This OpenGL program displays a cityscape and allows the user to fly around it using a free camera. Pressing 'w' and 's' moves the camera forward and backwards respectively, while dragging the mouse will change its orientation.
freecam.cpp:
// Alexandri Zavodny
// CSE 40166: Computer Graphics, Fall 2010
// Example: Fly around a cityscape using a free camera
#include <math.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
// GLOBAL VARIABLES ////////////////////////////////////////////////////////////
static size_t windowWidth = 640;
static size_t windowHeight = 480;
static float aspectRatio;
GLint leftMouseButton, rightMouseButton; //status of the mouse buttons
int mouseX = 0, mouseY = 0; //last known X and Y of the mouse
float cameraX, cameraY, cameraZ; //camera position in cartesian coordinates
float cameraTheta, cameraPhi; //camera DIRECTION in spherical coordinates
float dirX, dirY, dirZ; //camera DIRECTION in cartesian coordinates
GLuint environmentDL; //display list for the 'city'
// getRand() ///////////////////////////////////////////////////////////////////
//
// Simple helper function to return a random number between 0.0f and 1.0f.
//
////////////////////////////////////////////////////////////////////////////////
float getRand()
{
return rand() / (float)RAND_MAX;
}
// generateEnvironmentDL() /////////////////////////////////////////////////////
//
// This function creates a display list with the code to draw a simple
// environment for the user to navigate through.
//
// And yes, it uses a global variable for the display list.
// I know, I know! Kids: don't try this at home. There's something to be said
// for object-oriented programming after all.
//
////////////////////////////////////////////////////////////////////////////////
void generateEnvironmentDL()
{
int gridX = 100;
int gridY = 100;
float spacing = 1.1f;
environmentDL = glGenLists(1);
glNewList(environmentDL, GL_COMPILE);
//psych! everything's on a grid.
for(int i = 0; i < gridX; i++)
{
for(int j = 0; j < gridY; j++)
{
//don't just draw a building ANYWHERE.
if(i % 2 && j % 2 && getRand() < 0.4f)
{
glPushMatrix();
glTranslatef((i - gridX/2.0f)*spacing, 0.0f, (j - gridY/2.0f)*spacing);
float maxVal = gridX/2.0f;
float height = 1 - (fabs(i-gridX/2.0f) + fabs(j-gridY/2.0f))/maxVal;
height = powf(height, 2.5)*10 + 1; //center buildings are bigger! a'doi.
glTranslatef(0, height/2.0f, 0);
glScalef(1, height, 1);
glutSolidCube(1.0);
glPopMatrix();
}
}
}
glEndList();
}
// recomputeOrientation() //////////////////////////////////////////////////////
//
// This function updates the camera's position in cartesian coordinates based
// on its position in spherical coordinates. Should be called every time
// cameraTheta, cameraPhi, or cameraRadius is updated.
//
////////////////////////////////////////////////////////////////////////////////
void recomputeOrientation()
{
dirX = sinf(cameraTheta)*sinf(cameraPhi);
dirZ = -cosf(cameraTheta)*sinf(cameraPhi);
dirY = -cosf(cameraPhi);
//and normalize this directional vector!
float mag = sqrt( dirX*dirX + dirY*dirY + dirZ*dirZ );
dirX /= mag; dirY /= mag; dirZ /= mag;
glutPostRedisplay();
}
// resizeWindow() //////////////////////////////////////////////////////////////
//
// GLUT callback for window resizing. Resets GL_PROJECTION matrix and viewport.
//
////////////////////////////////////////////////////////////////////////////////
void resizeWindow(int w, int h)
{
aspectRatio = w / (float)h;
windowWidth = w;
windowHeight = h;
//update the viewport to fill the window
glViewport(0, 0, w, h);
//update the projection matrix with the new window properties
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,aspectRatio,0.1,100000);
}
// mouseCallback() /////////////////////////////////////////////////////////////
//
// GLUT callback for mouse clicks. We save the state of the mouse button
// when this is called so that we can check the status of the mouse
// buttons inside the motion callback (whether they are up or down).
//
////////////////////////////////////////////////////////////////////////////////
void mouseCallback(int button, int state, int thisX, int thisY)
{
//update the left and right mouse button states, if applicable
if(button == GLUT_LEFT_BUTTON)
leftMouseButton = state;
else if(button == GLUT_RIGHT_BUTTON)
rightMouseButton = state;
//and update the last seen X and Y coordinates of the mouse
mouseX = thisX;
mouseY = thisY;
}
// mouseMotion() ///////////////////////////////////////////////////////////////
//
// GLUT callback for mouse movement. We update cameraPhi, cameraTheta, and/or
// cameraRadius based on how much the user has moved the mouse in the
// X or Y directions (in screen space) and whether they have held down
// the left or right mouse buttons. If the user hasn't held down any
// buttons, the function just updates the last seen mouse X and Y coords.
//
////////////////////////////////////////////////////////////////////////////////
void mouseMotion(int x, int y)
{
if(leftMouseButton == GLUT_DOWN)
{
cameraTheta += (x - mouseX)*0.005;
cameraPhi += (mouseY - y)*0.005;
// make sure that phi stays within the range (0, M_PI)
if(cameraPhi <= 0)
cameraPhi = 0+0.001;
if(cameraPhi >= M_PI)
cameraPhi = M_PI-0.001;
recomputeOrientation(); //update camera (x,y,z) based on (radius,theta,phi)
}
mouseX = x;
mouseY = y;
}
// initScene() /////////////////////////////////////////////////////////////////
//
// A basic scene initialization function; should be called once after the
// OpenGL context has been created. Doesn't need to be called further.
//
////////////////////////////////////////////////////////////////////////////////
void initScene()
{
glEnable(GL_DEPTH_TEST);
float lightCol[4] = { 1, 1, 1, 1};
float ambientCol[4] = {0.3, 0.3, 0.3, 1.0};
float lPosition[4] = { 10, 10, 10, 1 };
glLightfv(GL_LIGHT0,GL_POSITION,lPosition);
glLightfv(GL_LIGHT0,GL_DIFFUSE,lightCol);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientCol);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//glShadeModel(GL_SMOOTH);
glShadeModel(GL_FLAT);
generateEnvironmentDL();
}
// renderScene() ///////////////////////////////////////////////////////////////
//
// GLUT callback for scene rendering. Sets up the modelview matrix, renders
// a scene to the back buffer, and switches the back buffer with the
// front buffer (what the user sees).
//
////////////////////////////////////////////////////////////////////////////////
void renderScene(void)
{
//update the modelview matrix based on the camera's position
glMatrixMode(GL_MODELVIEW); //make sure we aren't changing the projection matrix!
glLoadIdentity();
gluLookAt(cameraX, cameraY, cameraZ, //camera is located at (x,y,z)
cameraX+dirX, cameraY+dirY, cameraZ+dirZ, //camera is looking at at (x,y,z) + (dx,dy,dz) -- straight ahead
0.0f,1.0f,0.0f); //up vector is (0,1,0) (positive Y)
//clear the render buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(environmentDL);
//push the back buffer to the screen
glutSwapBuffers();
}
// normalKeysDown() ////////////////////////////////////////////////////////////
//
// GLUT keyboard callback; gets called when the user presses a key.
//
////////////////////////////////////////////////////////////////////////////////
void normalKeysDown(unsigned char key, int x, int y)
{
if(key == 'q' || key == 'Q')
exit(0);
//because the direction vector is unit length, and we probably don't want
//to move one full unit every time a button is pressed, just create a constant
//to keep track of how far we want to move at each step. you could make
//this change w.r.t. the amount of time the button's held down for
//simple scale-sensitive movement!
float movementConstant = 0.3f;
//move forward!
if(key == 'w' || key == 'W')
{
//that's as simple as just moving along the direction.
cameraX += dirX*movementConstant;
cameraY += dirY*movementConstant;
cameraZ += dirZ*movementConstant;
}
//move backwards!
if(key == 's' || key == 'S')
{
//just move BACKWARDS along the direction.
cameraX -= dirX*movementConstant;
cameraY -= dirY*movementConstant;
cameraZ -= dirZ*movementConstant;
}
glutPostRedisplay();
}
// main() //////////////////////////////////////////////////////////////////////
//
// Program entry point. Does not process command line arguments.
//
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv)
{
//create a double-buffered GLUT window at (50,50) with predefined windowsize
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(50,50);
glutInitWindowSize(windowWidth,windowHeight);
glutCreateWindow("flight simulator 0.31");
//give the camera a scenic starting point.
cameraX = 60;
cameraY = 40;
cameraZ = 30;
cameraTheta = -M_PI / 3.0f;
cameraPhi = M_PI / 2.8f;
recomputeOrientation();
//register callback functions...
glutSetKeyRepeat(GLUT_KEY_REPEAT_ON);
glutKeyboardFunc(normalKeysDown);
glutDisplayFunc(renderScene);
glutReshapeFunc(resizeWindow);
glutMouseFunc(mouseCallback);
glutMotionFunc(mouseMotion);
//do some basic OpenGL setup
initScene();
//and enter the GLUT loop, never to exit.
glutMainLoop();
return(0);
}