Files
igl/examples/trackball/example.cpp
T

229 lines
5.6 KiB
C++

/*
This is an example program that came with AntTweakBar modified to not use
AntTweakBar and just show how a trackball works
g++ -c example.cpp -o example.o
g++ -o example example.o -framework OpenGL -framework GLUT
rm *.o
*/
// IGL library
#include <igl/quat_to_mat.h>
#include <igl/quat_mult.h>
#include <igl/axis_angle_to_quat.h>
#include <igl/trackball.h>
using namespace igl;
#include <stdlib.h>
#include <cstdio>
#include <cmath>
#include <algorithm>
using namespace std;
#if defined(_WIN32) || defined(_WIN64)
// MiniGLUT.h is provided to avoid the need of having GLUT installed to
// recompile this example. Do not use it in your own programs, better
// install and use the actual GLUT library SDK.
# define USE_MINI_GLUT
#endif
#if defined(USE_MINI_GLUT)
# include "../src/MiniGLUT.h"
#elif defined(__APPLE__)
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
// This example displays one of the following shapes
typedef enum { SHAPE_TEAPOT=1, SHAPE_TORUS, SHAPE_CONE } Shape;
#define NUM_SHAPES 3
Shape g_CurrentShape = SHAPE_TEAPOT;
// Shape orientation (stored as a quaternion)
float rotation[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float down_rotation[4];
// Shapes material
const float g_MatAmbient[] = { 0.5f, 0.0f, 0.0f, 1.0f };
const float g_MatDiffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f };
// Light parameter
const double g_LightMultiplier = 1.0f;
const float g_LightDirection[] = { -0.57735f, -0.57735f, -0.57735f };
// Keep track of mouse down
int down_mouse_x, down_mouse_y;
// keep track of size
int width, height;
float speed_factor = 1;
void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
{
down_mouse_x = mouse_x;
down_mouse_y = mouse_y;
copy(rotation,rotation+4,down_rotation);
}
void mouse_move(int mouse_x, int mouse_y)
{
trackball(
width,
height,
speed_factor,
down_rotation,
down_mouse_x,
down_mouse_y,
mouse_x,
mouse_y,
rotation);
glutPostRedisplay();
}
void key(unsigned char key, int mouse_x, int mouse_y)
{
if(key == ' ')
{
g_CurrentShape = (Shape)((g_CurrentShape)%NUM_SHAPES+1);
}
glutPostRedisplay();
}
// Callback function called by GLUT to render screen
void Display(void)
{
// Clear frame buffer
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
float v[4]; // will be used to set light paramters
// Set light
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
v[0] = v[1] = v[2] = g_LightMultiplier*0.4f; v[3] = 1.0f;
glLightfv(GL_LIGHT0, GL_AMBIENT, v);
v[0] = v[1] = v[2] = g_LightMultiplier*0.8f; v[3] = 1.0f;
glLightfv(GL_LIGHT0, GL_DIFFUSE, v);
v[0] = -g_LightDirection[0]; v[1] = -g_LightDirection[1]; v[2] = -g_LightDirection[2]; v[3] = 0.0f;
glLightfv(GL_LIGHT0, GL_POSITION, v);
// Set material
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, g_MatAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, g_MatDiffuse);
// Rotate and draw shape
glPushMatrix();
float mat[4*4]; // rotation matrix
quat_to_mat(rotation,mat);
glMultMatrixf(mat);
glCallList(g_CurrentShape);
glPopMatrix();
// Present frame buffer
glutSwapBuffers();
//// Recall Display at next frame
//glutPostRedisplay();
}
// Callback function called by GLUT when window size changes
void Reshape(int width, int height)
{
// keep track of size
::width = width;
::height = height;
// Set OpenGL viewport and camera
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, (double)width/height, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,5, 0,0,0, 0,1,0);
}
// Function called at exit
void Terminate(void)
{
glDeleteLists(SHAPE_TEAPOT, NUM_SHAPES);
}
// Main
int main(int argc, char *argv[])
{
bool help_and_quit = false;
if(argc > 1)
{
if(
argv[1][0] == '-' &&
argv[1][1] == 'h')
{
help_and_quit = true;
}else
{
int count = sscanf(argv[1],"%g",&speed_factor);
if(count != 1)
{
printf("Error: %s is not a valid speed factor.",
argv[1]);
help_and_quit = true;
}
}
}
if(help_and_quit)
{
printf(
"Usage:\n ./example\nor\n ./example [positive speed factor]\n\n"
"Interaction:\n Drag on screen to use trackball\n"
" Press SPACE to change shape\n");
return 1;
}
// Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutCreateWindow("Simple GLUT example with trackball");
glutCreateMenu(NULL);
// Set GLUT callbacks
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
atexit(Terminate); // Called after glutMainLoop ends
// Set GLUT event callbacks
// Directly redirect GLUT mouse button events to trackball example
glutMouseFunc(mouse);
// Directly redirect GLUT mouse motion events to trackball example
glutMotionFunc(mouse_move);
//glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
// Catch keyboard action
glutKeyboardFunc(key);
//glutSpecialFunc((GLUTspecialfun)TwEventSpecialGLUT);
//TwGLUTModifiersFunc(glutGetModifiers);
// Create some 3D objects (stored in display lists)
glNewList(SHAPE_TEAPOT, GL_COMPILE);
glutSolidTeapot(1.0);
glEndList();
glNewList(SHAPE_TORUS, GL_COMPILE);
glutSolidTorus(0.3, 1.0, 16, 32);
glEndList();
glNewList(SHAPE_CONE, GL_COMPILE);
glutSolidCone(1.0, 1.5, 64, 4);
glEndList();
// Init rotation
float axis[] = { 0.7f, 0.7f, 0.0f };
float angle = 0.8f;
axis_angle_to_quat(axis,angle,rotation);
// Call the GLUT main loop
glutMainLoop();
return 0;
}