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Lab4.cpp
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Lab4.cpp
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#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h>
#include <math.h>
#include <iostream>
#include <vector>
#include "ppm_canvas.h"
#include "util.h"
#include "terrain.h"
#include "android.h"
using namespace std;
#define PI 3.14159265
float xrot, yrot = 0;
bool keyState[256] = { false };
int windowWidth = 1000, windowHeight = 900;
canvas_t skin;
GLuint textureId;
int mouseX = 0 ;
int mouseY = 0;
bool mouseLeftDown = false;
bool mouseRightDown = false;
double cameraDistance = 0;
double cameraAngleX = 30;
double cameraAngleY = 90;
bool adjustEye;
float diffuseColour[3];
float ambientColour[3];
bool firstPersonMode = true;
class Environment{
public:
Light* light;
canvas_t height;
canvas_t texture;
Terrain* terrain;
vector<android*> droids;
bool animate;
int key_frame;
animation_mode current_animation;
int camera_angle;
int bot_count;
static const int MAX_KEY_FRAME = 10000000;
Environment(char* height_file, char* texture_file):
animate(false),
key_frame(0),
current_animation(WALKING),
camera_angle(0),
bot_count(5){
terrain_setup(height_file,texture_file);
}
void terrain_setup(char* height_file, char* texture_file);
void drawAndroids();
};
Environment* env;
//BOT Glboal variables
int pmouse_x;
int pmouse_y;
bool env_first = false;
void Environment::terrain_setup(char* height_file, char* texture_file){
printf("Loading file '%s'... ", height_file);
ppmLoadCanvas(height_file, &height);
printf("Done.\n");
printf("Loading file '%s'... ", texture_file);
ppmLoadCanvas(texture_file, &texture);
terrain = new Terrain(windowWidth,windowHeight,texture,height);
for(int j = 0 ; j < bot_count ; j++) {
android* droid = new android(bot_count%10 +j*10 ,0,0);
droid->walk_direction.x = rand();
droid->walk_direction.z = rand();
droid->walk_direction.normalize();
droids.push_back(droid);
}
for(int i = 0 ; i < droids.size(); i ++){
terrain->addDroid(droids[i]);
}
}
void cb_idle() {
env->terrain->drawTerrain();
glutPostRedisplay();
}
void cb_display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
env->terrain->drawTerrain();
glFlush();
glutSwapBuffers(); // for smoother animation
}
void cb_reshape(int w, int h) {
env->terrain->camera->setup_perspective(w,h);
}
void cb_mouseclick(int button, int state, int x, int y)
{
mouseX = x;
mouseY = y;
//here we record the button click and state
if(button == GLUT_LEFT_BUTTON)
{
if(state == GLUT_DOWN)
{
mouseLeftDown = true;
}
else if(state == GLUT_UP)
mouseLeftDown = false;
}
else if(button == GLUT_RIGHT_BUTTON)
{
if(state == GLUT_DOWN)
{
mouseRightDown = true;
}
else if(state == GLUT_UP)
mouseRightDown = false;
}
}
void cb_mousemove(int x, int y)
{
double dx = (x - mouseX);
double dy = (y - mouseY);
if(mouseLeftDown)
{
cameraAngleY += dx;
cameraAngleX += dy;
mouseX = x;
mouseY = y;
}
if(mouseRightDown)
{
cameraDistance -= dy * 0.2f;
mouseY = y;
}
env->terrain->mouseChange(mouseLeftDown,x,y,dx,dy);
}
void display_help() {
cout<<"Use any of the following commands while painting"<<endl;
cout<<"q - Quit the pane "<<endl;
cout<<"h - display this message "<<endl;
cout<<"l - change move lighting "<<endl;
cout<<"w - move camera forward "<<endl;
cout<<"s - move camera backward "<<endl;
cout<<"p - toggle camera panning "<<endl;
cout<<"0 - reset near and far plane and field of view "<<endl;
cout<<"g - increase near plane "<<endl;
cout<<"G - decrease near plane "<<endl;
cout<<"f - increase far plane "<<endl;
cout<<"F - decrease far plane "<<endl;
cout<<"v - increase field of view "<<endl;
cout<<"V - Decrease field of view "<<endl;
cout<<"n - toggle between vertex and face normals "<<endl;
cout<<"+ - scale in "<<endl;
cout<<"- - scale out "<<endl;
cout<<"x,y,z,X,Y,Z - adjust eye location"<<endl;
}
void cb_keyboard(unsigned char key, int x, int y) {
float inc[] = {10.0,0.0,0.0};
double eyeDirection[3] = {0,0,0};
double v [3] ;
Vec3d* vec;
Camera * camera = env->terrain->camera;
switch(key) {
case '.':
env->terrain->toggleDroidView();
break;
case '>':
env->terrain->nextDroid();
break;
case 'h':
display_help();
break;
case 'd':
env->terrain->toggleDisplayList();
break;
case 'l':
env->terrain->toggleMouseLighting();
break;
case 'w':
env->terrain->camera->forward(20);
break;
case 's':
env->terrain->camera->backward(20);
break;
case 'p':
env->terrain->toggleMousePanning();
break;
case '0':
env->terrain->camera->zNear=.1;
env->terrain->camera->zFar=1000;
env->terrain->camera->fov = 90;
break;
case 'g':
env->terrain->camera->zNear+=50;
break;
case 'G':
env->terrain->camera->zNear-=10;
break;
case '1':
env->terrain->toggleMouseMode(FIRST_PERSON);
break;
case 'f':
env->terrain->camera->zFar+=200;
cout<<"Far clipping plane set to "<<env->terrain->camera->zFar<<endl;
break;
case 'F':
env->terrain->camera->zFar-=200;
cout<<"Far clipping plane set to "<<env->terrain->camera->zFar<<endl;
break;
case 'v':
env->terrain->camera->fov +=20;
cout<<"Field of View set to "<<env->terrain->camera->fov<<endl;
break;
case 'V':
env->terrain->camera->fov -=20;
cout<<"Field of View set to "<<env->terrain->camera->fov<<endl;
break;
case 'e':
adjustEye = !adjustEye;
break;
case 't':
env->terrain->toggleTexture();
break;
case 'n':
env->terrain->toggleSurfaceNormals();
break;
case '+':
env->terrain->scale_factor*=1.1;
break;
case '-':
env->terrain->scale_factor/=1.1;
break;
case 'x':
camera->eyeLocation[0]+=10;
break;
case 'X':
camera->eyeLocation[0]-=10;
break;
case 'y':
camera->eyeLocation[1]+=10;
break;
case 'Y':
camera->eyeLocation[1]-=10;
break;
case 'z':
camera->eyeLocation[2]+=10;
break;
case 'Z':
camera->eyeLocation[2]-=10;
break;
case 'q':
exit(0);
break;
}
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowSize(windowWidth, windowHeight);
glutCreateWindow("Lab 3: Terrain Mapping");
glutIgnoreKeyRepeat(true);
glEnable(GL_TEXTURE_2D);
if (argc == 3) {
env = new Environment(argv[1] , // height file
argv[2]); // texture file
} else {
printf("Usage: %s terrain.ppm texture.ppm\n", argv[0]);
return 1;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable (GL_DEPTH_TEST);
// glEnable(GL_TEXTURE_2D);
// an commented
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glutMouseFunc(cb_mouseclick);
glutMotionFunc(cb_mousemove);
glutDisplayFunc(cb_display);
glutIdleFunc(cb_idle);
glutReshapeFunc(cb_reshape);
glutKeyboardFunc(cb_keyboard);
glClearColor(0,0,1,0); // set background to black
glutMainLoop();
return 0;
}