1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463
|
/*
* Modification History
*
* 2000-December-19 Jason Rohrer
* Created.
*
* 2001-January-9 Jason Rohrer
* Changed to use new Primitive3D implementations.
*
* 2001-January-16 Jason Rohrer
* Changed to use new Translate3D class for drawing primitives.
*
* 2001-January-30 Jason Rohrer
* Updated to comply with new Primitive3D interface.
*
* 2001-January-31 Jason Rohrer
* Added definition of M_PI if not automatically defined.
* Added a quit key handler.
* Added multitexturing to central quad to test multitexture implementations.
* Had to recommit because of lost log message.
*
* 2001-February-2 Jason Rohrer
* Fixed a bug in the way textures were generated.
*
* 2001-February-24 Jason Rohrer
* Fixed incorrect delete usage.
*
* 2001-August-29 Jason Rohrer
* Fixed to use new KeyboardHandler interface.
*/
#ifndef TEST_HANDLER_GL_INCLUDED
#define TEST_HANDLER_GL_INCLUDED
#include <GL/gl.h>
#include <GL/glut.h>
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#include "ScreenGL.h"
#include "MouseHandlerGL.h"
#include "KeyboardHandlerGL.h"
#include "SceneHandlerGL.h"
#include "PrimitiveGL.h"
#include "ObjectGL.h"
#include "minorGems/graphics/3d/LathePrimitive3D.h"
#include "minorGems/graphics/3d/LandscapePrimitive3D.h"
#include "TextureGL.h"
#include "LightingGL.h"
#include "NoLightingGL.h"
#include "DirectionLightingGL.h"
#include "MultiLightingGL.h"
#include "minorGems/math/geometry/Vector3D.h"
#include "minorGems/math/geometry/Angle3D.h"
#include "minorGems/graphics/Color.h"
#include "minorGems/graphics/RGBAImage.h"
#include "minorGems/graphics/filters/BoxBlurFilter.h"
#include "minorGems/graphics/filters/ThresholdFilter.h"
#include "minorGems/graphics/filters/InvertFilter.h"
#include "minorGems/util/random/RandomSource.h"
#include "minorGems/util/random/Noise.h"
#include "minorGems/graphics/Image.h"
/**
* Test class for ScreenGL implementation.
*
* Draws a simple polygon.
*
* @author Jason Rohrer
*/
class TestHandlerGL :
public MouseHandlerGL,
public KeyboardHandlerGL,
public SceneHandlerGL {
public:
TestHandlerGL( RandomSource *inRandSource, int inNumTriangles );
~TestHandlerGL();
/**
* Sets up primitives. Must be called *after* OpenGL context is
* constructed.
*/
void setupPrimitives();
// implement the MouseHandlerGL interface
void mouseMoved( int inX, int inY );
void mouseDragged( int inX, int inY );
void mousePressed( int inX, int inY );
void mouseReleased( int inX, int inY );
// implement the KeyboardHandlerGL interface
void keyPressed( unsigned char inKey, int inX, int inY );
void specialKeyPressed( int inKey, int inX, int inY );
void keyReleased( unsigned char inKey, int inX, int inY );
void specialKeyReleased( int inKey, int inX, int inY );
// implement the SceneHandlerGL interface
void drawScene();
private:
RandomSource *mRandSource;
int mNumTriangles;
Vector3D ***mTriangles;
Color ***mColors;
PrimitiveGL *mPrimitive;
PrimitiveGL *mPrimitive2;
PrimitiveGL *mPrimitive3;
LightingGL *mLightingA;
LightingGL *mLightingB;
MultiLightingGL *mLighting;
double mCurrentAngle;
double mAngleStep;
};
TestHandlerGL::TestHandlerGL( RandomSource *inRandSource,
int inNumTriangles )
: mRandSource( inRandSource ), mNumTriangles( inNumTriangles ),
mTriangles( new Vector3D**[inNumTriangles] ),
mColors( new Color**[inNumTriangles] ) {
mLightingA = new DirectionLightingGL( new Color( 1.0, 1.0, 1.0 ),
new Vector3D( 0, 0, 1 ) );
mLightingB = new DirectionLightingGL( new Color( 0, 0, 1.0 ),
new Vector3D( 1, 1, 0 ) );
mLighting = new MultiLightingGL();
mLighting->addLighting( mLightingA );
mLighting->addLighting( mLightingB );
for( int i=0; i<mNumTriangles; i++ ) {
mColors[i] = new Color*[3];
mTriangles[i] = new Vector3D*[3];
for( int j=0; j<3; j++ ) {
mTriangles[i][j] =
new Vector3D( mRandSource->getRandomDouble() * 10,
mRandSource->getRandomDouble() * 10 - 5,
mRandSource->getRandomDouble() * 10 );
mColors[i][j] =
new Color( mRandSource->getRandomFloat(),
mRandSource->getRandomFloat(),
mRandSource->getRandomFloat(),
mRandSource->getRandomFloat() );
}
}
}
TestHandlerGL::~TestHandlerGL() {
for( int i=0; i<mNumTriangles; i++ ) {
for( int j=0; j<3; j++ ) {
delete mTriangles[i][j];
delete mColors[i][j];
}
delete [] mColors[i];
delete [] mTriangles[i];
}
delete [] mColors;
delete [] mTriangles;
delete mPrimitive;
delete mPrimitive2;
delete mPrimitive3;
delete mLightingA;
delete mLightingB;
delete mLighting;
}
void TestHandlerGL::setupPrimitives() {
// make a flat rectangle object
Vector3D **corners = new Vector3D*[4];
corners[0] = new Vector3D( -1, 1, 0 );
corners[1] = new Vector3D( 1, 1, 0 );
corners[2] = new Vector3D( -1,-1, 0 );
corners[3] = new Vector3D( 1, -1, 0 );
double *anchorsX = new double[4];
double *anchorsY = new double[4];
anchorsX[0] = 0;
anchorsX[1] = 1;
anchorsX[2] = 0;
anchorsX[3] = 1;
anchorsY[0] = 0;
anchorsY[1] = 0;
anchorsY[2] = 1;
anchorsY[3] = 1;
int textSize = 64;
double fPower = .75;
RGBAImage *noiseImage = new RGBAImage( textSize, textSize );
//double *redNoiseBuffer = new double[ textSize * textSize ];
//double *greenNoiseBuffer = new double[ textSize * textSize ];
//double *blueNoiseBuffer = new double[ textSize * textSize ];
genFractalNoise2d( noiseImage->getChannel(0),
textSize, textSize, fPower, true, mRandSource );
genFractalNoise2d( noiseImage->getChannel(1),
textSize, textSize, fPower, true, mRandSource );
genFractalNoise2d( noiseImage->getChannel(2),
textSize, textSize, fPower, true, mRandSource );
Image *selection = new Image( textSize, textSize, 1 );
genFractalNoise2d( selection->getChannel(0),
textSize, textSize, fPower, true, mRandSource );
BoxBlurFilter *blur = new BoxBlurFilter( 10 );
ThresholdFilter *threshold = new ThresholdFilter( 0.5 );
InvertFilter *invert = new InvertFilter();
selection->filter( threshold );
noiseImage->setSelection( selection );
//noiseImage->filter(invert);
delete blur;
delete threshold;
delete invert;
noiseImage->clearSelection();
delete selection;
/*for( int t=0; t<textSize * textSize; t++ ) {
unsigned char red = (unsigned char)( redNoiseBuffer[t] * 255 );
unsigned char green = (unsigned char)( greenNoiseBuffer[t] * 255 );
unsigned char blue = (unsigned char)( blueNoiseBuffer[t] * 255 );
textureCharBuff[ t*4 ] = red;
textureCharBuff[ t*4 + 1 ] = green;
textureCharBuff[ t*4 + 2 ] = blue;
textureCharBuff[ t*4 + 3 ] = 255;
}
*/
//genFractalNoise2d( textureBuff, textSize, textSize );
RGBAImage **imageArray = new RGBAImage*[2];
imageArray[0] = noiseImage;
imageArray[1] = noiseImage->copy();
//double *alpha = imageArray[1]->getChannel(3);
//int numPixels = imageArray[1]->getWidth() * imageArray[1]->getHeight();
//for( int p=0; p<numPixels; p++ ) {
// alpha[p] = 0.25;
// }
double **anchorArrayX = new double*[2];
anchorArrayX[0] = anchorsX;
anchorArrayX[1] = new double[4];
anchorArrayX[1][0] = 0;
anchorArrayX[1][1] = 5;
anchorArrayX[1][2] = 0;
anchorArrayX[1][3] = 5;
double **anchorArrayY = new double*[2];
anchorArrayY[0] = anchorsY;
anchorArrayY[1] = new double[4];
anchorArrayY[1][0] = 0;
anchorArrayY[1][1] = 0;
anchorArrayY[1][2] = 5;
anchorArrayY[1][3] = 5;
//Primitive3D *simplePrimitive3D =
// new Primitive3D( 2, 2, corners, 1, &noiseImage, &anchorsX, &anchorsY );
Primitive3D *simplePrimitive3D =
new Primitive3D( 2, 2, corners, 2, imageArray,
anchorArrayX, anchorArrayY );
mPrimitive = new PrimitiveGL( simplePrimitive3D );
//mPrimitive = new LathePrimitiveGL( 4, latheCurve, 5, 2 * M_PI, texture );
//mPrimitive->setTransparent( true );
// all passed in args will be destroyed when primitive is destroyed
// setup second primitive
Vector3D **latheCurve = new Vector3D*[4];
latheCurve[0] = new Vector3D( 0.5, 1, 0 );
latheCurve[1] = new Vector3D( 1, 0.5, 0 );
latheCurve[2] = new Vector3D( 1, -0.5, 0 );
latheCurve[3] = new Vector3D( 0.5, -1, 0 );
noiseImage = new RGBAImage( textSize, textSize );
genFractalNoise2d( noiseImage->getChannel(0),
textSize, textSize, fPower, true, mRandSource );
genFractalNoise2d( noiseImage->getChannel(1),
textSize, textSize, fPower, true, mRandSource );
genFractalNoise2d( noiseImage->getChannel(2),
textSize, textSize, fPower, true, mRandSource );
Primitive3D *lathePrimitive3D =
new LathePrimitive3D( 4, latheCurve, 15, 2 * M_PI, noiseImage );
lathePrimitive3D->setTransparent( false );
mPrimitive2 = new PrimitiveGL( lathePrimitive3D );
//mPrimitive2->setBackVisible( true );
// all passed in args will be destroyed when primitive is destroyed
noiseImage = new RGBAImage( textSize, textSize );
genFractalNoise2d( noiseImage->getChannel(0),
textSize, textSize, fPower, true, mRandSource );
genFractalNoise2d( noiseImage->getChannel(1),
textSize, textSize, fPower, true, mRandSource );
genFractalNoise2d( noiseImage->getChannel(2),
textSize, textSize, fPower, true, mRandSource );
int landSize = 20;
unsigned long *intHeights = new unsigned long[ landSize * landSize ];
genFractalNoise2d( intHeights, landSize, landSize );
double *heights = new double[ landSize * landSize ];
for( int l=0; l<landSize*landSize; l++ ) {
// take one color component as the height
heights[l] = (double)( intHeights[l] & 0xFF ) / 655;
//heights[l] = 0;
}
LandscapePrimitive3D *landscapePrimitive3D =
new LandscapePrimitive3D( landSize, landSize, heights, noiseImage );
mPrimitive3 = new PrimitiveGL( landscapePrimitive3D );
mCurrentAngle = 0;
mAngleStep = 0.01;
}
void TestHandlerGL::mouseMoved( int inX, int inY ) {
}
void TestHandlerGL::mouseDragged( int inX, int inY ) {
}
void TestHandlerGL::mousePressed( int inX, int inY ) {
}
void TestHandlerGL::mouseReleased( int inX, int inY ) {
}
void TestHandlerGL::keyPressed( unsigned char inKey, int inX, int inY ) {
if( inKey == 'q' || inKey == 'Q' ) {
exit( 0 );
}
}
void TestHandlerGL::specialKeyPressed( int inKey, int inX, int inY ) {
}
void TestHandlerGL::keyReleased( unsigned char inKey, int inX, int inY ) {
}
void TestHandlerGL::specialKeyReleased( int inKey, int inX, int inY ) {
}
void TestHandlerGL::drawScene() {
/* glDisable( GL_TEXTURE_2D );
glBegin( GL_TRIANGLES );
for( int p=0; p<mNumTriangles; p++ ) {
for( int v=0; v<3; v++ ) {
glColor4f( mColors[p][v]->r,
mColors[p][v]->g, mColors[p][v]->b, mColors[p][v]->a );
glVertex3f( mTriangles[p][v]->mX,
mTriangles[p][v]->mY, mTriangles[p][v]->mZ );
}
}
glEnd();
*/
Vector3D *pos = new Vector3D( 0, 0, 10 );
Angle3D *rot = new Angle3D( mCurrentAngle, mCurrentAngle, 0 );
//Angle3D *rot = new Angle3D( 0, 0, 0 );
Transform3D *trans = new Transform3D();
trans->scale( 5 );
trans->rotate( rot );
trans->translate( pos );
//mPrimitive->setBackVisible( false );
mPrimitive->draw( trans, mLighting );
delete rot;
delete pos;
delete trans;
pos = new Vector3D( 0, -10, 10 );
rot = new Angle3D( 0, mCurrentAngle, 0 );
trans = new Transform3D();
trans->scale( 20 );
trans->rotate( rot );
trans->translate( pos );
mPrimitive3->draw( trans, mLighting );
delete rot;
delete pos;
delete trans;
pos = new Vector3D( 0, 5, 0 );
rot = new Angle3D( M_PI, mCurrentAngle, 0 );
trans = new Transform3D();
trans->scale( 20 );
trans->rotate( rot );
trans->translate( pos );
//mPrimitive3->setBackVisible( false );
//mPrimitive3->draw( trans, mLighting );
delete rot;
delete pos;
delete trans;
mCurrentAngle += mAngleStep;
}
#endif
|