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// CAMERA.CPP
// Copyright (C) 1998 Tommi Hassinen, Jarno Huuskonen, Mike Cruz.
// This program is free software; you can redistribute it and/or modify it
// under the terms of the license (GNU GPL) which comes with this package.
/*################################################################################################*/
#include "camera.h" // config.h is here -> we get ENABLE-macros here...
#include "main.h"
#include "project.h"
#include "views.h"
#include "appdefine.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <sstream>
using namespace std;
/*################################################################################################*/
camera::camera(const object_location & p1, fGL p2, project * p3) : dummy_object(p1)
{
prj = p3;
my_c_number = prj->GetNewCameraID();
graphics_view_counter = 1;
ostringstream ons;
ons << "camera #" << my_c_number << ends;
my_object_name = new char[64];
strcpy(my_object_name, ons.str().c_str());
focus = p2;
clipping = 0.90;
use_local_lights = true;
use_global_lights = true;
ortho = false;
stereo_mode = false;
stereo_relaxed = false;
slider = 0.60;
rang = -0.25;
GetLocDataRW()->crd[2] = -focus;
}
// this is only partial because only camera::OrbitObject() needs this!!!!!!!
// this is only partial because only camera::OrbitObject() needs this!!!!!!!
// this is only partial because only camera::OrbitObject() needs this!!!!!!!
camera::camera(const camera & p1) : dummy_object(* p1.ol)
{
my_object_name = NULL;
}
camera::~camera(void)
{
if (my_object_name != NULL) delete[] my_object_name;
}
bool camera::CopySettings(const camera * p1)
{
ol_static * ref = dynamic_cast<ol_static *>(ol);
if (ref == NULL) return false;
// now that we have verified that we can modify the ol-object, we will copy the settings...
focus = p1->focus; clipping = p1->clipping;
for (i32s n1 = 0;n1 < 3;n1++) GetLocDataRW()->crd[n1] = p1->GetLocData()->crd[n1];
GetLocDataRW()->zdir = p1->GetLocData()->zdir;
GetLocDataRW()->ydir = p1->GetLocData()->ydir;
// the local lights that are attached to the camera are not moved?!?!?!
// the local lights that are attached to the camera are not moved?!?!?!
// the local lights that are attached to the camera are not moved?!?!?!
return true;
}
// when rotating or translating a camera we must make all operations in reversed directions
// and also drag all those local lights along...
void camera::OrbitObject(const fGL * ang, const camera & cam)
{
fGL tmp_ang[3];
for (i32s n1 = 0;n1 < 3;n1++)
{
tmp_ang[n1] = -ang[n1];
}
for (i32u n1 = 0;n1 < prj->light_vector.size();n1++)
{
if (prj->light_vector[n1]->owner != this) continue;
prj->light_vector[n1]->OrbitObject(tmp_ang, cam);
}
dummy_object::OrbitObject(tmp_ang, cam);
DoCameraEvents();
}
// when rotating a camera, we must also make the local lights to orbit around the camera.
// dummy_object::OrbitObject() will orbit the lights around the camera's focus point, so here
// we must set the camera focus to zero before making the transformation...
void camera::RotateObject(const fGL * ang, const camera & cam)
{
fGL tmp_ang[3];
for (i32s n1 = 0;n1 < 3;n1++)
{
tmp_ang[n1] = -ang[n1];
}
camera tmp_cam = cam; tmp_cam.focus = 0.0;
for (i32u n1 = 0;n1 < prj->light_vector.size();n1++)
{
if (prj->light_vector[n1]->owner != this) continue;
prj->light_vector[n1]->OrbitObject(tmp_ang, tmp_cam);
}
dummy_object::RotateObject(tmp_ang, cam);
DoCameraEvents();
}
void camera::TranslateObject(const fGL * dst, const obj_loc_data * data)
{
fGL tmp_dst[3];
for (i32s n1 = 0;n1 < 3;n1++)
{
tmp_dst[n1] = -dst[n1];
}
for (i32u n1 = 0;n1 < prj->light_vector.size();n1++)
{
if (prj->light_vector[n1]->owner != this) continue;
prj->light_vector[n1]->TranslateObject(tmp_dst, data);
}
dummy_object::TranslateObject(tmp_dst, data);
DoCameraEvents();
}
/// This will draw the contents of a window; also handles selection and some mouse-tool-related stuff.
void camera::RenderWindow(graphics_view * gv, rmode rm, int x, int y)
{
if (gv->size[0] < 0) return; // skip rendering if invalid window!!!
// A SIMPLE FRAMES-PER-SECOND COUNTER FOR GRAPHICS OPTIMIZATION
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
/* const int numframes = 30;
static int framecounter = 0;
static double timecounter = 0.0;
static long prevtime = 0;
timeval tv; gettimeofday(& tv, NULL);
long currtime = tv.tv_usec; // according to manpages, this should be in microseconds???
long difftime = currtime - prevtime; // the CLOCKS_PER_SEC factor works a lot better than 1.0e-06
prevtime = currtime;
if (difftime > 0) // skip the frame in timer overflow situation!!!
{
double t_secs = (double) difftime / (double) CLOCKS_PER_SEC; // time unit???
framecounter++; timecounter += t_secs;
if (framecounter >= numframes)
{
cout << "frame rate = " << ((double) framecounter / timecounter) << " FPS (";
cout << framecounter << " frames in " << timecounter << " seconds)." << endl;
framecounter = 0; timecounter = 0.0;
}
} */
// A SIMPLE FRAMES-PER-SECOND COUNTER FOR GRAPHICS OPTIMIZATION
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// projection matrix is now initialized. if this is a selection operation, we must do
// some furter manipulations (gluPickMatrix() is used to "zoom" into the selection area).
if (rm == Draw || rm == Erase || rm == Select || rm == Measure)
{
glRenderMode(GL_SELECT);
iGLs vp[4]; glGetIntegerv(GL_VIEWPORT, vp); // is this ok??? why not use the values directly?!?!!?
// is this dependent on screen resolution or what???
// there are some problems with selection in wireframe models...
// GRH: This seems to help a bit, but the wireframe
// is stil "clipped" short, so you can't pick atoms
// too far back
if (gv->render != RENDER_WIREFRAME)
gluPickMatrix(x, vp[3] - y, 2.0, 2.0, vp); // is 2.0 ok???
else
gluPickMatrix(x, vp[3] - y, 5.0, 5.0, vp);
}
bool accum = gv->accumulate;
if (accum) { glClear(GL_ACCUM_BUFFER_BIT); /*prj->UpdateAccumValues();*/ }
else glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// the stereo-modes related stuff start here...
// the stereo-modes related stuff start here...
// the stereo-modes related stuff start here...
// the stereo modes are implemented as a loop, that is cycled either once or twice.
i32s width = gv->size[0]; if (stereo_mode && stereo_relaxed) width /= 2;
i32s height = gv->size[1]; i32s shift = 0;
fGL aspect = (fGL) width / (fGL) height;
fGL fovy = (aspect > 1.0 ? 45.0 / aspect : 45.0);
gv->range[1] = focus * tan(M_PI * fovy / 360.0);
gv->range[0] = aspect * gv->range[1];
i32s stereo_count = (stereo_mode ? 2 : 1);
for (i32s stereo_loop = 0;stereo_loop < stereo_count;stereo_loop++)
{
glViewport(shift, 0, width, height);
if (stereo_mode && stereo_relaxed) shift += width; // this will shift our viewport right at the next round...
fGL near = (1.0 - clipping) * focus;
fGL far = (1.0 + clipping) * focus;
if (!ortho) gluPerspective(fovy, aspect, near, far);
else glOrtho(-gv->range[0], +gv->range[0], -gv->range[1], +gv->range[1], near, far);
const obj_loc_data * loc1 = GetLocData();
glMatrixMode(GL_MODELVIEW); glLoadIdentity();
v3d<fGL> target = v3d<fGL>(loc1->crd) + (loc1->zdir * focus);
const fGL * r1; const fGL * r2; const fGL * r3;
if (!stereo_mode)
{
// if not a stereo mode, then just use normal camera settings...
r1 = loc1->crd; // eye coordinates
r2 = target.data; // target coordinates
r3 = loc1->ydir.data; // y-direction vector
}
else
{
// for all stereo modes, translate the camera along camera's x-axis.
// y-direction will remain constant, but other directions won't. does it matter???
fGL displacement = rang / 20.0;
if (!stereo_loop) displacement = -displacement;
v3d<fGL> xdir = loc1->ydir.vpr(loc1->zdir);
// displace each eye coordinate using camera's x-axis -> will be independent on camera's orientation!!!
// displace each eye coordinate using camera's x-axis -> will be independent on camera's orientation!!!
// displace each eye coordinate using camera's x-axis -> will be independent on camera's orientation!!!
static fGL tmp_crd[3];
tmp_crd[0] = loc1->crd[0] + displacement * xdir.data[0];
tmp_crd[1] = loc1->crd[1] + displacement * xdir.data[1];
tmp_crd[2] = loc1->crd[2] + displacement * xdir.data[2];
r1 = tmp_crd; // eye coordinates
r2 = target.data; // target coordinates
r3 = loc1->ydir.data; // y-direction vector
if (!stereo_relaxed)
{
// for the red-blue stereo mode, set the color masks...
if (!stereo_loop) glColorMask(GL_TRUE,GL_FALSE,GL_FALSE,GL_TRUE); // left_eye - red
else glColorMask(GL_FALSE,GL_FALSE,GL_TRUE,GL_TRUE); // right_eye - blue
// ...and clear the depth buffer!!!
glClear(GL_DEPTH_BUFFER_BIT);
}
}
gluLookAt(r1[0], r1[1], r1[2], r2[0], r2[1], r2[2], r3[0], r3[1], r3[2]);
if (stereo_mode && stereo_relaxed)
{
// this will do the other displacement.
// i don't understand *how* this works, but it works! :) TH
fGL displacement = slider / 10.0;
if (!stereo_loop) displacement = -displacement;
else displacement *= 2.0;
glMatrixMode(GL_PROJECTION);
glTranslatef(displacement, 0.0, 0.0);
glMatrixMode(GL_MODELVIEW);
}
// now, it's time to set up the lights...
for (i32u n1 = 0;n1 < gv->GetProject()->light_vector.size();n1++)
{
camera * owner = gv->GetProject()->light_vector[n1]->owner;
if (owner != NULL && owner != this) continue;
gv->GetProject()->light_vector[n1]->SetupLocation();
}
// here, we are finally ready to actually render the view. for simple non-stereo views, just erase the background
// by calling glClear(), and then call prj->Render() to render the view. For relaxed-eye stereo views, two viewports
// are used and the view is therefore rendered twice, calling glClear only once. TODO(???): there is also a hardware
// stereo mode (not much supported yet, except SGI) that could be also used; that is a special graphics mode with two
// color buffers, and glDrawBuffer(???) is called to determine which is active.
// to make things more complicated, there is the "accumulation" effect that relies on glClear() call. to make all this
// work together, we must take all glClear() and glAccum() calls out from the prj->Render, and do them here.
// this "accumulation" stuff (used only in gt2 so far) is not tested after stereo mode changes...
// this "accumulation" stuff (used only in gt2 so far) is not tested after stereo mode changes...
// this "accumulation" stuff (used only in gt2 so far) is not tested after stereo mode changes...
glInitNames();
if (transformer::transform_in_progress)
{
// do the "transformation" effect: first round renders non-selected atoms/bonds,
// and the second one renders the selected ones translated/rotated as told by the mouse tool.
// accumulation should be DISABLED here!!!
gv->GetProject()->Render(gv, project::Transform1);
glPushMatrix();
gv->current_tool->ref_to_object->SetModelView();
gv->GetProject()->Render(gv, project::Transform2);
glPopMatrix();
}
else
{
// do the normal rendering...
gv->GetProject()->Render(gv, project::Normal);
}
if (stereo_mode && !stereo_relaxed)
{
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); // reset the color mask...
}
}
// end of stereo-modes related stuff...
// end of stereo-modes related stuff...
// end of stereo-modes related stuff...
// if this was a selection operation, read the information from the selection buffer.
if (rm == Draw || rm == Erase || rm == Select || rm == Measure)
{
i32s tmp1 = glRenderMode(GL_RENDER);
i32s tmp2 = NOT_DEFINED;
iGLu tmp3 = 0xffffffff; // original, lowest z-value...
//iGLu tmp3 = 0x00000000; // modified, highest z-value...
// here we examine the selection buffer and select the hit with lowest
// z-value (since we assume that this object was visible to the user).
// HAS THIS SELECTION-LOGIC CHANGED LATELY?!?!?! THIS WAS DONE AT 1998 "BY THE BOOK" AND I THINK
// IT WORKED CORRECTLY. BUT NOW THE OLD CODE SEEMS TO PICK ALWAYS FROM BACK, NOT FROM FRONT?!?!?!
// 2001-june : now it works again wrong -> changed back to original settings. maybe it's now it should be...
i32s tmp4[2] = { 0, 0 };
while (tmp4[0] < tmp1)
{
if (gv->GetProject()->select_buffer[tmp4[1] + 1] < tmp3) // original, lowest z-value...
//if (gv->GetProject()->select_buffer[tmp4[1] + 2] > tmp3) // modified, highest z-value...
{
tmp2 = tmp4[1];
tmp3 = gv->GetProject()->select_buffer[tmp4[1] + 1]; // original, lowest z-value...
//tmp3 = gv->GetProject()->select_buffer[tmp4[1] + 2]; // modified, highest z-value...
}
tmp4[0]++;
tmp4[1] += gv->GetProject()->select_buffer[tmp4[1]] + 3;
}
// now we copy all name records of the selected hit...
vector<iGLu> name_vector;
if (tmp2 != NOT_DEFINED)
{
for (i32u i1 = 0;i1 < gv->GetProject()->select_buffer[tmp2];i1++)
{
name_vector.push_back(gv->GetProject()->select_buffer[tmp2 + i1 + 3]);
}
}
// "draw"- and "erase"-events are always forwarded to the prj-object:
// "draw"- and "erase"-events are always forwarded to the prj-object:
// "draw"- and "erase"-events are always forwarded to the prj-object:
if (rm == Draw) gv->GetProject()->DrawEvent(gv, name_vector);
if (rm == Erase) gv->GetProject()->EraseEvent(gv, name_vector);
if (rm == Measure && name_vector.size() > 1)
{
bool test = (name_vector[0] & GLNAME_MODEL_DEPENDENT);
if (test)
{
if (gv->GetProject()->selected_object != NULL)
{
gv->GetProject()->selected_object = NULL;
}
gv->GetProject()->MeasureEvent(gv, name_vector);
}
}
// "select"-events are forwarded only if they are MODEL_DEPENDENT:
// "select"-events are forwarded only if they are MODEL_DEPENDENT:
// "select"-events are forwarded only if they are MODEL_DEPENDENT:
if (rm == Select && name_vector.size() > 1)
{
bool test = (name_vector[0] & GLNAME_MODEL_DEPENDENT);
if (test)
{
if (gv->GetProject()->selected_object != NULL)
{
gv->GetProject()->selected_object = NULL;
}
gv->GetProject()->SelectEvent(gv, name_vector);
}
else
{
const dummy_object * ref = NULL;
switch (name_vector[0])
{
case GLNAME_LIGHT:
ref = (const dummy_object *) prj->FindPtrByGLName(name_vector[1]);
gv->GetProject()->SelectLight(ref);
break;
case GLNAME_OBJECT:
ref = (const dummy_object *) prj->FindPtrByGLName(name_vector[1]);
gv->GetProject()->SelectObject(ref);
break;
}
}
}
}
}
// * how to use clipping planes (to make comparison easier) ???
// * how to use clipping planes (to make comparison easier) ???
// * how to use clipping planes (to make comparison easier) ???
void camera::RenderObjects(graphics_view * gv)
{
for (i32u n1 = 0;n1 < gv->GetProject()->light_vector.size();n1++)
{
camera * owner = gv->GetProject()->light_vector[n1]->owner;
if (owner != NULL && owner != this) continue;
gv->GetProject()->light_vector[n1]->Render();
}
for (i32u n1 = 0;n1 < gv->GetProject()->object_vector.size();n1++)
{
if (gv->GetProject()->object_vector[n1]->transparent) continue;
gv->GetProject()->object_vector[n1]->Render();
}
}
void camera::DoCameraEvents(void)
{
list<smart_object *>::iterator so_it;
for (so_it = obj_list.begin();so_it != obj_list.end();so_it++)
{
(* so_it)->CameraEvent(* this);
}
}
/*################################################################################################*/
const fGL light::def_amb_comp[4] = { 0.1, 0.1, 0.1 };
const fGL light::def_diff_comp[4] = { 0.8, 0.8, 0.8 };
const fGL light::def_spec_comp[4] = { 0.8, 0.8, 0.8 };
const light_components light::def_components =
{
(fGL *) light::def_amb_comp,
(fGL *) light::def_diff_comp,
(fGL *) light::def_spec_comp
};
light::light(const object_location & p1, const light_components & p2) : dummy_object(p1)
{
owner = NULL;
number = NOT_DEFINED;
InitComponents(& p2);
}
light::~light(void)
{
delete[] amb_comp;
delete[] diff_comp;
delete[] spec_comp;
}
void light::InitComponents(const light_components * p1)
{
amb_comp = new fGL[4];
diff_comp = new fGL[4];
spec_comp = new fGL[4];
for (i32s n1 = 0;n1 < 4;n1++)
{
amb_comp[n1] = p1->amb_comp[n1];
diff_comp[n1] = p1->diff_comp[n1];
spec_comp[n1] = p1->spec_comp[n1];
}
}
/*################################################################################################*/
fGL spot_light::size = 0.05;
fGL spot_light::shade1[3] = { 0.0, 0.0, 0.7 };
fGL spot_light::shade2[3] = { 0.0, 0.0, 0.9 };
fGL spot_light::bulb_on[3] = { 1.0, 1.0, 0.5 };
fGL spot_light::bulb_off[3] = { 0.5, 0.5, 0.5 };
const fGL spot_light::def_cutoff = 45.0;
const fGL spot_light::def_exponent = 32.0;
spot_light::spot_light(const object_location & p1, i32s myid, const light_components & p2, fGL p3, fGL p4) : light(p1, p2)
{
GetLocDataRW()->crd[3] = 1.0; // make this a spotlight!!!
cutoff = p3; exponent = p4;
ostringstream ons;
ons << "light (spotlight, object #" << myid << ")" << ends;
my_object_name = new char[64];
strcpy(my_object_name, ons.str().c_str());
my_glname = gtk_app::GetPrj()->RegisterGLName((dummy_object *) this);
}
spot_light::~spot_light(void)
{
delete[] my_object_name;
// todo : unregister my_glname!!!
}
void spot_light::SetupProperties(void)
{
glLightf((GLenum) number, GL_SPOT_CUTOFF, cutoff);
glLightf((GLenum) number, GL_SPOT_EXPONENT, exponent);
glLightfv((GLenum) number, GL_AMBIENT, amb_comp);
glLightfv((GLenum) number, GL_DIFFUSE, diff_comp);
glLightfv((GLenum) number, GL_SPECULAR, spec_comp);
}
void spot_light::SetupLocation(void)
{
glLightfv((GLenum) number, GL_POSITION, GetLocData()->crd);
glLightfv((GLenum) number, GL_SPOT_DIRECTION, GetLocData()->zdir.data);
}
#define SHADE_ANGLE (22.5 / 180.0 * M_PI)
void spot_light::Render(void)
{
fGL r1 = tan(SHADE_ANGLE) * size;
fGL tmp1 = 1.0 / (sin(SHADE_ANGLE) + 1.0);
fGL tmp2 = 1.2 * size;
fGL r2 = (1.0 - tmp1) * tmp2;
fGL r3 = tmp1 * tmp2;
glPushName(GLNAME_LIGHT);
glPushName(my_glname);
glPushMatrix(); SetModelView();
if (cutoff < 180.0)
{
glPushMatrix();
glTranslatef(0.0, 0.0, -r3);
glBegin(GL_TRIANGLES);
for (i32s n1 = 0;n1 < 8;n1++)
{
if (n1 & 1) glColor3fv(shade1);
else glColor3fv(shade2);
fGL ang1 = M_PI * (fGL) n1 / 4.0;
fGL ang2 = M_PI * (fGL) (n1 + 1) / 4.0;
glVertex3f(r1 * cos(ang1), r1 * sin(ang1), size);
glVertex3f(r1 * cos(ang2), r1 * sin(ang2), size);
glVertex3f(0.0, 0.0, 0.0);
}
glEnd(); // GL_TRIANGLES
glPopMatrix();
}
if (glIsEnabled((GLenum) number)) glColor3fv(bulb_on);
else glColor3fv(bulb_off);
GLUquadricObj * qo = gluNewQuadric();
gluQuadricDrawStyle(qo, (GLenum) GLU_FILL);
gluSphere(qo, 0.95 * r2, 8, 4);
gluDeleteQuadric(qo);
glPopMatrix();
glPopName();
glPopName();
}
/*################################################################################################*/
directional_light::directional_light(const object_location & p1, i32s myid, const light_components & p2) : light(p1, p2)
{
ostringstream ons;
ons << "light (directional, object #" << myid << ")" << ends;
my_object_name = new char[64];
strcpy(my_object_name, ons.str().c_str());
}
directional_light::~directional_light(void)
{
delete[] my_object_name;
}
void directional_light::SetupProperties(void)
{
glLightf((GLenum) number, GL_SPOT_CUTOFF, 180.0);
glLightf((GLenum) number, GL_SPOT_EXPONENT, 0.0);
glLightfv((GLenum) number, GL_AMBIENT, amb_comp);
glLightfv((GLenum) number, GL_DIFFUSE, diff_comp);
glLightfv((GLenum) number, GL_SPECULAR, spec_comp);
}
// the direction of a directional light is the reversed z-axis direction!!!
// the direction of a directional light is the reversed z-axis direction!!!
// the direction of a directional light is the reversed z-axis direction!!!
void directional_light::SetupLocation(void)
{
fGL tmp_crd[4]; tmp_crd[3] = 0.0; // make this a directional light!!!
for (i32s n1 = 0;n1 < 3;n1++) tmp_crd[n1] = -GetLocData()->zdir[n1];
glLightfv((GLenum) number, GL_POSITION, tmp_crd);
}
void directional_light::Render(void)
{
}
/*################################################################################################*/
bool transformer::transform_in_progress = false;
transformer::transformer() : dummy_object(true)
{
target_prj = NULL;
}
transformer::~transformer(void)
{
}
void transformer::Init(project * p1)
{
target_prj = p1;
obj_loc_data * data = GetLocDataRW();
for (i32s n1 = 0;n1 < 3;n1++) data->crd[n1] = 0.0;
data->zdir = v3d<fGL>(0.0, 0.0, 1.0);
data->ydir = v3d<fGL>(0.0, 1.0, 0.0);
}
void transformer::GetMatrix(fGL * p1) const
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glLoadIdentity();
SetModelView(); glGetFloatv(GL_MODELVIEW_MATRIX, p1);
glPopMatrix();
}
bool transformer::BeginTransformation(void)
{
transform_in_progress = true;
target_prj->Center(this);
return true;
}
bool transformer::EndTransformation(void)
{
transform_in_progress = false;
target_prj->Transform(this);
return true;
}
void transformer::OrbitObject(const fGL * p1, const camera & p2)
{
dummy_object::RotateObject(p1, p2);
}
void transformer::RotateObject(const fGL * p1, const camera & p2)
{
dummy_object::OrbitObject(p1, p2);
}
void transformer::Render(void)
{
}
/*################################################################################################*/
// eof
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