// Alexandri Zavodny // CSE 40166: Computer Graphics, Fall 2010 // Example: Free camera around a teapot #include "point.h" #include #include #include #include #ifdef __APPLE__ #include #else #include #endif using namespace std; // 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 bool sphereOn = false; //show the camera radius sphere //note to students reading this code: // yes, I should really be more object-oriented with this code. // a lot of this would be simplified and better encapsulated inside // of a Camera class. don't let your code get this ugly! enum cameraList { CAMERA_INNER = 0, CAMERA_OUTER = 1 }; enum cameraList currentCamera = CAMERA_OUTER; #define USING_INNER (currentCamera == CAMERA_INNER) Point outerCamTPR; Point outerCamXYZ; Point innerCamXYZ; Point innerCamTPR; Point innerCamDir; // recomputeOrientation() ////////////////////////////////////////////////////// // // This function updates the camera's position in cartesian coordinates based // on its position in spherical coordinates. Should be called every time // either camera's spherical coordinates are updated. // //////////////////////////////////////////////////////////////////////////////// void recomputeOrientation(Point &xyz, Point &tpr) { xyz.x = tpr.z * sinf(tpr.x)*sinf(tpr.y); xyz.z = tpr.z * -cosf(tpr.x)*sinf(tpr.y); xyz.y = tpr.z * -cosf(tpr.y); 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); glutPostRedisplay(); } // 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 the current camera's spherical // coordinates 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) { Point *curTPR = (USING_INNER ? &innerCamTPR : &outerCamTPR); //just for conciseness below curTPR->x += (x - mouseX)*0.005; curTPR->y += (USING_INNER ? -1 : 1)*(y - mouseY)*0.005; // make sure that phi stays within the range (0, M_PI) if(curTPR->y <= 0) curTPR->y = 0+0.001; if(curTPR->y >= M_PI) curTPR->y = M_PI-0.001; //update camera (x,y,z) based on (radius,theta,phi) if(USING_INNER) { recomputeOrientation(innerCamDir, innerCamTPR); innerCamDir.normalize(); } else { recomputeOrientation(outerCamXYZ, outerCamTPR); } } else if(rightMouseButton == GLUT_DOWN && !USING_INNER) { double totalChangeSq = (x - mouseX) + (y - mouseY); Point *curTPR = &outerCamTPR; //just for conciseness below curTPR->z += totalChangeSq*0.01; //limit the camera radius to some reasonable values so the user can't get lost if(curTPR->z < 2.0) curTPR->z = 2.0; if(curTPR->z > 10.0*(currentCamera+1)) curTPR->z = 10.0*(currentCamera+1); //update camera (x,y,z) based on (radius,theta,phi) recomputeOrientation(outerCamXYZ, outerCamTPR); } 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); glEnable(GL_POINT_SMOOTH); glShadeModel(GL_SMOOTH); //glShadeModel(GL_FLAT); glutPostRedisplay(); } // drawSceneElements() ///////////////////////////////////////////////////////// // // Because we'll be drawing the scene twice from different viewpoints, // we encapsulate the code to draw the scene here, so that we can just // call this function twice once the projection and modelview matrices // have been set appropriately. // //////////////////////////////////////////////////////////////////////////////// void drawSceneElements(void) { glDisable(GL_LIGHTING); //draw a simple grid under the teapot glColor3f(1,1,1); for(int dir = 0; dir < 2; dir++) { for(int i = -5; i < 6; i++) { glBegin(GL_LINE_STRIP); for(int j = -5; j < 6; j++) glVertex3f(dir<1?i:j, -0.73f, dir<1?j:i); glEnd(); } } //and then draw the teapot itself! glEnable(GL_LIGHTING); //see documentation for glutSolidTeapot; glutSolidTeapot must be called with //a different winding set. there is a known 'bug' that results in the //winding of the teapot to be backwards. glFrontFace(GL_CW); glutSolidTeapot(1.0f); glFrontFace(GL_CCW); } // drawInnerCamera() /////////////////////////////////////////////////////////// // // Draws a representation of the inner camera in space. This should only be // called when rendering the scene from the POV of the outer camera, // so that we can visualize where the inner camera is positioned // and what it is looking at. // //////////////////////////////////////////////////////////////////////////////// void drawInnerCamera() { glPushAttrib(GL_LIGHTING_BIT); glDisable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslatef(innerCamXYZ.x, innerCamXYZ.y, innerCamXYZ.z); glRotatef(-innerCamTPR.x*180.0/M_PI, 0, 1, 0); glRotatef(innerCamTPR.y*180.0/M_PI, 1, 0, 0); glScalef(1,-2,0.75); glColor3f(0,1,0); glutWireCube(1.0f); //draw the reels on top of the camera... for(int currentReel = 0; currentReel < 2; currentReel++) { float radius = 0.25f; int resolution = 32; Point reelCenter = Point(0, -0.25 + (currentReel==0?0:0.5), -0.5); glBegin(GL_LINES); Point s = reelCenter - Point(0,0.25,0); glVertex3f(s.x, s.y, s.z); for(int i = 0; i < resolution; i++) { float ex = -cosf( i / (float)resolution * M_PI); float why = sinf( i / (float)resolution * M_PI); Point p = Point(0, ex*radius, -why*radius*3) + reelCenter; glVertex3f(p.x, p.y, p.z); //end of this line... glVertex3f(p.x, p.y, p.z); //and start of the next } Point f = reelCenter + Point(0,0.25,0); glVertex3f(f.x, f.y, f.z); glEnd(); } //and just draw the lens shield manually because //i don't want to think about shear matrices. //clockwise looking from behind the camera: float lensOff = 0.3f; float lensOut = 0.2f; Point v0 = Point( 0.5, 0.5, -0.5); Point v1 = Point(-0.5, 0.5, -0.5); Point v2 = Point(-0.5, 0.5, 0.5); Point v3 = Point( 0.5, 0.5, 0.5); Point l0 = v0 + Point( lensOut,0,0) + Point(0,lensOut,0) + Point(0,0,-lensOff); Point l1 = v1 + Point(-lensOut,0,0) + Point(0,lensOut,0) + Point(0,0,-lensOff); Point l2 = v2 + Point(-lensOut,0,0) + Point(0,lensOut,0) + Point(0,0,lensOff); Point l3 = v3 + Point( lensOut,0,0) + Point(0,lensOut,0) + Point(0,0,lensOff); glBegin(GL_LINE_STRIP); l0.glVertex(); l1.glVertex(); l2.glVertex(); l3.glVertex(); l0.glVertex(); glEnd(); //and connect the two glBegin(GL_LINES); v0.glVertex(); l0.glVertex(); v1.glVertex(); l1.glVertex(); v2.glVertex(); l2.glVertex(); v3.glVertex(); l3.glVertex(); glEnd(); if(sphereOn) { //draw a point at the center of the camera glColor3f(1,0,0); glPointSize(10); glBegin(GL_POINTS); Point(0,0,0).glVertex(); glEnd(); glPopMatrix(); //do the same set of transformations, but without the scale.. glPushMatrix(); glTranslatef(innerCamXYZ.x, innerCamXYZ.y, innerCamXYZ.z); glRotatef(-innerCamTPR.x*180.0/M_PI, 0, 1, 0); glRotatef(innerCamTPR.y*180.0/M_PI, 1, 0, 0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glColor4f(1,1,1,0.3); glutSolidSphere(1,32, 32); glDisable(GL_DEPTH_TEST); glColor3f(1,0,0); glBegin(GL_LINES); glVertex3f(0,0,0); glVertex3f(0,-1,0); glEnd(); glColor3f(0,0,1); glBegin(GL_POINTS); glVertex3f(0,-1,0); glEnd(); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glPopMatrix(); } else { glPopMatrix(); } glPopAttrib(); } // renderCallback() //////////////////////////////////////////////////////////// // // GLUT callback for scene rendering. Sets up the modelview matrix, renders // a teapot to the back buffer, and switches the back buffer with the // front buffer (what the user sees). // //////////////////////////////////////////////////////////////////////////////// void renderCallback(void) { //clear the render buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float borderWidth = 3; //start with the code from the outer camera, which covers the whole screen! glViewport(0, 0, windowWidth, windowHeight); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0,1,0,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if(currentCamera == CAMERA_OUTER) glColor3f(1,0,0); else glColor3f(1,1,1); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(0,1); glVertex2f(1,1); glVertex2f(1,0); glEnd(); glViewport(borderWidth, borderWidth, windowWidth-borderWidth*2, windowHeight-borderWidth*2); glColor3f(0,0,0); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(0,1); glVertex2f(1,1); glVertex2f(1,0); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); //update the modelview matrix based on the camera's position glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(outerCamXYZ.x, outerCamXYZ.y, outerCamXYZ.z, 0, 0, 0, 0, 1, 0); drawSceneElements(); drawInnerCamera(); /// draw border and background for preview box in upper corner ////////////////////// //next, do the code for the inner camera, which only sets in the top-right //corner! glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); //step 1: set the projection matrix using gluOrtho2D -- but save it first! glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0,1,0,1); //step 2: clear the modelview matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //step 3: set the viewport matrix a little larger than needed... glViewport(2*windowWidth/3.0-borderWidth, 2*windowHeight/3.0-borderWidth, windowWidth/3.0+borderWidth, windowHeight/3.0+borderWidth); //step 3a: and fill it with a white rectangle! if(currentCamera == CAMERA_OUTER) glColor3f(1,1,1); else glColor3f(1,0,0); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(0,1); glVertex2f(1,1); glVertex2f(1,0); glEnd(); //step 4: trim the viewport window to the size we want it... glViewport(2*windowWidth/3.0, 2*windowHeight/3.0, windowWidth/3.0, windowHeight/3.0); //step 4a: and color it black! the padding we gave it before is now a border. glColor3f(0,0,0); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(0,1); glVertex2f(1,1); glVertex2f(1,0); glEnd(); //before rendering the scene in the corner, pop the old projection matrix back //and re-enable lighting! glMatrixMode(GL_PROJECTION); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); /// begin drawing scene in upper corner ////////////////////////////////////////////// glViewport(2*windowWidth/3.0, 2*windowHeight/3.0, windowWidth/3.0, windowHeight/3.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(innerCamXYZ.x, innerCamXYZ.y, innerCamXYZ.z, //camera is located at (x,y,z) innerCamXYZ.x + innerCamDir.x, //looking at a point that is innerCamXYZ.y + innerCamDir.y, //one unit along its direction innerCamXYZ.z + innerCamDir.z, 0.0f,1.0f,0.0f); //up vector is (0,1,0) (positive Y) glClear(GL_DEPTH_BUFFER_BIT); //ensure that the overlay is always on top! drawSceneElements(); //push the back buffer to the screen glutSwapBuffers(); } // normalKeys() //////////////////////////////////////////////////////////////// // // GLUT keyboard callback. // //////////////////////////////////////////////////////////////////////////////// void normalKeys(unsigned char key, int x, int y) { if(key == 'q' || key == 'Q') exit(0); if(key == 'c' || key == 'C') { if(currentCamera == CAMERA_INNER) currentCamera = CAMERA_OUTER; else currentCamera = CAMERA_INNER; glutPostRedisplay(); } float movementConstant = 0.3; if(key == 'w' || key == 'W') { if(USING_INNER) { innerCamXYZ += innerCamDir * movementConstant * (key=='w' ? 1 : 3); } else { outerCamTPR.z -= 1.0f * movementConstant; //limit the camera radius to some reasonable values so the user can't get lost if(outerCamTPR.z < 2.0) outerCamTPR.z = 2.0; if(outerCamTPR.z > 10.0*(currentCamera+1)) outerCamTPR.z = 10.0*(currentCamera+1); recomputeOrientation(outerCamXYZ, outerCamTPR); } glutPostRedisplay(); } if(key == 's' || key == 'S') { if(USING_INNER) { innerCamXYZ -= innerCamDir * movementConstant * (key=='s' ? 1 : 3); } else { outerCamTPR.z += 1.0f * movementConstant; //limit the camera radius to some reasonable values so the user can't get lost if(outerCamTPR.z < 2.0) outerCamTPR.z = 2.0; if(outerCamTPR.z > 10.0*(currentCamera+1)) outerCamTPR.z = 10.0*(currentCamera+1); recomputeOrientation(outerCamXYZ, outerCamTPR); } glutPostRedisplay(); } if(key == 'd' || key == 'D') { sphereOn = !sphereOn; 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("double cameras... woahhhhh double cameras"); //give the camera a 'pretty' starting point! innerCamXYZ = Point(5,5,5); innerCamTPR = Point(-M_PI/4.0, M_PI/4.0, 1); recomputeOrientation(innerCamDir, innerCamTPR); innerCamDir.normalize(); outerCamTPR = Point(1.50, 2.0, 14.0); outerCamXYZ = Point(0,0,0); recomputeOrientation(outerCamXYZ, outerCamTPR); //register callback functions... glutSetKeyRepeat(GLUT_KEY_REPEAT_ON); glutKeyboardFunc(normalKeys); glutDisplayFunc(renderCallback); glutReshapeFunc(resizeWindow); glutMouseFunc(mouseCallback); glutMotionFunc(mouseMotion); //do some basic OpenGL setup initScene(); //and enter the GLUT loop, never to exit. glutMainLoop(); return(0); }