605 lines
17 KiB
C
605 lines
17 KiB
C
/*!\file window.c
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* \brief Utilisation du raster "maison" pour finaliser le pipeline de
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* rendu 3D. Ici on peut voir les géométries disponibles.
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* \author Farès BELHADJ, amsi@up8.edu
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* \date December 4, 2020.
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* \todo pour les étudiant(e)s : changer la variation de l'angle de
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* rotation pour qu'il soit dépendant du temps et non du framerate
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*/
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#include <assert.h>
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/* inclusion des entêtes de fonctions de gestion de primitives simples
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* de dessin. La lettre p signifie aussi bien primitive que
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* pédagogique. */
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#include <GL4D/gl4dp.h>
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/* inclure notre bibliothèque "maison" de rendu */
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#include "moteur.h"
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/* inclusion des entêtes de fonctions de création et de gestion de
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* fenêtres système ouvrant un contexte favorable à GL4dummies. Cette
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* partie est dépendante de la bibliothèque SDL2 */
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#include <GL4D/gl4duw_SDL2.h>
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#include <SDL_mixer.h>
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/* protos de fonctions locales (static) */
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static void init(void);
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static void draw(void);
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static void key(int keycode);
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static void sortie(void);
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static void pmotion(int x, int y);
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static void mouse(int button, int state, int x, int y);
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static void goto_obj(float * mvMat);
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static void move_to(float posx, float posy , float posz);
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static void draw_object(float * nmv, float * projMat, surface_t * obj,
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float ma, float mx, float my,
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float tx, float ty, float tz, float s,
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float ra, float rx, float ry);
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static void get_params(void);
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static int get_sign(float x, float y);
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/*!\brief un identifiant pour l'écran (de dessin) */
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static uint _screenId = 0;
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// obj contains all planets, the Sun, Pluto, all the moons and their parameters.
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static object_t _obj[28];
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/* des variable d'états pour activer/désactiver des options de rendu */
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static int _use_tex = 1, _use_color = 0, _use_lighting = 1;
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typedef struct cam_t cam_t;
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// camera structure, borrowed from sample3d_01-1.6 of GL4Dummies samples.
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struct cam_t {
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float x, y, z;
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float theta;
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};
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static cam_t _cam = {0, 1.0f, 10, 0};
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// movement speed.
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static float _v = 0.1f;
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// window size.
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static int _wW = 1200, _wH = 900;
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// middle of the window.
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static int _xm = 600, _ym = 450;
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static int _pause = 0; // boolean value for the pause.
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static int _movement = 1; // boolean to allow movement.
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static int _overview = 0; // boolean to toggle overview (view from the top).
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static int _p = -1; // the object (sun, planets, pluto) number to move.
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static float _s = 1.0f; // multiplier for angle (for speeding planets movement and rotation).
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static float _a = 0.0f; // rotation angle.
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static float _r = 0.0f; // -//-
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static Mix_Chunk * bsound; // background sound.
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/*!\brief paramètre l'application et lance la boucle infinie. */
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int main(int argc, char ** argv) {
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if (SDL_Init(SDL_INIT_AUDIO) == -1) {
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fprintf(stderr, "SDL_Init: %s\n,", Mix_GetError());
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exit(3);
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}
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/* tentative de création d'une fenêtre pour GL4Dummies */
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if (!gl4duwCreateWindow(argc, argv, /* args du programme */
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"Solar System", /* titre */
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10, 10, _wW, _wH, /* x, y, largeur, heuteur */
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GL4DW_SHOWN) /* état visible */) {
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/* ici si échec de la création souvent lié à un problème d'absence
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* de contexte graphique ou d'impossibilité d'ouverture d'un
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* contexte OpenGL (au moins 3.2) */
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return 1;
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}
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/* Pour forcer la désactivation de la synchronisation verticale */
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SDL_GL_SetSwapInterval(0);
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init();
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/* création d'un screen GL4Dummies (texture dans laquelle nous
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* pouvons dessiner) aux dimensions de la fenêtre */
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_screenId = gl4dpInitScreen();
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/* mettre en place la fonction d'interception clavier */
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gl4duwMouseFunc(mouse);
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gl4duwKeyDownFunc(key);
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gl4duwPassiveMotionFunc(pmotion);
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/* mettre en place la fonction de display */
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gl4duwDisplayFunc(draw);
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/* boucle infinie pour éviter que le programme ne s'arrête et ferme
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* la fenêtre immédiatement */
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gl4duwMainLoop();
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return 0;
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}
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/*!\brief init de nos données, spécialement les trois surfaces
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* utilisées dans ce code */
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void init(void) {
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uint id[28], i;
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int flags, initted;
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flags = MIX_INIT_MP3;
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initted = Mix_Init(flags);
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if ((initted & flags) != flags) {
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fprintf(stderr, "Mix_Init: Failed to init required mp3 support!\n");
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fprintf(stderr, "Mix_Init: %s\n,", Mix_GetError());
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exit(2);
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}
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024) == -1) {
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fprintf(stderr, "Mix_OpenAudio: %s\n,", Mix_GetError());
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exit(4);
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}
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if (bsound == NULL)
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bsound = Mix_LoadWAV("./space.wav");
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if (Mix_PlayChannel(-1, bsound, 0) < 0)
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fprintf(stderr, "Mix_PlayChannel: %s\n", Mix_GetError());
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// create all spheres.
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for (i = 0; i < 28; ++i) {
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_obj[i].s = mkSphere(12, 12);
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}
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// get all textures.
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id[0] = getTexFromBMP("images/2k-sun.bmp");
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id[1] = getTexFromBMP("images/2k-mercury.bmp");
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id[2] = getTexFromBMP("images/2k-venus-surface.bmp");
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id[3] = getTexFromBMP("images/2k-earth-daymap.bmp");
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id[4] = getTexFromBMP("images/2k-moon.bmp");
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id[5] = getTexFromBMP("images/2k-mars.bmp");
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id[6] = getTexFromBMP("images/moons/phobos.bmp");
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id[7] = getTexFromBMP("images/moons/deimos.bmp");
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id[8] = getTexFromBMP("images/2k-jupiter.bmp");
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id[9] = getTexFromBMP("images/moons/io.bmp");
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id[10] = getTexFromBMP("images/moons/europa.bmp");
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id[11] = getTexFromBMP("images/moons/ganymede.bmp");
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id[12] = getTexFromBMP("images/moons/callisto.bmp");
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id[13] = getTexFromBMP("images/2k-saturn.bmp");
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id[14] = getTexFromBMP("images/moons/enceladus.bmp");
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id[15] = getTexFromBMP("images/moons/dione.bmp");
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id[16] = getTexFromBMP("images/moons/rhea.bmp");
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id[17] = getTexFromBMP("images/moons/titan.bmp");
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id[18] = getTexFromBMP("images/moons/iapetus.bmp");
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id[19] = getTexFromBMP("images/2k-uranus.bmp");
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id[20] = getTexFromBMP("images/moons/ariel.bmp");
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id[21] = getTexFromBMP("images/moons/umbriel.bmp");
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id[22] = getTexFromBMP("images/moons/titania.bmp");
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id[23] = getTexFromBMP("images/moons/oberon.bmp");
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id[24] = getTexFromBMP("images/2k-neptune.bmp");
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id[25] = getTexFromBMP("images/moons/triton.bmp");
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id[26] = getTexFromBMP("images/pluto.bmp");
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id[27] = getTexFromBMP("images/moons/charon.bmp");
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// https://upload.wikimedia.org/wikipedia/commons/4/4f/Moons_of_solar_system_v7.jpg
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// most of the biggest moons are here.
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// set texture to an object id and set all options.
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for (i = 0; i < 28; ++i) {
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setTexId(_obj[i].s, id[i]);
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disableSurfaceOption(_obj[i].s, SO_USE_COLOR);
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if (_use_tex)
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enableSurfaceOption(_obj[i].s, SO_USE_TEXTURE);
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if (_use_lighting)
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enableSurfaceOption(_obj[i].s, SO_USE_LIGHTING);
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}
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get_params();
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atexit(sortie);
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}
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static void get_params(void) {
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int i;
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FILE * f;
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f = fopen("vars.txt", "r");
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for (i = 0; i < 28; ++i) {
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fscanf(f, "%d %f %f %f %f %f %f %f %f %f %f", &_obj[i].id,
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&_obj[i].vars[0], &_obj[i].vars[1], &_obj[i].vars[2], &_obj[i].vars[3], &_obj[i].vars[4],
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&_obj[i].vars[5], &_obj[i].vars[6], &_obj[i].vars[7], &_obj[i].vars[8], &_obj[i].vars[9]);
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// debug
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/*fprintf(stderr, "%d %f %f %f %f %f %f %f %f %f %f\n", _obj[i].id,
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_obj[i].vars[0], _obj[i].vars[1], _obj[i].vars[2], _obj[i].vars[3], _obj[i].vars[4],
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_obj[i].vars[5], _obj[i].vars[6], _obj[i].vars[7], _obj[i].vars[8], _obj[i].vars[9]);*/
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}
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fclose(f);
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}
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// get sign for further move calculation.
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static int get_sign(float x, float y) {
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if (x > y)
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return 1;
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return -1;
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}
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// move to the coordinate.
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static void move_to(float posx, float posy , float posz){
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float epsilon = 0.1f; // precision for comparing
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if (fabsf(_cam.x - posx) > epsilon) {
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_cam.x = _cam.x - (get_sign(_cam.x, posx) * 0.09f);
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}
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if (fabsf(_cam.y - posy) > epsilon) {
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_cam.y = _cam.y - (get_sign(_cam.y, posy) * 0.09f);
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}
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if (fabsf(_cam.z - posz) > epsilon) {
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_cam.z = _cam.z - (get_sign(_cam.z, posz) * 0.09f);
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}
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}
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// go to a choosen object (planet, star, pluto(dwarf))
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static void goto_obj(float * mvMat) {
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switch (_p) {
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case 1: // MERCURY
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_a = 0; // reset angle to 0.
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[1].vars[3], _obj[1].vars[4], _obj[1].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[1].vars[3], _obj[1].vars[4], 0.5f);
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break;
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case 2: // VENUS
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[2].vars[3], _obj[2].vars[4], _obj[2].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[2].vars[3], _obj[2].vars[4], 1.0f);
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break;
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case 3: // EARTH
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[3].vars[3], _obj[3].vars[4], _obj[3].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[3].vars[3], _obj[3].vars[4], 1.0f);
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break;
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case 4: // MARS
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[5].vars[3], _obj[5].vars[4], _obj[5].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[5].vars[3], _obj[5].vars[4], 0.5f);
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break;
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case 5: // JUPITER
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[8].vars[3], _obj[8].vars[4], _obj[8].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[8].vars[3], _obj[8].vars[4], 8.0f);
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break;
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case 6: // SATURN
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[13].vars[3], _obj[13].vars[4], _obj[13].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[13].vars[3], _obj[13].vars[4], 8.0f);
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break;
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case 7: // URANUS
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[19].vars[3], _obj[19].vars[4], _obj[19].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[19].vars[3], _obj[19].vars[4], 5.0f);
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break;
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case 8: // NEPTUNE
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[24].vars[3], _obj[24].vars[4], _obj[24].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[24].vars[3], _obj[24].vars[4], 4.0f);
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break;
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case 9: // PLUTO
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[26].vars[3], _obj[26].vars[4], _obj[26].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[26].vars[3], _obj[26].vars[4], 0.4f);
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break;
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case 0: // SUN
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_a = 0;
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _obj[0].vars[3], _obj[0].vars[4], _obj[0].vars[5], 0.0f, 1.0f, 0.0f);
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move_to(_obj[0].vars[3], _obj[0].vars[4], 10.0f);
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break;
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}
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}
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static void draw_object(float * nmv, float * projMat, surface_t * obj,
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float ma, float mx, float my,
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float tx, float ty, float tz, float s,
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float ra, float rx, float ry) {
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rotate(nmv, ma, mx, my, 0); // orbit movement
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translate(nmv, tx, ty, tz);
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scale(nmv, s, s, s);
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rotate(nmv, ra, rx, ry, 0); // rotation
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transform_n_raster(obj, nmv, projMat);
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}
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/*!\brief la fonction appelée à chaque display. */
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void draw(void) {
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static double t0 = 0, t, dt;
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int i;
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float mvMat[16], projMat[16], nmv[16], cpy[16];
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t = gl4dGetElapsedTime();
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dt = (t - t0) / 1000.0;
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t0 = t;
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/* effacer l'écran et le buffer de profondeur */
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gl4dpClearScreen();
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clearDepth();
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/* des macros facilitant le travail avec des matrices et des
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* vecteurs se trouvent dans la bibliothèque GL4Dummies, dans le
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* fichier gl4dm.h */
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/* charger un frustum dans projMat */
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MFRUSTUM(projMat, -0.005f, 0.005f, -0.005f, 0.005f, 0.01f, 1000.0f);
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/* charger la matrice identité dans model-view */
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MIDENTITY(mvMat);
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// Y ----> 1.0 - (_ym - (_wH >> 1)) / (float)_wH * 5
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if (_movement)
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _cam.x - sin(_cam.theta), 1.0, _cam.z - cos(_cam.theta), 0.0, 1.0, 0.0);
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else
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goto_obj(mvMat);
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// SUN
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memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */
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draw_object(nmv, projMat, _obj[0].s, _r/_obj[0].vars[0], _obj[0].vars[1], _obj[0].vars[2], _obj[0].vars[3],
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_obj[0].vars[4], _obj[0].vars[5], _obj[0].vars[6], _obj[0].vars[7], _obj[0].vars[8], _obj[0].vars[9]);
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for (i = 1; i < 28; ++i) {
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if(_obj[i].id == 1) { // if object is a planet
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memcpy(nmv, mvMat, sizeof nmv);
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draw_object(nmv, projMat, _obj[i].s, _a/_obj[i].vars[0], _obj[i].vars[1], _obj[i].vars[2], _obj[i].vars[3],
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_obj[i].vars[4], _obj[i].vars[5], _obj[i].vars[6], _r/_obj[i].vars[7], _obj[i].vars[8], _obj[i].vars[9]);
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if (i <= 27) {
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if (_obj[i+1].id == 2)
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memcpy(cpy, nmv, sizeof cpy);
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}
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} else if (_obj[i].id == 2) { // if object is a moon
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memcpy(nmv, cpy, sizeof nmv);
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draw_object(nmv, projMat, _obj[i].s, _r/_obj[i].vars[0], _obj[i].vars[1], _obj[i].vars[2], _obj[i].vars[3],
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_obj[i].vars[4], _obj[i].vars[5], _obj[i].vars[6], _obj[i].vars[7], _obj[i].vars[8], _obj[i].vars[9]);
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}
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}
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/* déclarer qu'on a changé (en bas niveau) des pixels du screen */
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gl4dpScreenHasChanged();
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/* fonction permettant de raffraîchir l'ensemble de la fenêtre*/
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gl4dpUpdateScreen(NULL);
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if (!_pause){
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_a += ((360.0 * dt) / 60) * _s; // 360 in 1 minute so 1 day = 1 min
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_r += ((360.0 * dt) / 60) * _s; // 360 in 1 minute so 1 day = 1 min
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}
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}
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/*!\brief intercepte l'événement clavier pour modifier les options. */
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void key(int keycode) {
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double step = 5.0;
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int i;
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switch(keycode) {
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case GL4DK_UP:
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if (_movement)
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_cam.y += step;
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break;
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case GL4DK_DOWN:
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if (_movement)
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_cam.y -= step;
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break;
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case GL4DK_RIGHT:
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if (!_pause)
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_s += 30.0f;
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break;
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case GL4DK_LEFT:
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if (!_pause)
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_s -= 30.0f;
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break;
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case GL4DK_w:
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if (_movement) {
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_cam.x += -_v * step * sin(_cam.theta);
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_cam.z += -_v * step * cos(_cam.theta);
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}
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break;
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case GL4DK_s:
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if (_movement) {
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_cam.x += _v * step * sin(_cam.theta);
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_cam.z += _v * step * cos(_cam.theta);
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}
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break;
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case GL4DK_a:
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if (_movement)
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_cam.theta += step * 0.01;
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break;
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case GL4DK_d:
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if (_movement)
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_cam.theta -= step * 0.01;
|
|
break;
|
|
case GL4DK_p:
|
|
if (_pause == 0)
|
|
_pause = 1;
|
|
else
|
|
_pause = 0;
|
|
break;
|
|
case GL4DK_MINUS:
|
|
_v -= 0.01f;
|
|
if (_v < 0.01f){
|
|
_v = 0.01f;
|
|
}
|
|
break;
|
|
case GL4DK_EQUALS:
|
|
_v += 0.01f;
|
|
if (_v > 0.5f){
|
|
_v = 0.5f;
|
|
}
|
|
break;
|
|
case GL4DK_o:
|
|
if (_movement) {
|
|
if (!_overview) {
|
|
_overview = !_overview;
|
|
_cam.x = 0.0f;
|
|
_cam.y = 200.0f;
|
|
_cam.z = 0.0f;
|
|
_cam.theta = 0.0f;
|
|
} else {
|
|
_overview = !_overview;
|
|
_cam.x = 0.0f;
|
|
_cam.y = 1.0f;
|
|
_cam.z = 10.0f;
|
|
_cam.theta = 0.0f;
|
|
}
|
|
}
|
|
break;
|
|
case GL4DK_r:
|
|
_a = _r;
|
|
_p = -1;
|
|
_pause = 0;
|
|
_movement = 1;
|
|
_overview = 0;
|
|
break;
|
|
case GL4DK_m:
|
|
_s = 1;
|
|
break;
|
|
case GL4DK_q:
|
|
exit(0);
|
|
break;
|
|
case GL4DK_0:
|
|
_p = 0;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_1:
|
|
_p = 1;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_2:
|
|
_p = 2;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_3:
|
|
_p = 3;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_4:
|
|
_p = 4;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_5:
|
|
_p = 5;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_6:
|
|
_p = 6;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_7:
|
|
_p = 7;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_8:
|
|
_p = 8;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_9:
|
|
_p = 9;
|
|
/*_pause = 1;*/
|
|
_movement = 0;
|
|
_overview = 0;
|
|
_cam.x = _cam.x;
|
|
_cam.y = _cam.y;
|
|
_cam.z = _cam.z;
|
|
break;
|
|
case GL4DK_t: /* 't' la texture */
|
|
_use_tex = !_use_tex;
|
|
if(_use_tex) {
|
|
for (i = 0; i < 28; ++i) {
|
|
enableSurfaceOption(_obj[i].s, SO_USE_TEXTURE);
|
|
}
|
|
} else {
|
|
for (i = 0; i < 28; ++i) {
|
|
disableSurfaceOption(_obj[i].s, SO_USE_TEXTURE);
|
|
}
|
|
}
|
|
break;
|
|
case GL4DK_c: /* 'c' utiliser la couleur */
|
|
_use_color = !_use_color;
|
|
if(_use_color) {
|
|
for (i = 0; i < 28; ++i) {
|
|
enableSurfaceOption(_obj[i].s, SO_USE_COLOR);
|
|
}
|
|
} else {
|
|
for (i = 0; i < 28; ++i) {
|
|
disableSurfaceOption(_obj[i].s, SO_USE_COLOR);
|
|
}
|
|
}
|
|
break;
|
|
case GL4DK_l: /* 'l' utiliser l'ombrage par la méthode Gouraud */
|
|
_use_lighting = !_use_lighting;
|
|
if(_use_lighting) {
|
|
for (i = 0; i < 28; ++i) {
|
|
enableSurfaceOption(_obj[i].s, SO_USE_LIGHTING);
|
|
}
|
|
} else {
|
|
for (i = 0; i < 28; ++i) {
|
|
disableSurfaceOption(_obj[i].s, SO_USE_LIGHTING);
|
|
}
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// handler of mouse motion.
|
|
static void pmotion(int x, int y) {
|
|
if (_movement){
|
|
_xm = x;
|
|
_ym = y;
|
|
_cam.theta = -(_xm - (_wW >> 1)) / (float)_wW*10;
|
|
}
|
|
}
|
|
|
|
// handler of mouse buttons.
|
|
static void mouse(int button, int state, int x, int y) {
|
|
if (_movement){
|
|
double dtheta = M_PI;
|
|
if (button == GL4D_BUTTON_LEFT)
|
|
_cam.y += dtheta;
|
|
if (button == GL4D_BUTTON_RIGHT)
|
|
_cam.y -= dtheta;
|
|
if (button == GL4D_BUTTON_MIDDLE)
|
|
_cam.y = 1.0f;
|
|
}
|
|
}
|
|
|
|
/*!\brief à appeler à la sortie du programme. */
|
|
void sortie(void) {
|
|
int i;
|
|
Mix_CloseAudio();
|
|
Mix_Quit();
|
|
for (i = 0; i < 28; ++i) {
|
|
if(_obj[i].s){
|
|
freeSurface(_obj[i].s);
|
|
_obj[i].s = NULL;
|
|
}
|
|
}
|
|
if (bsound)
|
|
Mix_FreeChunk(bsound);
|
|
bsound = NULL;
|
|
/* libère tous les objets produits par GL4Dummies, ici
|
|
* principalement les screen */
|
|
gl4duClean(GL4DU_ALL);
|
|
}
|