TP-rendu/TP5/main.cpp

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2023-06-22 18:30:57 +00:00
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ObjModel.hpp"
// for mac osx
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
// only for windows
#ifdef _WIN32
#include <windows.h>
#endif
// for windows and linux
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/freeglut.h>
#endif
#include <iostream>
#include <fstream>
#include <utility>
#include <vector>
#include <cstdio>
#include <cstring>
#include <cassert>
#define KEY_ESCAPE 27
#define DELTA_ANGLE_X 5
#define DELTA_ANGLE_Y 5
#define DELTA_DISTANCE 0.3
#define DISTANCE_MIN 0.0
using namespace std;
// Window
struct glutWindow
{
int width{1024};
int height{760};
string title;
float field_of_view_angle{45};
float z_near{0.25f};
float z_far{500.0f};
glutWindow() = default;
explicit glutWindow(string &winName) : title(winName) {}
};
//************************************
// global variable containing the OBJ model
//************************************
ObjModel obj;
int angle_y = 0;
int angle_x = 0;
float camDistance = 5;
RenderingParameters params;
glutWindow win;
// Function called every time the main window is resized
void reshape(int width, int height);
void DrawAxis(float scale);
// initialize the opengl
void initialize();
// define a material in terms of its components
void define_material(GLfloat ar, GLfloat ag, GLfloat ab, // ambient
GLfloat dr, GLfloat dg, GLfloat db, // diffuse
GLfloat sr, GLfloat sg, GLfloat sb, // specular
GLfloat sh // shininess
)
{
GLfloat mat_ambient[4];
GLfloat mat_diffuse[4];
GLfloat mat_specular[4];
mat_ambient[0] = ar;
mat_ambient[1] = ag;
mat_ambient[2] = ab;
mat_ambient[3] = 1.0;
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
mat_diffuse[0] = dr;
mat_diffuse[1] = dg;
mat_diffuse[2] = db;
mat_diffuse[3] = 1.0;
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
mat_specular[0] = sr;
mat_specular[1] = sg;
mat_specular[2] = sb;
mat_specular[3] = 1.0;
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, sh);
}
// place the light in x,y,z
void place_light(GLfloat x, GLfloat y, GLfloat z)
{
GLfloat light_position[4];
GLfloat light_ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
light_position[0] = x;
light_position[1] = y;
light_position[2] = z;
light_position[3] = 1.0;
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
void display()
{
glClearColor(0.5, .5, .75, 1.);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
place_light(0, 0, 140);
glTranslatef(0, 0, -camDistance);
glRotatef(angle_x, 1, 0, 0);
glRotatef(angle_y, 0, 1, 0);
// angle_y += 1;
DrawAxis(1.0f);
define_material(
0.2, 0.2, 0.2,
0.8, 0.8, 0.8,
1.0, 0.8, 0.8,
100);
//***********************************************
// draw the model
//***********************************************
obj.render(params);
glPopMatrix();
glutSwapBuffers();
}
void printKeyboardHelp()
{
std::cout << "keys:"
<< "\t s - use index rendering\n"
<< "\t w - draw wireframe\n"
<< "\t h - enable/disable subdivision\n"
<< "\t 1-4 - with subdivision enabled, level of subdivision\n"
<< "\t d - enable/disable solid rendering\n"
<< "\t a - enable/disable smooth rendering\n"
<< "\t n - enable/disable normals rendering\n"
<< "\t arrow keys - rotate around the object\n"
<< "\t pg down/up - zoom out/in\n"
<< std::endl;
}
void keyboard(unsigned char key, int, int)
{
switch (key)
{
case KEY_ESCAPE:
exit(0);
case 's':
params.useIndexRendering = !params.useIndexRendering;
PRINTVAR(params.useIndexRendering);
break;
case 'w':
params.wireframe = !params.wireframe;
PRINTVAR(params.wireframe);
break;
case 'h':
params.subdivision = !params.subdivision;
PRINTVAR(params.subdivision);
break;
case 'd':
params.solid = !params.solid;
PRINTVAR(params.solid);
break;
case 'a':
params.smooth = !params.smooth;
PRINTVAR(params.smooth);
break;
case 'n':
params.normals = !params.normals;
PRINTVAR(params.normals);
break;
case '1':
case '2':
case '3':
case '4':
params.subdivLevel = (key - '0');
PRINTVAR(params.subdivLevel);
break;
default:
break;
}
glutPostRedisplay();
printKeyboardHelp();
}
void arrows(int key, int, int)
{
switch (key)
{
case GLUT_KEY_UP:
angle_x = (angle_x + DELTA_ANGLE_X) % 360;
break;
case GLUT_KEY_DOWN:
angle_x = (angle_x - DELTA_ANGLE_X) % 360;
break;
case GLUT_KEY_LEFT:
angle_y = (angle_y + DELTA_ANGLE_Y) % 360;
break;
case GLUT_KEY_RIGHT:
angle_y = (angle_y - DELTA_ANGLE_Y) % 360;
break;
case GLUT_KEY_PAGE_DOWN:
camDistance += DELTA_DISTANCE;
break;
case GLUT_KEY_PAGE_UP:
camDistance -= (camDistance > DISTANCE_MIN) ? DELTA_DISTANCE : 0.0;
break;
default:
break;
}
glutPostRedisplay();
}
int main(int argc, char **argv)
{
if (argc == 1)
{
std::cout << "No obj file to load, displaying an emply scene with the reference system" << std::endl;
std::cout << "Usage:\n\t" + std::string(argv[0]) + " <obj file>" << std::endl;
}
// set window values
win.width = 1024;
win.height = 760;
win.title = string("OpenGL/GLUT OBJ Loader.");
win.field_of_view_angle = 45;
win.z_near = 0.25f;
win.z_far = 500.0f;
// initialize and run program
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(win.width, win.height);
glutCreateWindow(win.title.c_str());
glutDisplayFunc(display);
glutReshapeFunc(reshape);
// glutIdleFunc( display ); // register Idle Function
glutKeyboardFunc(keyboard);
glutSpecialFunc(arrows);
initialize();
//***********************************************
// Load the obj model from file
//***********************************************
obj.load(argv[1]);
//***********************************************
// Make it unitary
//***********************************************
obj.unitizeModel();
printKeyboardHelp();
glutMainLoop();
return EXIT_SUCCESS;
}
// Function called every time the main window is resized
void reshape(int width, int height)
{
// define the viewport transformation;
glViewport(0, 0, width, height);
GLfloat aspect = (GLfloat)win.width / win.height;
if (aspect > 1.0f) // w>h
{
// if (width < height)
// {
// glViewport(0,(height-width/aspect)/2, width, width/aspect);
// cout << "a" << endl;
// }
// else if ( width/height > aspect )
// {
// glViewport((width-height*aspect)/2,0,height*aspect,height);
// cout << "b" << endl;
// }
// else
if (width / height < aspect)
{
glViewport(0, (height - width / aspect) / 2, width, width / aspect);
// cout << "c " << (height-width/aspect)/2 << endl;
}
else
{
glViewport((width - height * aspect) / 2, 0, height * aspect, height);
// cout << "d " << (width-height*aspect)/2 << endl;
}
}
else // h>h
{
// if (height < width)
// {
// glViewport((width-height*aspect)/2,0, height*aspect, height);
// cout << "d "<< endl;
// }
// else if ( width/height > aspect )
// {
// glViewport((width-height*aspect)/2,0,height*aspect,height);
// cout << "e" << endl;
// }
// else
{
glViewport((width - height * aspect) / 2, 0, height * aspect, height);
cout << "d " << (width - height * aspect) / 2 << endl;
}
}
}
void DrawAxis(float scale)
{
glPushMatrix();
glDisable(GL_LIGHTING);
glScalef(scale, scale, scale);
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
/* X axis */
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
/* Letter X */
glVertex3f(.8f, 0.05f, 0.0); // "backslash""
glVertex3f(1.0, 0.25f, 0.0);
glVertex3f(0.8f, .25f, 0.0); // "slash"
glVertex3f(1.0, 0.05f, 0.0);
/* Y axis */
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
// z-axis
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
/* Letter Z */
glVertex3f(0.0, 0.05f, 0.8); // bottom horizontal leg
glVertex3f(0.0, 0.05f, 1.0);
glVertex3f(0.0, 0.05f, 1.0); // slash
glVertex3f(0.0, 0.25f, 0.8);
glVertex3f(0.0, 0.25f, 0.8); // upper horizontal leg
glVertex3f(0.0, 0.25f, 1.0);
glEnd();
glEnable(GL_LIGHTING);
glColor3f(1.0, 1.0, 1.0);
glPopMatrix();
}
void initialize()
{
glMatrixMode(GL_MODELVIEW);
glShadeModel(GL_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glViewport(0, 0, win.width, win.height);
GLfloat aspect = (GLfloat)win.width / win.height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(win.field_of_view_angle, aspect, win.z_near, win.z_far);
glMatrixMode(GL_MODELVIEW);
}