260 lines
8.5 KiB
C
260 lines
8.5 KiB
C
#include <GL/freeglut.h>
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#include <GL/freeglut_std.h>
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#include <GL/glut.h>
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#include <GL/gl.h>
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#include "cow.h"
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#include "vec.h"
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#include <math.h>
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#include <stdio.h>
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// positional variables
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vec3 headRot = { 0.0, 0.0, 0.0 };
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const vec3 headLimit = { 30.0, 30.0, 45.0 };
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vec3 tailRot = { 0.0, 0.0, 0.0 };
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const vec3 tailLimit = { 90.0, 90.0, 0.0 };
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vec3 cowPos = { 0.0, 4.9, 0.0 };
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float cowRot = 0.0; // rotation along the Y axis
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const float COW_ROT_SPEED = 5.0;
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const float COW_MOVE_SPEED = 1.0;
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enum COW_CONTROL control;
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float deg2rad(float deg) {
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return deg * 3.14 / 180.0;
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}
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/// Adds a rotation and wraps around(wraps around the +- 180 mark, so -190 turns to 170)
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float addAndWrapRot(float rot, float add) {
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rot += add;
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if(rot > 180.0) { rot -= 360.0; }
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else if(rot < -180.0) { rot += 360.0; }
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return rot;
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}
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/// Adds a rotation and makes sure the result is within the limit
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float addAndLimitRot(float rot, float add, float limit) {
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rot += add;
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if(rot > limit) { rot = limit; }
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else if(rot < -limit) { rot = -limit; }
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return rot;
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}
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// controls the cow movement based on keyboard input
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void cowMove(char c) {
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// check for rotations
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cowRot = addAndWrapRot(cowRot, ((c == 'e') - (c == 'q')) * COW_ROT_SPEED);
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// movement
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vec3 dir = vec3_new((c == 'a') - (c == 'd'), 0.0, (c == 'w') - (c == 's'));
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vec3 r = vec3_splat(0.0);
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float rot = -deg2rad(cowRot);
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r.z = cosf(rot) * dir.z + sinf(rot) * dir.x;
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r.x = -sinf(rot) * dir.z + cosf(rot) * dir.x;
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cowPos = vec3_add(cowPos, vec3_mult(r, COW_MOVE_SPEED));
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glutPostRedisplay();
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}
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// conrols cow head rotation(movement is a result of the offset of rotation) on keyboard input
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void cowHead(char c) {
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headRot.z = addAndLimitRot(headRot.z, ((c == 'e') - (c == 'q')) * COW_ROT_SPEED, headLimit.z);
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headRot.y = addAndLimitRot(headRot.y, ((c == 'a') - (c == 'd')) * COW_ROT_SPEED, headLimit.y);
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headRot.x = addAndLimitRot(headRot.x, ((c == 's') - (c == 'w')) * COW_ROT_SPEED, headLimit.x);
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glutPostRedisplay();
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}
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// controls cow tail rotaion on keyboard input
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void cowTail(char c) {
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tailRot.y = addAndLimitRot(tailRot.y, ((c == 'a') - (c == 'd')) * COW_ROT_SPEED, tailLimit.y);
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tailRot.x = addAndLimitRot(tailRot.x, ((c == 's') - (c == 'w')) * COW_ROT_SPEED, tailLimit.x);
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glutPostRedisplay();
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}
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// Draws the cow... will skip drawing the head parts when in cow point of view
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void drawCow(char cowsPOV) {
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_COLOR_MATERIAL);
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glPushMatrix(); // cow pos
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// Main cow position - as center of cow body
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glTranslatef(cowPos.x, cowPos.y, cowPos.z);
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glRotatef(cowRot, 0.0, 1.0, 0.0);
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glScalef(2.0, 2.0, 2.0); // general cow scale, as i blocked it in blender and it was mostly normalized
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// Draw cow body
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glPushMatrix(); // cow body scale
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glColor3f(0.8,0.4,0.11);
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glScalef(1.2, 1.2, 2.3);
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glutSolidSphere(1.0, 16, 16);
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glPopMatrix(); // cow body scale
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if(!cowsPOV) { // only draw head if we are not looking from within it
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// head
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glPushMatrix(); // head center - offset for the head rotation, allows for head movement relative to rotation easily
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glTranslatef(0.0, 1.0, 1.8);
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glRotatef(headRot.y, 0.0, 1.0, 0.0);
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glRotatef(headRot.x, 1.0, 0.0, 0.0);
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glRotatef(headRot.z, 0.0, 0.0 ,1.0);
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glPushMatrix(); // head sphere 1
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glScalef(0.6, 0.4, 0.7);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // head sphere 1
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glPushMatrix(); // head sphere 2
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glTranslatef(0.0, 0.3, -0.3);
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glScalef(0.6, 0.45, 0.75);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix();
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// eyes :)
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glColor3f(0.0,0.0,0.0); // Eyes black as night
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glPushMatrix(); // eye 1
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glTranslatef(-0.3, 0.5, 0.0);
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glScalef(0.17, 0.17, 0.17);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // eye 1
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glPushMatrix(); // eye 2
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glTranslatef(0.3, 0.5, 0.0);
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glScalef(0.17, 0.17, 0.17);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // eye 2
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glColor3f(0.8,0.4,0.11); // go back to the normal cow color
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// EARS! they look like little pancakes to the side of the head
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glPushMatrix(); // ear 1
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glTranslatef(-0.7, 0.5, -0.4);
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glScalef(0.3, 0.18, 0.07);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // ear 1
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glPushMatrix(); // ear 2
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glTranslatef(0.7, 0.5, -0.4);
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glScalef(0.3, 0.18, 0.07);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // ear 2
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// Add a little teapon earing :D
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glPushMatrix();
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glColor3f(1.0, 1.0, 1.0);
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glTranslatef(-0.8, 0.19, -0.4);
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glRotatef(146.0, 0.0, 1.0, 0.0);
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glRotatef(-90.0, 1.0, 0.0, 0.0);
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glRotatef(90.0, 0.0, 1.0, 0.0);
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glCullFace(GL_FRONT); // for some reason, teapot normals are backwards compared to other shapes, maybe a bug in freeglut 3.4.0-1(artix world repo)
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glutSolidTeapot(0.17);
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glCullFace(GL_BACK); // reset face culling
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glPopMatrix(); // teapot!
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glPushMatrix(); // little nose
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glColor3f(0.9, 0.3, 0.4);
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glTranslatef(0.0, 0.1, 0.6);
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glScalef(0.3, 0.15, 0.14);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // little nose
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glPopMatrix(); // head center
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}
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// tins
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glColor3f(0.9, 0.3, 0.4);
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glPushMatrix(); // TINS!
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glTranslatef(0.0, -1.0, -0.58);
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glScalef(0.7, 0.4, 0.7);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // Thins!
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glColor3f(0.8,0.4,0.11); // go back to the normal cow color
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// looping over this array makes changes much easier as the legs should be mirrored in both x and z directions
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vec3 legs[] = {
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vec3_new(1.0, 0.0, 1.0), vec3_new(-1.0, 0.0, 1.0),
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vec3_new(1.0, 0.0, -1.0), vec3_new(-1.0, 0.0, -1.0)
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};
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for(int i = 0; i < 4; i += 1) {
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glPushMatrix();
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glTranslatef(0.5 * legs[i].x, -1.2, 1.4 * legs[i].z);
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glScalef(0.4, 1.2, 0.4);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix();
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}
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// now a tail
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glPushMatrix(); // tail
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glTranslatef(0.0, 0.0, -2.2); // connection point to the cow
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glRotatef(tailRot.y, 0.0 ,1.0, 0.0);
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glRotatef(tailRot.x, 1.0, 0.0, 0.0);
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glTranslatef(0.0, -0.83, 0.0);
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glScalef(0.2, 1.0, 0.2);
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glutSolidSphere(1.0, 8, 8);
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glPopMatrix(); // Tails(from sonic the hedgehog)
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// Give the cow a little flashlight because its dark outside
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glPushMatrix(); // fl
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glTranslatef(0.5, -1.2, 1.4);
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glColor3f(0.3, 0.3 ,0.3);
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glutSolidCylinder(0.3, 2.0, 8, 1);
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glTranslatef(0.0, 0.0, 2.0);
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glRotatef(180.0, 0.0, 1.0, 0.0);
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glutSolidCone(0.6, 0.6, 8, 2);
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glEnable(GL_LIGHT0);
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// Directional light - aka light
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GLfloat light1[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat lightColor[] = {0.9, 0.9, 0.1, 1.0};
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GLfloat dir[] = { 0.0, 0.0, -1.0 };
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glLightfv(GL_LIGHT0, GL_POSITION, light1);
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glLightfv(GL_LIGHT0, GL_AMBIENT, lightColor);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
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glLightfv(GL_LIGHT0, GL_SPECULAR, lightColor);
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glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir);
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glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 30.0);
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glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 2.0);
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glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.005);
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glPopMatrix(); // fl
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glPopMatrix(); // cow pos
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// reset color material or else it will garbage all the colors next frame(for non color material enabled objects)
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_COLOR_MATERIAL);
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}
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// controls which body part to move based on the `control` variable, called from the keyboard event callback of the main file
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void onCowKeyboardInput(char key) {
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switch(control) {
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case COW_CONTROL_MOVE:
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cowMove(key);
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break;
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case COW_CONTROL_HEAD:
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cowHead(key);
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break;
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case COW_CONTROL_TAIL:
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cowTail(key);
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break;
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default:
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break;
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}
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}
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// updates the control mode, based on the right click submenu(the first one)
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void updateCowControl(enum COW_CONTROL c) {
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control = c;
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}
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// rotates the camera to the cow's perspective
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void setCameraToCowPOV() {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// rotate to look at Z+
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glRotatef(180.0, 0.0, 1.0, 0.0);
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// head
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glRotatef(-headRot.z, 0.0, 0.0 ,1.0);
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glTranslatef(0.0, 0.0, -1.0);
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glRotatef(-headRot.x, 1.0, 0.0, 0.0);
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glRotatef(-headRot.y, 0.0, 1.0, 0.0);
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glTranslatef(0.0, 0.0, -5.0);
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// body
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glRotatef(-cowRot, 0.0, 1.0, 0.0);
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glTranslatef(-cowPos.x, -cowPos.y, -cowPos.z);
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} |