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main.cpp
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#include "mesh.h"
#include "glut.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <cmath>
float R;
float old_x, old_y;
float tmp_x = 0, tmp_y = 0;
double theta = 0;
double degree = 0;
int objstate = 9;//0~8
int num = 0;//numbers of object
int k = 0;
////initilize scene
float sxx[10];
float syy[10];
float szz[10];
float anglee[10];
float rxx[10];
float ryy[10];
float rzz[10];
float txx[10];
float tyy[10];
float tzz[10];
float sx, sy, sz, angle, rx, ry, rz, tx, ty, tz;
////initilize view
double eyex, eyey, eyez;
double vatx, vaty, vatz;
double vupx, vupy, vupz;
double fovy, dnear, dfar;
int viewx, viewy, vieww, viewh;
////initilize light
int lightnum = 0;
float f0, f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11;
float x[8], y[8], z[8], ar[8], ag[8], ab[8], dr[8], dg[8], db[8], sr[8], sg[8], sb[8];
float am0[8], am1[8], am2[8];
mesh *object;
mesh *Obj[10];
int windowSize[2];
void light();
void display();
void reshape(GLsizei, GLsizei);
void keyboard(unsigned char, int, int);
void mouse(int, int, int, int);
void mouse_move(int, int);
int main(int argc, char** argv)
{
FILE *file;//scene
FILE *file2;//view
FILE *file3;//light
char objname[10];
file = fopen("scene.scene", "r");
file2 = fopen("view.view", "r");
file3 = fopen("light.light", "r");
glutInit(&argc, argv);
glutInitWindowSize(600, 600);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutCreateWindow("Mesh Example");
char token[20];
while (!feof(file)){ //scene
token[0] = NULL;
fscanf(file, "%s", token);
if (!strcmp(token, "model")){
fscanf(file, "%s%f%f%f%f%f%f%f%f%f%f", objname, &sx, &sy, &sz, &angle, &rx, &ry, &rz, &tx, &ty, &tz);
object = new mesh(objname);
Obj[num] = object;
sxx[num] = sx;
syy[num] = sy;
szz[num] = sz;
anglee[num] = angle;
rxx[num] = rx;
ryy[num] = ry;
rzz[num] = rz;
txx[num] = tx;
tyy[num] = ty;
tzz[num] = tz;
num++;
}
}
while (!feof(file2)){ //view
token[0] = NULL;
fscanf(file2, "%s", token);
if (!strcmp(token, "eye"))
fscanf(file2, "%lf%lf%lf", &eyex, &eyey, &eyez);
else if (!strcmp(token, "vat"))
fscanf(file2, "%lf%lf%lf", &vatx, &vaty, &vatz);
else if (!strcmp(token, "vup"))
fscanf(file2, "%lf%lf%lf", &vupx, &vupy, &vupz);
else if (!strcmp(token, "fovy"))
fscanf(file2, "%lf", &fovy);
else if (!strcmp(token, "dnear"))
fscanf(file2, "%lf", &dnear);
else if (!strcmp(token, "dfar"))
fscanf(file2, "%lf", &dfar);
else if (!strcmp(token, "viewport"))
fscanf(file2, "%d %d %d %d\n", &viewx, &viewy, &vieww, &viewh);
}
R = sqrt((eyex - vatx)*(eyex - vatx) + (eyez - vatz)*(eyez - vatz));
degree = acos((eyex - vatx) / (sqrt(((eyex - vatx)*(eyex - vatx)) + ((eyez - vatz)*(eyez - vatz)) + (vaty*vaty))));
lightnum = 0;
while (!feof(file3)){ //light
token[0] = NULL;
fscanf(file3, "%s", token);
if (!strcmp(token, "light")){
fscanf(file3, "%f%f%f%f%f%f%f%f%f%f%f%f", &f0, &f1, &f2, &f3, &f4, &f5, &f6, &f7, &f8, &f9, &f10, &f11);
x[lightnum] = f0;
y[lightnum] = f1;
z[lightnum] = f2;
///environment light
ar[lightnum] = f3;
ag[lightnum] = f4;
ab[lightnum] = f5;
///diffuse
dr[lightnum] = f6;
dg[lightnum] = f7;
db[lightnum] = f8;
///specular
sr[lightnum] = f9;
sg[lightnum] = f10;
sb[lightnum] = f11;
lightnum++;
}
else if (!strcmp(token, "ambient")){
fscanf(file3, "%f%f%f", &f0, &f1, &f2);
am0[lightnum] = f0;
am1[lightnum] = f1;
am2[lightnum] = f2;
}
}
printf("lightnum=%d\n", lightnum);
printf("num=%d\n", num);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMotionFunc(mouse_move);
glutMouseFunc(mouse);
glutMainLoop();
return 0;
}
void light()
{
int m = 0;
int lighti = GL_LIGHT0;
for (m = 0; m<lightnum; m++){
GLfloat light_specular[] = { sr[m], sg[m], sb[m], 1.0 };
GLfloat light_diffuse[] = { dr[m], dg[m], db[m], 1.0 };
GLfloat light_ambient[] = { ar[m], ag[m], ab[m], 0.0 };
GLfloat light_position[] = { x[m], y[m], z[m], 0.0 };
GLfloat model_ambient[] = { am0[m], am1[m], am2[m], 1.0 };
glShadeModel(GL_SMOOTH);
// z buffer enable
glEnable(GL_DEPTH_TEST);
// enable lighting
glEnable(GL_LIGHTING);
// set light property
glEnable(lighti);
glLightfv(lighti, GL_POSITION, light_position);
glLightfv(lighti, GL_DIFFUSE, light_diffuse);
glLightfv(lighti, GL_SPECULAR, light_specular);
glLightfv(lighti, GL_AMBIENT, light_ambient);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, model_ambient);
lighti++;
}
}
void display()
{
// clear the buffer
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //清除用color
glClearDepth(1.0f); // Depth Buffer (就是z buffer) Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//這行把畫面清成黑色並且清除z buffer
// viewport transformation
glViewport(viewx, viewy, windowSize[0], windowSize[1]);
// projection transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, (GLfloat)windowSize[0] / (GLfloat)windowSize[1], dnear, dfar);
// viewing and modeling transformation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyex, eyey, eyez,//eye
vatx, vaty, vatz,//center
vupx, vupy, vupz);//up
//注意light位置的設定,要在gluLookAt之後
light();
glTranslatef(vatx, vaty, vatz);//
glRotatef(theta, 0, 1, 0);//
glTranslatef(-vatx, -vaty, -vatz);//
for (k = 0; k<num; k++){
glPushMatrix();
int lastMaterial = -1;
glTranslatef(txx[k], tyy[k], tzz[k]);
glRotatef(anglee[k], rxx[k], ryy[k], rzz[k]);
glScalef(sxx[k], syy[k], szz[k]);
for (size_t i = 0; i < Obj[k]->fTotal; ++i){
// set material property if this face used different material
if (lastMaterial != Obj[k]->faceList[i].m){
lastMaterial = (int)Obj[k]->faceList[i].m;
glMaterialfv(GL_FRONT, GL_AMBIENT, Obj[k]->mList[lastMaterial].Ka);
glMaterialfv(GL_FRONT, GL_DIFFUSE, Obj[k]->mList[lastMaterial].Kd);
glMaterialfv(GL_FRONT, GL_SPECULAR, Obj[k]->mList[lastMaterial].Ks);
glMaterialfv(GL_FRONT, GL_SHININESS, &Obj[k]->mList[lastMaterial].Ns);
//you can obtain the texture name by object1->mList[lastMaterial].map_Kd
//load them once in the main function before mainloop
//bind them in display function here
}
glBegin(GL_TRIANGLES);
for (size_t j = 0; j<3; ++j){
//textex corrd. Obj[0]->tList[Obj[0]->faceList[i][j].t].ptr
glNormal3fv(Obj[k]->nList[Obj[k]->faceList[i][j].n].ptr);
glVertex3fv(Obj[k]->vList[Obj[k]->faceList[i][j].v].ptr);
}
glEnd();
}
glPopMatrix();
}
glutSwapBuffers();
}
void reshape(GLsizei w, GLsizei h)
{
windowSize[0] = w;
windowSize[1] = h;
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'w': //zoom in//camera position - center to do translation
eyex = eyex + (vatx - eyex)*0.1;
eyey = eyey + (vaty - eyey)*0.1;
eyez = eyez + (vatz - eyez)*0.1;
glutPostRedisplay();
break;
case 'a': //move left(circle the center)
theta = theta + 5;
glutPostRedisplay();
break;
case 's'://zoom out
eyex = eyex - (vatx - eyex)*0.1;
eyey = eyey - (vaty - eyey)*0.1;
eyez = eyez - (vatz - eyez)*0.1;
glutPostRedisplay();
break;
case 'd'://move right (circle the center)
theta = theta - 5;
glutPostRedisplay();
break;
case '1'://'1'~'9' : select n-th object
objstate = 0;
break;
case '2':
objstate = 1;
break;
case '3':
objstate = 2;
break;
case '4':
objstate = 3;
break;
case '5':
objstate = 4;
break;
case '6':
objstate = 5;
break;
case '7':
objstate = 6;
break;
case '8':
objstate = 7;
break;
case '9':
objstate = 8;
break;
}
}
void mouse(int button, int state, int mx, int my)
{
switch (button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN){
old_x = mx;
old_y = my;
}
if(state == GLUT_UP){
old_x = 0;
old_y = 0;
}
break;
}
}
void mouse_move(int x, int y)
{
txx[objstate] = txx[objstate] + (x-old_x)*0.5;
tyy[objstate] = tyy[objstate] - (y-old_y)*0.5;
old_x = x;
old_y = y;
glutPostRedisplay();
}