/// LSU EE 4702-1 (Fall 2009), GPU Programming
///
/// Homework 2
/// Due: Friday, 9 October 2009
// E-mail this file (with solution).
/// Team Member Names
///
/// Name:
/// Name:
/// Name:
/// Name:
/// Team E-mail Addresses
//
// Email-addresses:
/// Instructions
// Follow the class account setup instructions linked to the
// class procedures page, http://www.ece.lsu.edu/koppel/gpup/proc.html
// For instructions on how to check out edit, compile, and debug, see
// the "Programming Homework Work Flow" entry on the procedures page,
// http://www.ece.lsu.edu/koppel/gpup/proc.html .
//
// For those instructions you need to know that:
//
// This assignment is at SVN URI https://svn.ece.lsu.edu/svn/gp/hw/hw2
//
// The assignment instructions are in file hw2.cc. (This file.)
// For the solutions to the problems below edit this file, even if
// it makes more sense to edit others (e.g.,, coord.h). If it seems
// that come other file must be edited, contact me.
/// Please: Do not make unnecessary changes, such as formatting.
// Solutions will be graded by comparing your submission to the
// original using a 'diff' program. Doing things like renaming
// a variable or changing indentation but making no "real" changes
// to a region of code will make it harder to find regions with "real"
// changes.
/// Coding Guidelines
// [ ] Use pVect, pCoor, pNorm where possible.
// [ ] Code should be clear and easy to read.
// [ ] Don't name a variable temp unless it's related to temperature.
// [ ] Follow surrounding style, including indentation and naming.
// [ ] Lines should be no more than 80 characters.
// [ ] Frequently-executed code should be fast.
/// Problem 1
//
/// Show seams graphically.
// Show graphically the seam between tiles that was just in the
// physical model of Homework 1. The graphical representation should
// make it easy to see when the ball hits a seam. It would also be
// nice if it looked like some kind of seam, say grout or some kind of
// separator.
// [ ] Pre-compute an array of coordinates for the seam in platform_update.
// [ ] Choose colors and other styling appropriate for the seam.
// [ ] Code should be clean and fast.
/// Problem 2
//
/// Improve Homework 1 Physics
// Re-solve homework 1 so that the ball bounces as it hits the
// seam and does so in a realistic manor.
// [ ] Don't compute the distance from the ball to axis more than once.
// [ ] Reflect velocity of ball based on point of impact.
/// Problem 3
//
/// Show some indication of ball impact on seam.
// Change the appearance of the seam to indicate location ball impact.
// The change in appearance should be at the correct location
// and should be interesting to look at.
// [ ] Change in appearance with impact.
/// Optional
// [ ] Base change in appearance on speed and angle of ball impact.
// [ ] Have change fade with time.
/// What Code Does
// Simulates balls bouncing over a curved platform. The platform
// consists of tiles and the shape is a half cylinder.
/// Keyboard Commands
//
/// Object (Eye, Light, Ball) Location or Push
// Arrows, Page Up, Page Down
// Will move object or push ball, depending on mode:
// 'e': Move eye.
// 'l': Move light.
// 'b': Move a ball. (Change position but not velocity.)
// 'B': Push a ball. (Add velocity.)
//
/// Eye Direction
// Home, End, Delete, Insert
// Turn the eye direction.
// Home should rotate eye direction up, End should rotate eye
// down, Delete should rotate eye left, Insert should rotate eye
// right. The eye direction vector is displayed in the upper left.
/// Simulation Options
// (Also see variables below.)
//
// 'p' Pause simulation. (Press again to resume.)
// 'x' Release another ball. (Try holding it in.)
// 'n' Toggle visibility of platform normals.
// 's' Stop balls.
// 'g' Turn gravity on and off.
// 'F11' Change size of text.
// 'F12' Write screenshot to file.
/// Variables
// Selected program variables can be modified using the keyboard.
// Use "Tab" to cycle through the variable to be modified, the
// name of the variable is displayed next to "VAR" on the bottom
// line of green text.
// 'Tab' Cycle to next variable.
// '`' Cycle to previous variable.
// '+' Increase variable value.
// '-' Decrease variable value.
//
// VAR Light Intensity - The light intensity.
// VAR Gravity - Gravitational acceleration. (Turn on/off using 'g'.)
// VAR Ball Radius
#define GL_GLEXT_PROTOTYPES
#define GLX_GLXEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glx.h>
#include <GL/glxext.h>
#include <GL/glu.h>
#include <GL/freeglut.h>
#include <gp/util.h>
#include <gp/glextfuncs.h>
#include <gp/coord.h>
#include <gp/shader.h>
#include <gp/pstring.h>
#include <gp/misc.h>
#include <gp/gl-buffer.h>
#include <gp/texture-util.h>
#include "shapes.h"
///
/// Main Data Structures
///
//
// class World: All data about scene.
class World;
// Object Holding Ball State
//
class Ball {
public:
Ball();
pCoor position;
pVect velocity;
bool contact; // If true, in contact with platform.
int row_num, col_num; // Refers to tile.
pVect axis; // Direction of ball's axis.
double angle; // Angle around axis.
void push(pVect amt);
void translate(pVect amt);
void stop();
void freeze();
};
class World {
public:
World(pOpenGL_Helper &fb):ogl_helper(fb){init();}
void init();
static void render_w(void *moi){ ((World*)moi)->render(); }
void render();
void cb_keyboard();
void modelview_update();
pOpenGL_Helper& ogl_helper;
pVariable_Control variable_control;
pFrame_Timer frame_timer;
double world_time;
float opt_gravity_accel; // Value chosen by user.
pVect gravity_accel; // Set to zero when opt_gravity is false;
bool opt_gravity;
float opt_ball_radius;
// Tiled platform for ball.
//
float platform_xmin, platform_xmax, platform_zmin, platform_zmax;
float platform_xmid, platform_xrad, platform_xrad_inv;
float delta_theta_inv, tile_size_inv;
float platform_pi_xwidth_inv;
pBuffer_Object<pVect> platform_tile_norms;
pBuffer_Object<pVect> platform_tile_coords;
pBuffer_Object<float> platform_tex_coords;
GLuint texid_syl;
GLuint texid_emacs;
bool opt_normals_visible;
void platform_update();
bool platform_collision_possible(pCoor pos);
pCoor light_location;
float opt_light_intensity;
enum { MI_Eye, MI_Light, MI_Ball, MI_Ball_V, MI_COUNT } opt_move_item;
bool opt_pause;
pCoor eye_location;
pVect eye_direction;
pMatrix modelview;
pMatrix modelview_shadow;
double ball_countdown;
void ball_init();
void balls_render();
void balls_stop();
void time_step_cpu(double);
void time_step_cpu_ball(double delta_t, Ball* ball);
PStack<Ball*> balls;
Sphere sphere;
Cone cone; // Used to show platform normals.
};
void
World::init()
{
frame_timer.work_unit_set("Steps / s");
world_time = 0;
opt_gravity_accel = 9.8;
opt_gravity = true;
gravity_accel = pVect(0,-opt_gravity_accel,0);
opt_normals_visible = false;
eye_location = pCoor(17.9,-2,117.2);
eye_direction = pVect(-0.15,-0.06,-0.96);
platform_xmin = -40; platform_xmax = 40;
platform_zmin = -40; platform_zmax = 40;
texid_syl = pBuild_Texture_File("gpup.png",false,255);
texid_emacs = pBuild_Texture_File("mult.png", false,-1);
opt_light_intensity = 100.2;
light_location = pCoor(28.2,-2.8,-14.3);
opt_ball_radius = 2;
variable_control.insert(opt_gravity_accel,"Gravity");
variable_control.insert(opt_light_intensity,"Light Intensity");
variable_control.insert(opt_ball_radius,"Ball Radius");
opt_move_item = MI_Eye;
opt_pause = false;
ball_countdown = 1e10;
balls += new Ball();
sphere.init(40); // Argument indicates amount of detail.
sphere.radius = opt_ball_radius;
platform_update();
modelview_update();
}
void
World::platform_update()
{
const float tile_count = 19;
const float ep = 1.00001;
const float platform_delta_x = platform_xmax - platform_xmin;
const float zdelta = ( platform_zmax - platform_zmin ) / tile_count * ep;
const float trmin = 0.05;
const float trmax = 0.7;
const float tsmin = 0;
const float tsmax = 0.4;
PStack<pVect> p_tile_coords;
PStack<pVect> p1_tile_coords;
PStack<pVect> p_tile_norms;
PStack<pVect> p1_tile_norms;
PStack<float> p_tex_coords;
bool even = true;
platform_pi_xwidth_inv = M_PI / platform_delta_x;
const double delta_theta = M_PI / tile_count;
delta_theta_inv = 1.0 / delta_theta;
tile_size_inv = 1 / zdelta;
platform_xmid = 0.5 * ( platform_xmax + platform_xmin );
platform_xrad = 0.5 * platform_delta_x;
platform_xrad_inv = 1 / platform_xrad;
for ( int i = 0; i < tile_count; i++ )
{
const double theta0 = i * delta_theta;
const double theta1 = theta0 + delta_theta;
const float x0 = platform_xmid - platform_xrad * cos(theta0);
const float x1 = platform_xmid - platform_xrad * cos(theta1);
const float y0 = -0.01 - platform_xrad * sin(theta0);
const float y1 = -0.01 - platform_xrad * sin(theta1);
pVect norm0( cos(theta0), sin(theta0), 0);
pVect norm1( cos(theta1), sin(theta1), 0);
for ( float z = platform_zmin; z < platform_zmax; z += zdelta )
{
PStack<pVect>& t_coords = even ? p_tile_coords : p1_tile_coords;
PStack<pVect>& t_norms = even ? p_tile_norms : p1_tile_norms;
p_tex_coords += trmax; p_tex_coords += tsmax;
t_coords += pVect(x0,y0,z);
t_norms += norm0; t_norms += norm0;
p_tex_coords += trmax; p_tex_coords += tsmin;
t_coords += pVect(x0,y0,z+zdelta);
p_tex_coords += trmin; p_tex_coords += tsmin;
t_coords += pVect(x1,y1,z+zdelta);
t_norms += norm1; t_norms += norm1;
p_tex_coords += trmin; p_tex_coords += tsmax;
t_coords += pVect(x1,y1,z);
even = !even;
}
}
while ( pVect* const v = p1_tile_coords.iterate() ) p_tile_coords += *v;
while ( pVect* const v = p1_tile_norms.iterate() ) p_tile_norms += *v;
platform_tile_norms.re_take(p_tile_norms);
platform_tile_norms.to_gpu();
platform_tile_coords.re_take(p_tile_coords);
platform_tile_coords.to_gpu();
platform_tex_coords.re_take(p_tex_coords);
platform_tex_coords.to_gpu();
}
void
World::modelview_update()
{
pMatrix_Translate center_eye(-eye_location);
pMatrix_Rotation rotate_eye(eye_direction,pVect(0,0,-1));
modelview = rotate_eye * center_eye;
}
///
/// Physical Simulation Code
///
/// Initialize Simulation
//
Ball::Ball()
{
position = pCoor(30,22,-15.4);
velocity = pVect(random()/(0.0+RAND_MAX),0,random()/(0.0+RAND_MAX));
axis = pNorm(0,1,0);
angle = 0;
}
bool
World::platform_collision_possible(pCoor pos)
{
// Assuming no motion in x or z axes.
//
return pos.y < opt_ball_radius
&& pos.x >= platform_xmin && pos.x <= platform_xmax
&& pos.z >= platform_zmin && pos.z <= platform_zmax;
}
/// External Modifications to State
//
// These allow the user to play with state while simulation
// running.
// Move the ball.
//
void Ball::translate(pVect amt) {position += amt;}
// Add velocity to the ball.
//
void Ball::push(pVect amt) {velocity += amt;}
// Set the velocity to zero.
//
void Ball::stop() {velocity = pVect(0,0,0); }
void World::balls_stop()
{
for ( Ball *ball; balls.iterate(ball); ) ball->stop();
}
void
World::time_step_cpu(double delta_t)
{
const float deep = -100;
// Iterate over balls.
//
for ( Ball *ball; balls.iterate(ball); )
{
// Simulate ball.
//
time_step_cpu_ball(delta_t,ball);
// Remove ball if it has fallen too far.
//
if ( ball->position.y < deep ) { balls.iterate_yank(); delete ball; }
}
// Possibly add more balls to simulation.
//
ball_countdown -= delta_t;
if ( ball_countdown <= 0 || balls.occ() == 0 )
{
balls += new Ball();
ball_countdown = 1e10;
}
}
void
World::time_step_cpu_ball(double delta_t, Ball* ball)
{
// Compute new ball position, accounting for current speed and
// acceleration, and assuming no collision.
//
ball->position +=
ball->velocity * delta_t + 0.5 * gravity_accel * delta_t * delta_t;
// Compute new velocity, assuming no collision.
//
ball->velocity += gravity_accel * delta_t;
// Return quickly if collision impossible.
//
if ( !platform_collision_possible(ball->position) ) return;
// Compute y coordinate of platform under ball.
//
// Note that this is not really the closest point on the platform to the ball.
//
const float cos_th = ( platform_xmid - ball->position.x ) * platform_xrad_inv;
const float sin_th = sqrt(1.0 - cos_th * cos_th );
const float platform_y = -platform_xrad * sin_th;
const bool contact_prev = ball->contact;
const bool true_contact = ball->position.y <= platform_y + 0.01;
ball->contact = ball->position.y <= platform_y + 0.5;
if ( !ball->contact ) return;
ball->position.y = max(ball->position.y,platform_y);
pVect platform_norm( cos_th, sin_th, 0);
const int row_num_prev = ball->row_num;
const int col_num_prev = ball->col_num;
const int row_num = int(ball->position.z * tile_size_inv);
const int col_num = int(acos(cos_th) * delta_theta_inv);
ball->col_num = col_num;
ball->row_num = row_num;
if ( contact_prev &&
( row_num_prev != row_num || col_num_prev != col_num ) )
{
// Ball has rolled from one tile to another.
}
if ( !true_contact ) return;
const float speed_to_surface = dot(platform_norm,ball->velocity);
ball->velocity -= 1.9 * speed_to_surface * platform_norm;
}
void
World::balls_render()
{
for ( Ball *ball; balls.iterate(ball); )
sphere.render(ball->position,ball->axis,ball->angle);
}
void
World::render()
{
// This routine called whenever window needs to be updated.
// Get any waiting keyboard commands.
//
cb_keyboard();
// Start a timer object used for tuning this code.
//
frame_timer.frame_start();
const double time_now = time_wall_fp();
if ( opt_pause || world_time == 0 )
{
/// Don't change simulation state.
//
world_time = time_now;
}
else
{
/// Advance simulation state by wall clock time.
//
const double delta_t = min(1./20,time_now - world_time);
time_step_cpu(delta_t);
world_time += delta_t;
}
/// Emit a Graphical Representation of Simulation State
//
// Understanding of the code below not required for introductory
// lectures.
const pColor white(0xffffff);
const pColor gray(0x303030);
const pColor lsu_business_purple(0x7f5ca2);
const pColor lsu_spirit_purple(0x580da6);
const pColor lsu_spirit_gold(0xf9b237);
const pColor lsu_official_purple(0x2f0462);
const pColor dark(0);
const int win_width = ogl_helper.get_width();
const int win_height = ogl_helper.get_height();
const float aspect = float(win_width) / win_height;
glMatrixMode(GL_MODELVIEW);
glLoadTransposeMatrixf(modelview);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Frustum: left, right, bottom, top, near, far
glFrustum(-.8,.8,-.8/aspect,.8/aspect,1,5000);
glViewport(0, 0, win_width, win_height);
pError_Check();
glClearColor(0,0,0,0.5);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
glLightfv(GL_LIGHT0, GL_POSITION, light_location);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.3);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1.0);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0);
pColor ambient_color(0x999999);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient_color);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white * opt_light_intensity);
glLightfv(GL_LIGHT0, GL_AMBIENT, dark);
glLightfv(GL_LIGHT0, GL_SPECULAR, white * opt_light_intensity);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glShadeModel(GL_SMOOTH);
pColor color_ball(0x666666);
pColor scolor_ball(0x111111);
const float shininess_ball = 5;
// Common to all textures.
//
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glEnable(GL_RESCALE_NORMAL);
glEnable(GL_NORMALIZE);
ogl_helper.fbprintf("%s\n",frame_timer.frame_rate_text_get());
ogl_helper.fbprintf
("Eye location: [%5.1f, %5.1f, %5.1f] "
"Eye direction: [%+.2f, %+.2f, %+.2f]\n",
eye_location.x, eye_location.y, eye_location.z,
eye_direction.x, eye_direction.y, eye_direction.z);
ogl_helper.fbprintf
("Light location: [%5.1f, %5.1f, %5.1f]\n",
light_location.x, light_location.y, light_location.z);
Ball& ball = *balls[0];
ogl_helper.fbprintf
("Ball Pos [%5.1f,%5.1f,%5.1f] Vel [%+5.1f,%+5.1f,%+5.1f]\n",
ball.position.x,ball.position.y,ball.position.z,
ball.velocity.x,ball.velocity.y,ball.velocity.z );
pVariable_Control_Elt* const cvar = variable_control.current;
ogl_helper.fbprintf("VAR %s = %.5f (TAB or '`' to change, +/- to adjust)\n",
cvar->name,cvar->var[0]);
const int half_elements = platform_tile_coords.elements >> 3 << 2;
// Setup texture for platform.
//
glBindTexture(GL_TEXTURE_2D,texid_syl);
// Blend dark tiles with existing ball reflection.
//
glEnable(GL_STENCIL_TEST);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_CONSTANT_ALPHA,GL_ONE_MINUS_CONSTANT_ALPHA); // src, dst
glBlendColor(0,0,0,0.5);
glDepthFunc(GL_ALWAYS);
glEnable(GL_TEXTURE_2D);
platform_tex_coords.bind();
glTexCoordPointer(2, GL_FLOAT,2*sizeof(float), 0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
platform_tile_coords.bind();
glVertexPointer
(3, GL_FLOAT,sizeof(platform_tile_coords.data[0]), 0);
glEnableClientState(GL_VERTEX_ARRAY);
platform_tile_norms.bind();
glNormalPointer
(GL_FLOAT,sizeof(platform_tile_norms.data[0]), 0);
glEnableClientState(GL_NORMAL_ARRAY);
for ( int pass = 0; pass < 2; pass++ )
{
if ( pass == 0 )
{
// Prepare to write unshadowed parts of frame buffer.
//
glStencilFunc(GL_NOTEQUAL,1,1);
}
else
{
// Prepare to write shadowed parts of frame buffer.
//
glStencilFunc(GL_EQUAL,1,1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 6.0);
}
glEnable(GL_TEXTURE_2D);
// Write lighter-colored, textured tiles.
//
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,gray);
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,2.0);
glColor3f(0.35,0.35,0.35);
glDrawArrays(GL_QUADS,0,half_elements+4);
// Write darker-colored, untextured, mirror tiles.
//
glEnable(GL_BLEND);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,white);
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,20);
glDisable(GL_TEXTURE_2D);
glColor3fv(lsu_spirit_purple);
glDrawArrays(GL_QUADS,half_elements+4,half_elements-4);
glDisable(GL_BLEND);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,0);
glDisable(GL_STENCIL_TEST);
glDepthFunc(GL_LESS);
// Render Ball
//
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1.0);
glMaterialf(GL_BACK,GL_SHININESS,shininess_ball);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,texid_emacs);
balls_render();
glDisable(GL_TEXTURE_2D);
if ( opt_normals_visible )
{
glColor3fv(lsu_spirit_gold);
for ( int i=0; i<platform_tile_coords.elements; i++ )
cone.render(platform_tile_coords[i],0.2,5 * platform_tile_norms[i]);
}
// Render Marker for Light Source
//
insert_tetrahedron(light_location,0.5);
pError_Check();
glColor3f(0.5,1,0.5);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
frame_timer.frame_end();
glutSwapBuffers();
}
void
World::cb_keyboard()
{
if ( !ogl_helper.keyboard_key ) return;
pVect adjustment(0,0,0);
pVect user_rot_axis(0,0,0);
const float move_amt = 0.4;
switch ( ogl_helper.keyboard_key ) {
case FB_KEY_LEFT: adjustment.x = -move_amt; break;
case FB_KEY_RIGHT: adjustment.x = move_amt; break;
case FB_KEY_PAGE_UP: adjustment.y = move_amt; break;
case FB_KEY_PAGE_DOWN: adjustment.y = -move_amt; break;
case FB_KEY_DOWN: adjustment.z = move_amt; break;
case FB_KEY_UP: adjustment.z = -move_amt; break;
case FB_KEY_DELETE: user_rot_axis.y = 1; break;
case FB_KEY_INSERT: user_rot_axis.y = -1; break;
case FB_KEY_HOME: user_rot_axis.x = 1; break;
case FB_KEY_END: user_rot_axis.x = -1; break;
case 'b': opt_move_item = MI_Ball; break;
case 'B': opt_move_item = MI_Ball_V; break;
case 'e': case 'E': opt_move_item = MI_Eye; break;
case 'g': case 'G': opt_gravity = !opt_gravity; break;
case 'l': case 'L': opt_move_item = MI_Light; break;
case 'n': case 'N': opt_normals_visible = !opt_normals_visible; break;
case 'p': case 'P': opt_pause = !opt_pause; break;
case 's': balls_stop(); break;
case 'x': case 'X': balls += new Ball(); break;
case 9: variable_control.switch_var_right(); break;
case 96: variable_control.switch_var_left(); break; // `, until S-TAB works.
case '-':case '_': variable_control.adjust_lower(); break;
case '+':case '=': variable_control.adjust_higher(); break;
default: printf("Unknown key, %d\n",ogl_helper.keyboard_key); break;
}
gravity_accel.y = opt_gravity ? -opt_gravity_accel : 0;
sphere.radius = opt_ball_radius;
// Update eye_direction based on keyboard command.
//
if ( user_rot_axis.x || user_rot_axis.y )
{
pMatrix_Rotation rotall(eye_direction,pVect(0,0,-1));
user_rot_axis *= invert(rotall);
eye_direction *= pMatrix_Rotation(user_rot_axis, M_PI * 0.03);
modelview_update();
}
// Update eye_location based on keyboard command.
//
if ( adjustment.x || adjustment.y || adjustment.z )
{
const double angle =
fabs(eye_direction.y) > 0.99
? 0 : atan2(eye_direction.x,-eye_direction.z);
pMatrix_Rotation rotall(pVect(0,1,0),-angle);
adjustment *= rotall;
switch ( opt_move_item ){
case MI_Ball: balls[0]->translate(adjustment); break;
case MI_Ball_V: balls[0]->push(adjustment); break;
case MI_Light: light_location += adjustment; break;
case MI_Eye: eye_location += adjustment; break;
default: break;
}
modelview_update();
}
}
int
main(int argv, char **argc)
{
pOpenGL_Helper popengl_helper(argv,argc);
World world(popengl_helper);
popengl_helper.rate_set(30);
popengl_helper.display_cb_set(world.render_w,&world);
}