE_2D);
glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY,
GROUND_B*SHADOW_INTENSITY);
}
glDepthRange (0,0.9999);
}
extern "C" void dsSimulationLoop (int argc, char **argv,
int window_width, int window_height,
dsFunctions *fn)
{
if (current_state != 0) dsError ("dsSimulationLoop() called more than once");
current_state = 1;
// look for flags that apply to us
int initial_pause = 0;
for (int i=1; i<argc; i++) {
if (strcmp(argv[i],"-notex")==0) use_textures = 0;
if (strcmp(argv[i],"-noshadow")==0) use_shadows = 0;
if (strcmp(argv[i],"-noshadows")==0) use_shadows = 0;
if (strcmp(argv[i],"-pause")==0) initial_pause = 1;
}
if (fn->version > DS_VERSION)
dsDebug ("bad version number in dsFunctions structure");
initMotionModel();
dsPlatformSimLoop (window_width,window_height,fn,initial_pause);
current_state = 0;
}
extern "C" void dsSetViewpoint (float xyz[3], float hpr[3])
{
if (current_state < 1) dsError ("dsSetViewpoint() called before simulation started");
if (xyz) {
view_xyz[0] = xyz[0];
view_xyz[1] = xyz[1];
view_xyz[2] = xyz[2];
}
if (hpr) {
view_hpr[0] = hpr[0];
view_hpr[1] = hpr[1];
view_hpr[2] = hpr[2];
wrapCameraAngles();
}
}
extern "C" void dsGetViewpoint (float xyz[3], float hpr[3])
{
if (current_state < 1) dsError ("dsGetViewpoint() called before simulation started");
if (xyz) {
xyz[0] = view_xyz[0];
xyz[1] = view_xyz[1];
xyz[2] = view_xyz[2];
}
if (hpr) {
hpr[0] = view_hpr[0];
hpr[1] = view_hpr[1];
hpr[2] = view_hpr[2];
}
}
extern "C" void dsSetTexture (int texture_number)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
tnum = texture_number;
}
extern "C" void dsSetColor (float red, float green, float blue)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = 1;
}
extern "C" void dsSetColorAlpha (float red, float green, float blue,
float alpha)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
}
extern "C" void dsDrawBox (const float pos[3], const float R[12],
const float sides[3])
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
setupDrawingMode();
glShadeModel (GL_FLAT);
setTransform (pos,R);
drawBox (sides);
glPopMatrix();
if (use_shadows) {
setShadowDrawingMode();
setShadowTransform();
setTransform (pos,R);
drawBox (sides);
glPopMatrix();
glPopMatrix();
glDepthRange (0,1);
}
}
extern "C" void dsDrawConvex (const float pos[3], const float R[12],
float *_planes,unsigned int _planecount,
float *_points,
unsigned int _pointcount,
unsigned int *_polygons)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
setupDrawingMode();
glShadeModel (GL_FLAT);
setTransform (pos,R);
drawConvex(_planes,_planecount,_points,_pointcount,_polygons);
glPopMatrix();
if (use_shadows) {
setShadowDrawingMode();
setShadowTransform();
setTransform (pos,R);
drawConvex(_planes,_planecount,_points,_pointcount,_polygons);
glPopMatrix();
glPopMatrix();
glDepthRange (0,1);
}
}
extern "C" void dsDrawSphere (const float pos[3], const float R[12],
float radius)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
setupDrawingMode();
glEnable (GL_NORMALIZE);
glShadeModel (GL_SMOOTH);
setTransform (pos,R);
glScaled (radius,radius,radius);
drawSphere();
glPopMatrix();
glDisable (GL_NORMALIZE);
// draw shadows
if (use_shadows) {
glDisable (GL_LIGHTING);
if (use_textures) {
ground_texture->bind (1);
glEnable (GL_TEXTURE_2D);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY);
}
else {
glDisable (GL_TEXTURE_2D);
glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY,
GROUND_B*SHADOW_INTENSITY);
}
glShadeModel (GL_FLAT);
glDepthRange (0,0.9999);
drawSphereShadow (pos[0],pos[1],pos[2],radius);
glDepthRange (0,1);
}
}
extern "C" void dsDrawTriangle (const float pos[3], const float R[12],
const float *v0, const float *v1,
const float *v2, int solid)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
setupDrawingMode();
glShadeModel (GL_FLAT);
setTransform (pos,R);
drawTriangle (v0, v1, v2, solid);
glPopMatrix();
}
extern "C" void dsDrawCylinder (const float pos[3], const float R[12],
float length, float radius)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
setupDrawingMode();
glShadeModel (GL_SMOOTH);
setTransform (pos,R);
drawCylinder (length,radius,0);
glPopMatrix();
if (use_shadows) {
setShadowDrawingMode();
setShadowTransform();
setTransform (pos,R);
drawCylinder (length,radius,0);
glPopMatrix();
glPopMatrix();
glDepthRange (0,1);
}
}
extern "C" void dsDrawCappedCylinder (const float pos[3], const float R[12],
float length, float radius)
{
if (current_state != 2) dsError ("drawing function called outside simulation loop");
setupDrawingMode();
glShadeModel (GL_SMOOTH);
setTransform (pos,R);
drawCappedCylinder (length,radius);
glPopMatrix();
if (use_shadows) {
setShadowDrawingMode();
setShadowTransform();
setTransform (pos,R);
drawCappedCylinder (length,radius);
glPopMatrix();
glPopMatrix();
glDepthRange (0,1);
}
}
void dsDrawLine (const float pos1[3], const float pos2[3])
{
setupDrawingMode();
glColor3f (color[0],color[1],color[2]);
glDisable (GL_LIGHTING);
glLineWidth (2);
glShadeModel (GL_FLAT);
glBegin (GL_LINES);
glVertex3f (pos1[0],pos1[1],pos1[2]);
glVertex3f (pos2[0],pos2[1],pos2[2]);
glEnd();
}
void dsDrawBoxD (const double pos[3], const double R[12],
const double sides[3])
{
int i;
float pos2[3],R2[12],fsides[3];
for (i=0; i<3; i++) pos2[i]=(float)pos[i];
for (i=0; i<12; i++) R2[i]=(float)R[i];
for (i=0; i<3; i++) fsides[i]=(float)sides[i];
dsDrawBox (pos2,R2,fsides);
}
void dsDrawSphereD (const double pos[3], const double R[12], float radius)
{
int i;
float pos2[3],R2[12];
for (i=0; i<3; i++) pos2[i]=(float)pos[i];
for (i=0; i<12; i++) R2[i]=(float)R[i];
dsDrawSphere (pos2,R2,radius);
}
void dsDrawTriangleD (const double pos[3], const double R[12],
const double *v0, const double *v1,
const double *v2, int solid)
{
int i;
float pos2[3],R2[12];
for (i=0; i<3; i++) pos2[i]=(float)pos[i];
for (i=0; i<12; i++) R2[i]=(float)R[i];
setupDrawingMode();
glShadeModel (GL_FLAT);
setTransform (pos2,R2);
drawTriangleD (v0, v1, v2, solid);
glPopMatrix();
}
void dsDrawCylinderD (const double pos[3], const double R[12],
float length, float radius)
{
int i;
float pos2[3],R2[12];
for (i=0; i<3; i++) pos2[i]=(float)pos[i];
for (i=0; i<12; i++) R2[i]=(float)R[i];
dsDrawCylinder (pos2,R2,length,radius);
}
void dsDrawCappedCylinderD (const double pos[3], const double R[12],
float length, float radius)
{
int i;
float pos2[3],R2[12];
for (i=0; i<3; i++) pos2[i]=(float)pos[i];
for (i=0; i<12; i++) R2[i]=(float)R[i];
dsDrawCappedCylinder (pos2,R2,length,radius);
}
void dsDrawLineD (const double _pos1[3], const double _pos2[3])
{
int i;
float pos1[3],pos2[3];
for (i=0; i<3; i++) pos1[i]=(float)_pos1[i];
for (i=0; i<3; i++) pos2[i]=(float)_pos2[i];
dsDrawLine (pos1,pos2);
}
void dsSetSphereQuality (int n)
{
sphere_quality = n;
}
void dsSetCappedCylinderQuality (int n)
{
capped_cylinder_quality = n;
}
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