GOT A README(ohhyeee)

This commit is contained in:
Rusty Striker 2023-07-11 20:43:01 +03:00
parent 85c9bb4eb8
commit 1a9b74f263
2 changed files with 85 additions and 18 deletions

33
README.md Normal file
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@ -0,0 +1,33 @@
# World of Cow - University assignment
This is the last assignment of the computer graphics course i took...
Code here is published under the [AGPL-v3](https://www.gnu.org/licenses/agpl-3.0.html)
# TODO
[ ] Create a cow
[ ] Head
[ ] Tail
[ ] Body
[ ] Legs
[ ] Ears
[ ] Nose
[ ] Eyes
[ ] Allow user control of the cow
[ ] Movement - turn and move
[ ] Head
[ ] Tail
[ ] Legs? (optional)
[ ] Change camera position to be cow point of view
[ ] Add popping-floating text of funny cow thoughts
[ ] Add menu
[ ] Adjust ambient light
[ ] help
[ ] quit
[ ] Add multiple objects(that is not the cow)
[ ] User controlled light source
[ ] Add light source
[ ] move the light
[ ] change intensity
[ ] Add Textures and stuff :)

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@ -15,6 +15,12 @@
float camRadius = 10.0;
vec3 camCenter = { 0.0, 0.0, 0.0 };
vec3 camRot = { -PI * 0.125, 0.0, 0.0 };
struct {
unsigned char lockYMovement: 1;
GLenum textureFilter;
} settings = {
0, GL_NEAREST,
};
vec3 rotateByCameraRotation(vec3 v) {
vec3 r;
@ -32,32 +38,46 @@ vec3 rotateByCameraRotation(vec3 v) {
int lastMouseButton = GLUT_LEFT_BUTTON;
int lastMouseX = 0, lastMouseY = 0;
ui_slider* draggedSlider = NULL;
void testButtonClick();
void changeFilterButton();
void lockYButton();
ui_button buttons[] = {
{
/* pos */ { { 0.9, 0.5, 0.0 }, { -65.0, -20.0, 0.0 } },
/* size */ { 130.0, 40.0, 0.0 },
/* onclick */ testButtonClick,
/* text */ "Focus center",
/* onclick */ changeFilterButton,
/* text */ "Cycle filter",
0
},
{
{ { 0.9, 0.5, 0.0 }, { -50.0, 25.0, 0.0 } },
{ 100.0, 40.0, 0.0 },
lockYButton,
"Lock Y"
}
};
ui_slider sliders[] = {
{
/* pos */ { { 0.9, 0.7, 0.0 }, {-50.0, -5.0, 0.0 } },
/* pos */ { { 0.9, 0.7, 0.0 }, { -50.0, -5.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 },
0.1
}
};
void testButtonClick() {
printf("Focusing center!\n");
camCenter = vec3_new(0.0, 1.0, 0.0);
void changeFilterButton() {
static int current = 0;
GLenum filters[] = { GL_NEAREST, GL_LINEAR };
current = (current + 1) % (sizeof(filters) / sizeof(GLenum));
settings.textureFilter = filters[current];
glutPostRedisplay();
}
void lockYButton() {
settings.lockYMovement ^= 1;
buttons[1].text = settings.lockYMovement ? "Unlock Y" : "Lock Y";
}
void drawUi(void) {
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -83,6 +103,8 @@ void drawUi(void) {
}
void drawWorld(void) {
glEnable(GL_DEPTH_TEST);
// set perspective camera
GLdouble wWidth = (GLdouble) glutGet(GLUT_WINDOW_WIDTH);
GLdouble wHeight = (GLdouble) glutGet(GLUT_WINDOW_HEIGHT);
@ -106,25 +128,34 @@ void drawWorld(void) {
glLightfv(GL_LIGHT0, GL_POSITION, light1);
// World
// Ground
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, settings.textureFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, settings.textureFilter);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, grass_color_128);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 0.0);
glNormal3f(0.0, 5.0, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-50.0, 0.0, -50.0);
glTexCoord2f(5.0, 0.0); glVertex3f(50.0, 0.0, -50.0);
glTexCoord2f(5.0, 5.0); glVertex3f(50.0, 0.0, 50.0);
glTexCoord2f(0.0, 5.0); glVertex3f(-50.0, 0.0, 50.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-50.0, 0.0, 50.0);
glTexCoord2f(1.0, 1.0); glVertex3f(50.0, 0.0, 50.0);
glTexCoord2f(1.0, 0.0); glVertex3f(50.0, 0.0, -50.0);
glEnd();
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0.0, 5.0, 0.0);
glScalef(3.0, 3.0, 3.0);
glColor3f(1.0, 1.0, 1.0);
glutSolidDodecahedron();
glPopMatrix();
}
void display(void) {
// Clear screen
glClearColor(0.0, 0.0, 0.0, 1.0); // Dark theme :)
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
drawWorld();
drawUi();
@ -172,11 +203,14 @@ void mouseMotionEvent(int x, int y) {
else if(lastMouseButton == GLUT_MIDDLE_BUTTON) {
vec3 moveX = rotateByCameraRotation(vec3_new(1.0, 0.0, 0.0));
vec3 moveY = rotateByCameraRotation(vec3_new(0.0, 1.0, 0.0));
printf("moveY: %f %f %f\t", moveY.x, moveY.y, moveY.z);
if(settings.lockYMovement) {
moveX.y = 0;
moveY.y = 0;
}
camCenter = vec3_add(camCenter, vec3_mult(moveX, (lastMouseX - x)));
camCenter = vec3_add(camCenter, vec3_mult(moveY, (y - lastMouseY)));
printf("new cam center %f %f %f\n", camCenter.x, camCenter.y, camCenter.z);
}
else if(lastMouseButton == GLUT_RIGHT_BUTTON) {
// rotate the camera
@ -185,7 +219,6 @@ void mouseMotionEvent(int x, int y) {
else if(camRot.y < 0.0) camRot.y += 2 * PI;
camRot.x = fmin(PI * 0.5, fmax(-PI * 0.5, camRot.x - (y - lastMouseY) * 0.01 * PI));
printf("rotation x: %f\n", camRot.x);
}
lastMouseX = x; lastMouseY = y;
glutPostRedisplay();
@ -198,7 +231,6 @@ void mouseWheelEvent(int wheel, int dir, int x, int y) {
s->value += dir * 0.05;
if(s->value < 0.0) s->value = 0.0;
if(s->value > 1.0) s->value = 1.0;
printf("Updated %p value to %f\n", s, s->value);
slided = 1;
}
}
@ -219,10 +251,9 @@ void keyboardEvent(unsigned char c, int x, int y) {
}
int main(int argc, char** argv) {
printf("size of texture: %lu\n", sizeof(grass_color_128) / (sizeof(unsigned char) * 4));
/* initialize glut and window */
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 500);
glutInitWindowPosition(450, 450);
/* create window and set callbacks */
@ -232,6 +263,9 @@ int main(int argc, char** argv) {
glutKeyboardFunc(keyboardEvent);
glutMouseWheelFunc(mouseWheelEvent);
glutMotionFunc(mouseMotionEvent);
// set up some rendering related stuff
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glutMainLoop();