added text to sliders

This commit is contained in:
Rusty Striker 2023-08-08 20:25:07 +03:00
parent 790fee53b5
commit a1292ce40f
Signed by: RustyStriker
GPG key ID: 87E4D691632DFF15
3 changed files with 25 additions and 20 deletions

View file

@ -6,9 +6,6 @@ Code here is published under the [AGPL-v3](https://www.gnu.org/licenses/agpl-3.0
# TODO # TODO
- User controlled light source
- Add light source
- move the light
- change intensity
- Add popping-floating text of funny cow thoughts when in cow view - Add popping-floating text of funny cow thoughts when in cow view
- Add Textures and stuff :)(optional) - Construct the required pdf with explanations and screenshots
- Properly comment the code :/

1
cow.c
View file

@ -189,6 +189,7 @@ void drawCow(char cowsPOV) {
glColor3f(1.0, 1.0, 1.0); glColor3f(1.0, 1.0, 1.0);
glDisable(GL_COLOR_MATERIAL); glDisable(GL_COLOR_MATERIAL);
} }
void onCowKeyboardInput(char key) { void onCowKeyboardInput(char key) {
switch(control) { switch(control) {
case COW_CONTROL_MOVE: case COW_CONTROL_MOVE:

View file

@ -14,7 +14,7 @@
#define PI 3.14 #define PI 3.14
// user controlled light thing // user controlled light thing
vec3 lightPos = { 0.0, 0.0, 0.0 }; vec3 lightPos = { 0.0, 10, 25.0 };
// Camera rotation and stuff // Camera rotation and stuff
float camRadius = 40.0; float camRadius = 40.0;
@ -70,39 +70,39 @@ ui_slider sliders[] = {
0.3 0.3
}, },
{ // user light - red { // user light - red
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -10.0, 0.0 } }, /* pos */ { { 0., 0.9, 0.0 }, { 20.0, -10.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.0 0.0
}, },
{ // user light - green { // user light - green
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -40.0, 0.0 } }, /* pos */ { { 0.0, 0.9, 0.0 }, { 20.0, -40.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.0 0.0
}, },
{ // user light - blue { // user light - blue
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -70.0, 0.0 } }, /* pos */ { { 0.0, 0.9, 0.0 }, { 20.0, -70.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.0 1.0
}, },
{ // user light - movement step { // user light - movement step
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -100.0, 0.0 } }, /* pos */ { { 0.0, 0.9, 0.0 }, { 20.0, -100.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.2 0.2
}, },
{ // user light - constant attenuation { // user light - constant attenuation
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -130.0, 0.0 } }, /* pos */ { { 0.0, 0.9, 0.0 }, { 20.0, -130.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.0 0.0
}, },
{ // user light - linear attenuation { // user light - linear attenuation
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -160.0, 0.0 } }, /* pos */ { { 0.0, 0.9, 0.0 }, { 20.0, -160.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.0 0.0
}, },
{ // user light - cubic attenuation { // user light - cubic attenuation
/* pos */ { { 0.1, 0.9, 0.0 }, { 0.0, -190.0, 0.0 } }, /* pos */ { { 0.0, 0.9, 0.0 }, { 20.0, -190.0, 0.0 } },
/* size */ { 100.0, 10.0, 10.0 }, /* size */ { 100.0, 10.0, 10.0 },
0.0 0.5
}, },
}; };
// sliders named, struct to give sliders a name, they are stored in an array to ease handling them // sliders named, struct to give sliders a name, they are stored in an array to ease handling them
@ -224,6 +224,13 @@ void drawUi(void) {
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, td); glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, td);
glRasterPos2f(wWidth * 0.9 - glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, tr) * 0.5, wHeight * 0.9 - 150.0); glRasterPos2f(wWidth * 0.9 - glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, tr) * 0.5, wHeight * 0.9 - 150.0);
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, tr); glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, tr);
// light sliders
unsigned char t2[] = "Light orb";
unsigned char side[] = "r\ng\nb\nSpeed\nConstant Atten\nLinear Atten\nQuadraic Atten";
glRasterPos2f(10.0, wHeight * 0.9 + 20.0);
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, t2);
glRasterPos2f(140.0, wHeight * 0.9 - 10.0);
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, side);
if(settings.showHelp) { if(settings.showHelp) {
glColor3f(0.3, 0.3, 0.3); glColor3f(0.3, 0.3, 0.3);
@ -281,9 +288,9 @@ void drawWorld(void) {
glLightfv(GL_LIGHT1, GL_AMBIENT, ulColor); glLightfv(GL_LIGHT1, GL_AMBIENT, ulColor);
glLightfv(GL_LIGHT1, GL_DIFFUSE, ulColor); glLightfv(GL_LIGHT1, GL_DIFFUSE, ulColor);
glLightfv(GL_LIGHT1, GL_SPECULAR, ulColor); glLightfv(GL_LIGHT1, GL_SPECULAR, ulColor);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, slidersN.lightConAtten->value * 10.0 + 0.01); glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, slidersN.lightConAtten->value * 5.0 + 0.01);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, slidersN.lightLinAtten->value * 0.5); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, slidersN.lightLinAtten->value * 0.3);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, slidersN.lightQuadAtten->value * 0.5); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, slidersN.lightQuadAtten->value * 0.01);
// draw a little glowing orb where it stands // draw a little glowing orb where it stands
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
@ -516,7 +523,7 @@ int main(int argc, char** argv) {
/* initialize glut and window */ /* initialize glut and window */
glutInit(&argc, argv); glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 500); glutInitWindowSize(1280, 720);
glutInitWindowPosition(450, 450); glutInitWindowPosition(450, 450);
/* create window and set callbacks */ /* create window and set callbacks */
glutCreateWindow("World of Cow - Aviv Romem"); glutCreateWindow("World of Cow - Aviv Romem");