half-edge/src/gl_draw.c

515 lines
12 KiB
C

/*
* Copyright 2011-2014 hasufell
*
* This file is part of a hasufell project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation version 2 of the License only.
*
* This program 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
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file gl_draw.c
* This file does the actual OpenGL and GLUT logic,
* drawing the objects, handling keyboard input and
* various GLUT-related callback functions.
* @brief OpenGL drawing
*/
#include "err.h"
#include "filereader.h"
#include "half_edge.h"
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <limits.h>
#include <unistd.h>
#include <stdio.h>
#define XY_WIRE_COUNT 10.0f
#define ROT_FACTOR_PLANET_SUN (360.0 / yearabs)
#define ROT_FACTOR_PLANET (360.0 / 1.0)
#define ROT_FACTOR_MOON (360.0 / dayabs)
#define SYSTEM_POS_Z -15.0f
#define SYSTEM_POS_Z_BACK 15.0f
#define VISIBILITY_FACTOR 5.0f
int year;
int yearabs = 365;
int day;
int dayabs = 30;
HE_obj *obj;
/*
* static function declaration
*/
static void draw_obj(uint32_t xrot, uint32_t yrot, uint32_t zrot);
static void draw_Planet_1(void);
static void draw_Planet_2(void);
static void gl_destroy(void);
static HE_vert *find_center(HE_obj const * const obj);
static float get_normalized_scale_factor(HE_obj const * const obj);
/**
* Calculates the factor that can be used to scaled down the object
* to the size of 1.
*
* @param obj the object we want to scale
* @return the corresponding scale factor
*/
static float get_normalized_scale_factor(HE_obj const * const obj)
{
float max = obj->vertices[0].x +
obj->vertices[0].y + obj->vertices[0].z;
float min = obj->vertices[0].x +
obj->vertices[0].y + obj->vertices[0].z;
uint32_t i;
for (i = 0; i < obj->vc; i++) {
if ((obj->vertices[i].x +
obj->vertices[i].y +
obj->vertices[i].z) > max)
max = obj->vertices[i].x +
obj->vertices[i].y +
obj->vertices[i].z;
else if ((obj->vertices[i].x +
obj->vertices[i].y +
obj->vertices[i].z) < min)
min = obj->vertices[i].x +
obj->vertices[i].y +
obj->vertices[i].z;
}
return 1 / (max - min);
}
/**
* Find the center of an object and store the coordinates
* in a HE_vert struct.
*
* @param obj the object we want to find the center of
* @return newly allocated HE_vert with empty edge member
* and coordinates which represent the middle of the object
*/
static HE_vert *find_center(HE_obj const * const obj)
{
float x = 0,
y = 0,
z = 0;
uint32_t i;
HE_vert *newvert = malloc(sizeof(HE_vert));
for (i = 0; i < obj->vc; i++) {
x += obj->vertices[i].x;
y += obj->vertices[i].y;
z += obj->vertices[i].z;
}
newvert->x = x / i;
newvert->y = y / i;
newvert->z = z / i;
newvert->edge = NULL;
return newvert;
}
/**
* Call glVertex3f on all of the vertices of the object,
* in appropriate order.
*
* @param obj the object of which we will draw the vertices
*/
static void draw_vertices(HE_obj const * const obj)
{
for (uint32_t i = 0; i < obj->fc; i++) { /* for all faces */
HE_edge *tmp_edge = obj->faces[i].edge;
do { /* for all edges of the face */
glVertex3f(tmp_edge->vert->x,
tmp_edge->vert->y,
tmp_edge->vert->z);
} while ((tmp_edge = tmp_edge->next) != obj->faces[i].edge);
}
}
/**
* Draws an object.
*
* @param myxrot rotation increment around x-axis
* @param myyrot rotation increment around x-axis
* @param myzrot rotation increment around x-axis
*/
static void draw_obj(uint32_t const myxrot,
const uint32_t myyrot,
const uint32_t myzrot)
{
static uint32_t xrot = 0,
yrot = 0,
zrot = 0;
HE_vert *center_vert = find_center(obj);
float scalefactor = get_normalized_scale_factor(obj) * VISIBILITY_FACTOR;
xrot += myxrot;
yrot += myyrot;
zrot += myzrot;
glPushMatrix();
/* rotate according to static members */
glTranslatef(0.0f, 0.0f, SYSTEM_POS_Z);
glScalef(scalefactor,
scalefactor,
scalefactor);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 0.0f, SYSTEM_POS_Z_BACK);
/* pull into middle of universe */
glTranslatef(-center_vert->x,
-center_vert->y,
-center_vert->z + SYSTEM_POS_Z);
glBegin(GL_POLYGON);
glColor3f(0.0f, 1.0f, 0.0f);
draw_vertices(obj);
glEnd();
glPopMatrix();
free(center_vert);
}
/**
* Draws a planet with some Saturn like rings, two moons and an axis.
* Rotates the planet around the sun, the moons around the planet
* and the planet around its axis.
*/
static void draw_Planet_1(void)
{
GLUquadric* quadric = NULL;
quadric = gluNewQuadric();
const int rot_fac_day = 15;
glPushMatrix();
/* Rotate around the sun */
glTranslatef(0.0f, 0.0f, SYSTEM_POS_Z);
glRotatef(90, 1.0f, 0.0f, 0.0f);
glRotatef((ROT_FACTOR_PLANET_SUN * day), 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 4.0f, 0.0f);
glRotatef((ROT_FACTOR_PLANET_SUN * day), 0.0f, 0.0f, -1.0f);
glRotatef(315, 0.0f, 1.0f, 0.0f);
glColor3f(1.0f, 0.0f, 0.0f);
/* A rotation (full 360°) once a day is much
* too fast you woulden'd see a thing */
glRotatef((ROT_FACTOR_PLANET * day) / rot_fac_day, 0.0f, 0.0f, 1.0f);
glutWireSphere(1.0f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glRotatef((ROT_FACTOR_PLANET * day) / rot_fac_day, 0.0f, 0.0f, -1.0f);
/* Center axis */
glPushMatrix();
glLineWidth(3);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
glVertex3f(0, 0, -5);
glVertex3f(0, 0, 5);
glEnd();
glPopMatrix();
/* circle1 */
glPushMatrix();
glColor3f(0.8f, 0.0f, 0.2f);
/* glRotatef(90, 0.0f, 1.0f, 0.0f); [> "senkrecht zur Planetenachse" <] */
gluDisk(quadric, 1.2f, 1.3f, 32, 1);
glPopMatrix();
/* circle2 */
glPushMatrix();
glColor3f(0.0f, 1.0f, 0.0f);
/* glRotatef(90, 0.0f, 1.0f, 0.0f); [> "senkrecht zur Planetenachse" <] */
gluDisk(quadric, 1.4f, 1.7f, 32, 1);
glPopMatrix();
/* Moon1 */
glPushMatrix();
glColor3f(0.0f, 0.0f, 1.0f);
/* glRotatef((ROT_FACTOR_MOON * day), 1.0f, 0.0f, 0.0f); [> "senkrecht zur Planetenachse" <] */
glRotatef((ROT_FACTOR_MOON * day), 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 2.0f, 0.0f);
glutWireSphere(0.1f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glPopMatrix();
/* Moon2 */
glPushMatrix();
glColor3f(0.0f, 1.0f, 1.0f);
/* glRotatef((ROT_FACTOR_MOON * day), 1.0f, 0.0f, 0.0f); [> "senkrecht zur Planetenachse" <] */
glRotatef((ROT_FACTOR_MOON * day), 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, -2.0f, 0.0f);
glutWireSphere(0.1f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glPopMatrix();
glPopMatrix();
}
/**
* Draws a Planet with three moons.
* The planet rotates around the sun and the moons around the planet
* and the planet around its axis.
*/
static void draw_Planet_2(void)
{
glPushMatrix();
const float moon_pos_fac = 2.5;
/* Rotate around the sun */
glTranslatef(0.0f, 0.0f, SYSTEM_POS_Z);
glRotatef(90, 1.0f, 0.0f, 0.0f);
glRotatef((ROT_FACTOR_PLANET_SUN * day), 0.0f, 0.0f, 1.0f);
glTranslatef(-2.0f, -8.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
/* A rotation (full 360°) once a day is much
* too fast you woulden'd see a thing */
const int rot_fac_day = 15;
glRotatef((ROT_FACTOR_PLANET * day) / rot_fac_day, 0.0f, 0.0f, 1.0f);
glutWireSphere(1.3f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glRotatef((ROT_FACTOR_PLANET * day) / rot_fac_day, 0.0f, 0.0f, -1.0f);
/* Moon3 */
glPushMatrix();
glColor3f(1.0f, 1.0f, 1.0f);
glRotatef((ROT_FACTOR_MOON * day), 0.0f, 0.0f, 1.0f);
glTranslatef(cos(0 * (M_PI / 180)) * moon_pos_fac,
sin(0 * (M_PI / 180)) * moon_pos_fac, 0.0f);
glutWireSphere(0.1f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glPopMatrix();
/* Moon4 */
glPushMatrix();
glColor3f(1.0f, 0.0f, 1.0f);
glRotatef((ROT_FACTOR_MOON * day), 0.0f, 0.0f, 1.0f);
glTranslatef(cos(120 * (M_PI / 180)) * moon_pos_fac,
sin(120 * (M_PI / 180)) * moon_pos_fac, 0.0f);
glutWireSphere(0.1f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glPopMatrix();
/* Moon5 */
glPushMatrix();
glColor3f(1.0f, 0.0f, 0.0f);
glRotatef((ROT_FACTOR_MOON * day), 0.0f, 0.0f, 1.0f);
glTranslatef(cos(240 * (M_PI / 180)) * moon_pos_fac,
sin(240 * (M_PI / 180)) * moon_pos_fac, 0.0f);
glutWireSphere(0.1f, XY_WIRE_COUNT, XY_WIRE_COUNT);
glPopMatrix();
glPopMatrix();
}
/**
* Displays the whole setup with the sun, planet one,
* planet two and the frame rate
*/
void display(void)
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
draw_obj(0, 0, 0);
draw_Planet_1();
draw_Planet_2();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, 500, 0.0, 500);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor3f(1.0f, 1.0f, 1.0f);
glRasterPos2i(5, 10);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glutSwapBuffers();
}
/**
* Sets the initial values to start the program.
*/
void init(char const * const filename)
{
obj = read_obj_file(filename);
if (!obj)
ABORT("Failed to read object file \"%s\"!", filename);
day = 0;
year = 0;
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
/* vector *array = malloc(sizeof(vector) * obj->vc); */
/* vector vec; */
/* vec.x = obj->vertices->x; */
/* vec.y = obj->vertices->y; */
/* vec.z = obj->vertices->z; */
/* for (uint32_t i = 0; i < obj->vc; i++) { */
/* } */
}
/**
* Is called when the window size changes.
* Fits the viewport to the new dimension.
*
* @param w the new width of the window
* @param h the new height of the window
*/
void reshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) w / (GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
}
/**
* Is called over and over again.
* Counts the years and days.
*/
void animate()
{
day++;
if (day >= yearabs) {
day = 0;
year++;
}
if (year >= (INT_MAX - 1000) || year < 0) {
year = 0;
}
if (day < 0) {
day = 0;
}
/* cout << day << endl; */
usleep(30000); // some very basic VScny to see the movement better
glutPostRedisplay();
}
/**
* Keyboard callback function,
*
* press t to increase the day
* press T to decrease the day
* press j to increase the year
* press J to decrease the year
* press x to rotate the middle object in x direction
* press y to rotate the middle object in y direction
* press c to rotate the middle object in z direction
* press w to translate the whole scene in y direction
* press s to translate the whole scene in -y direction
* press a to translate the whole scene in -x direction
* press d to translate the whole scene in x direction
* press q to translate the whole scene in z direction
* press e to translate the whole scene in -z direction
*
* @param key which was pressed
* @param x coordinate
* @param y coordinate
*/
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 't':
dayabs += 15;
glutPostRedisplay();
break;
case 'j':
yearabs += 50;
glutPostRedisplay();
break;
case 'T':
dayabs -= 15;
glutPostRedisplay();
break;
case 'J':
yearabs -= 50;
glutPostRedisplay();
break;
case 'x':
draw_obj(1, 0, 0);
glutPostRedisplay();
break;
case 'y':
draw_obj(0, 1, 0);
glutPostRedisplay();
break;
case 'c':
draw_obj(0, 0, 1);
glutPostRedisplay();
break;
case 'w':
glTranslatef(0.0f, 1.0f, 0.0f);
break;
case 'a':
glTranslatef(-1.0f, 0.0f, 0.0f);
break;
case 's':
glTranslatef(0.0f, -1.0f, 0.0f);
break;
case 'd':
glTranslatef(1.0f, 0.0f, 0.0f);
break;
case '+':
glTranslatef(0.0f, 0.0f, 1.0f);
break;
case '-':
glTranslatef(0.0f, 0.0f, -1.0f);
break;
case 'q':
gl_destroy();
break;
}
}
/**
* Destroy the gl session/window.
*/
static void gl_destroy(void)
{
free(obj->edges);
free(obj->vertices);
free(obj->faces);
free(obj);
glutDestroyWindow(glutGetWindow());
}