// Peter Bui // CSE 40166 Computer Graphics (Fall 2010) // Example 6: teapot #include #include #include #ifdef __APPLE__ #include #else #include #endif using namespace std; // Constants ------------------------------------------------------------------- #define WHEEL_UP 3 #define WHEEL_DOWN 4 #define CAMERA_DISTANCE_MAX 100.0 // Global variables ------------------------------------------------------------ static size_t WindowWidth = 640; static size_t WindowHeight = 480; static GLint MouseX = 0; static GLint MouseY = 0; static double CameraLatitude = 5.0; static double CameraLongitude = 10.0; static double CameraDistance = 50.0; static double EyeX = 50.0; static double EyeY = 50.0; static double EyeZ = 50.0; // Update camera --------------------------------------------------------------- void update_camera_location() { // Based on some magical math: // http://en.wikipedia.org/wiki/List_of_canonical_coordinate_transformations#From_spherical_coordinates // and some help from Dr. John Stewman double L = CameraDistance * cos(M_PI*CameraLongitude/180.0); EyeX = L * -sin(M_PI*CameraLatitude/180.0); EyeY = CameraDistance * sin(M_PI*CameraLongitude/180.0); EyeZ = L * cos(M_PI*CameraLatitude/180.0); glutPostRedisplay(); } // Draw scene ------------------------------------------------------------------ void draw_scene() { glLoadIdentity(); gluLookAt(EyeX, EyeY, EyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glPushAttrib(GL_ALL_ATTRIB_BITS); glLineWidth(4.0); glBegin(GL_LINES); { glColor3f(1.0, 0.0, 0.0); // X Axis glVertex3f(-CAMERA_DISTANCE_MAX, 0.0, 0.0); glVertex3f( CAMERA_DISTANCE_MAX, 0.0, 0.0); glColor3f(0.0, 1.0, 0.0); // Y Axis glVertex3f(0.0, -CAMERA_DISTANCE_MAX, 0.0); glVertex3f(0.0, CAMERA_DISTANCE_MAX, 0.0); glColor3f(0.0, 0.0, 1.0); // Z Axis glVertex3f(0.0, 0.0, -CAMERA_DISTANCE_MAX); glVertex3f(0.0, 0.0, CAMERA_DISTANCE_MAX); } glEnd(); glPopAttrib(); // Teapot glColor3f(1.0, 1.0, 1.0); glScalef(5.0, 5.0, 5.0); glutWireTeapot(1.0); } // Initialize scene ------------------------------------------------------------ void init_scene() { glEnable(GL_DEPTH_TEST); glViewport(0, 0, WindowWidth, WindowHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (GLdouble)WindowWidth/(GLdouble)WindowHeight, 1.0, 750.0); glMatrixMode(GL_MODELVIEW); update_camera_location(); } // Display callback ------------------------------------------------------------ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw_scene(); glutSwapBuffers(); } // Reshape callback ------------------------------------------------------------ void reshape(GLsizei nw, GLsizei nh) { WindowWidth = nw; WindowHeight = nh; init_scene(); } // Keyboard callback ----------------------------------------------------------- void keyboard(unsigned char key, int x, int y) { if (key == 'q' || key == 'Q') exit(EXIT_SUCCESS); } // Special callback ----------------------------------------------------------- void special(int key, int x, int y) { switch (key) { case GLUT_KEY_LEFT: CameraLatitude -= 1.0; break; case GLUT_KEY_RIGHT: CameraLatitude += 1.0; break; case GLUT_KEY_UP: CameraLongitude -= 1.0; break; case GLUT_KEY_DOWN: CameraLongitude += 1.0; break; } update_camera_location(); } // Mouse callback -------------------------------------------------------------- void mouse(int button, int state, int x, int y) { MouseX = x; MouseY = y; switch (button) { case WHEEL_UP: CameraDistance = (CameraDistance > -CAMERA_DISTANCE_MAX ? CameraDistance - 1.0 : -CAMERA_DISTANCE_MAX); break; case WHEEL_DOWN: CameraDistance = (CameraDistance < CAMERA_DISTANCE_MAX ? CameraDistance + 1.0 : CAMERA_DISTANCE_MAX); break; } update_camera_location(); } // Motion callback ------------------------------------------------------------- void motion(int x, int y) { CameraLatitude += 180.0*(double)(x - MouseX)/WindowWidth; CameraLongitude += 180.0*(double)(y - MouseY)/WindowHeight; update_camera_location(); MouseX = x; MouseY = y; } // Main execution -------------------------------------------------------------- int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(WindowWidth, WindowHeight); glutCreateWindow("teapot"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutMouseFunc(mouse); glutMotionFunc(motion); init_scene(); glutMainLoop(); return (EXIT_SUCCESS); } // vim: sts=4 sw=4 ts=8 ft=cpp