diff --git a/mmn_17.c b/mmn_17.c index 4bdec15..b7413e2 100644 --- a/mmn_17.c +++ b/mmn_17.c @@ -6,11 +6,19 @@ #include #include #include "ui.h" +// close enough +#define PI 3.14 -int lastMouseButton = GLUT_LEFT_BUTTON; -ui_slider* draggedSlider = NULL; + +// Camera rotation and stuff +float camRadius = 10.0; +vec3 camCenter = { 0.0, 0.0, 0.0 }; +vec3 camRot = { PI * 0.125, 0.0, 0.0 }; // Ui stuff +int lastMouseButton = GLUT_LEFT_BUTTON; +int lastMouseX = 0, lastMouseY = 0; +ui_slider* draggedSlider = NULL; void testButtonClick(); ui_button buttons[] = { { @@ -24,7 +32,7 @@ ui_button buttons[] = { ui_slider sliders[] = { { /* pos */ { { 0.5, 0.7, 0.0 }, {-50.0, -5.0, 0.0 } }, - /* size */ { 100.0, 10.0, 10.0 }, + /* size */ { 100.0, 10.0, 8.0 }, 0.1 } }; @@ -32,6 +40,7 @@ ui_slider sliders[] = { void testButtonClick() { printf("Clicked!\n"); sliders[0].value = 0.5; + camCenter = vec3_new(0.0, 1.0, 0.0); glutPostRedisplay(); } @@ -65,15 +74,27 @@ void drawWorld(void) { // set perspective camera GLdouble wWidth = (GLdouble) glutGet(GLUT_WINDOW_WIDTH); GLdouble wHeight = (GLdouble) glutGet(GLUT_WINDOW_HEIGHT); + // Calculate current camera position from rotation + vec3 cp = vec3_new(0.0, 0.0, 0.0); + // rotate along the x axis(yz plane) + cp.z = cosf(camRot.x); + cp.y = sinf(camRot.x); + // rotate along the y axis(xy plane) + cp.x = cp.z * sinf(camRot.y); + cp.z *= cosf(camRot.y); + cp = vec3_mult(cp, camRadius); + cp = vec3_add(cp, camCenter); + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - gluLookAt(0.0, 10.0, 20.0, (0.5 - sliders[0].value) * 10.0, 0.0, 0.0, 0.0, 1.0, 0.0); + gluLookAt(cp.x, cp.y, cp.z, camCenter.x, camCenter.y, camCenter.z, 0.0, 1.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90, wWidth / wHeight , 1.0, 100.0); // Lights glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); + // Directional light - aka light GLfloat light1[] = { 0.0, 1.0, 0.0, 0.0 }; glLightfv(GL_LIGHT0, GL_POSITION, light1); // World @@ -100,6 +121,7 @@ void display(void) { } void mouseEvent(int button, int state, int x, int y) { + lastMouseX = x; lastMouseY = y; if(state == 0) lastMouseButton = button; if(state == 0 && button == GLUT_LEFT_BUTTON) { for(ui_button* b = buttons; b < buttons + sizeof buttons / sizeof(ui_button); b += 1) { @@ -134,18 +156,44 @@ void mouseMotionEvent(int x, int y) { } } } + // TODO: replace with wasd/space/ctrl movement instead + else if(lastMouseButton == GLUT_MIDDLE_BUTTON) { + // get xz plane rotation + float mx = cosf(camRot.y); + float mz = -sinf(camRot.y); + float m = (x - lastMouseX); + + camCenter.y += (y - lastMouseY) * 0.5; + camCenter.x -= m * mx; + camCenter.z -= m * mz; + printf("new cam center %f %f %f\n", camCenter.x, camCenter.y, camCenter.z); + } + else if(lastMouseButton == GLUT_RIGHT_BUTTON) { + // rotate the camera + camRot.y -= (x - lastMouseX) * PI * 0.01; + if(camRot.y > 2 * PI) camRot.y -= 2 * PI; + 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)); + } + lastMouseX = x; lastMouseY = y; glutPostRedisplay(); } void mouseWheelEvent(int wheel, int dir, int x, int y) { + char slided = 0; for(ui_slider* s = sliders; s < sliders + sizeof sliders / sizeof(ui_slider); s += 1) { if(ui_slider_mouse_over(s, x, 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; } } + if(!slided) { + camRadius *= 1.0 + (dir * 0.1); + } glutPostRedisplay(); } @@ -173,11 +221,6 @@ int main(int argc, char** argv) { glutMouseWheelFunc(mouseWheelEvent); glutMotionFunc(mouseMotionEvent); - /* set projection and camera */ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluOrtho2D(0.0, 800.0, 0.0, 500.0); - glutMainLoop(); return 0;