2011-m2s3-city-builder/view.cpp
2011-11-28 12:58:10 +01:00

140 lines
3.7 KiB
C++

#include "all_includes.hh"
View::View(Chose* root) : root(root), cameraCenter(500,500,10), cameraDist(300), xSight(0), ySight(0), zSight(0), xAngle(0), yAngle(0), moveDist(10) {
initWindow();
mainLoop();
}
void View::initWindow() {
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Sortie terrain OpenGL",NULL);
SDL_SetVideoMode(windowWidth, windowHeight, 32, SDL_OPENGL);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(70,(double)windowWidth/windowHeight,1,10000);
glEnable(GL_DEPTH_TEST);
glewInit();
float MatSpec[4] = {0.0f, 0.0f, 0.0f, 1.0f};
float MatDif[4] = {0.0f, 0.5f, 0.0f, 1.0f};
float MatAmb[4] = {0.0f, 0.0f, 0.0f, 1.0f};
float Light1Pos[4] = {0.0f, 1.0f, 0.0f, 0.0f};
float Light1Dif[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float Light1Spec[4] = {0.0f, 0.0f, 0.0f, 1.0f};
float Light1Amb[4] = {0.4f, 0.4f, 0.4f, 1.0f};
float shininess = 128.0f;
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,MatSpec);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,MatDif);
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,MatAmb);
glMaterialfv(GL_FRONT,GL_SHININESS,&shininess);
glLightfv(GL_LIGHT0, GL_DIFFUSE, Light1Dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, Light1Spec);
glLightfv(GL_LIGHT0, GL_AMBIENT, Light1Amb);
glLightfv(GL_LIGHT0, GL_POSITION, Light1Pos);
glEnable(GL_LIGHTING); // Active l'éclairage
glEnable(GL_LIGHT0); // Active la lumière 0;
}
void View::displayAxes() {
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES);
glColor3ub(255,0,0);
glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
glVertex3f(2500.0f, 0.0f, 0.0f); // ending point of the line
glEnd( );
glBegin(GL_LINES);
glColor3ub(0,255,0);
glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
glVertex3f(0.0f, 2500.0f, 0.0f); // ending point of the line
glEnd( );
glBegin(GL_LINES);
glColor3ub(0,0,255);
glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
glVertex3f(0.0f, 0.0f, -2500.0f); // ending point of the line
glEnd( );
Vertex dest = Vertex::fromSpherical(100, xAngle, yAngle);
glBegin(GL_LINES);
glColor3ub(255,0,255);
glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
glVertex3d(dest.x, dest.y, dest.z); // ending point of the line
glEnd( );
dest = cameraCenter - dest;
glBegin(GL_LINES);
glColor3ub(255,255,0);
glVertex3d(cameraCenter.x, cameraCenter.y, cameraCenter.z); // origin of the line
glVertex3d(dest.x, dest.y, dest.z); // ending point of the line
glEnd( );
glEnable(GL_LIGHTING);
}
void View::renderScene() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//gluLookAt(1024,512,1356,1024,512,0,0,1,0);
//glClearColor(1,1,1,1); // pour un fond blanc
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
//gluLookAt(0,0,cameraDist, 0, 0, 0,0,1,0);
// glTranslated(-xSight,-ySight,-(zSight+cameraDist));
glRotatef(-yAngle,1,0,0);
glRotatef(-xAngle,0,0,1);
glTranslated(-cameraCenter.x, -cameraCenter.y, -cameraCenter.z);
displayAxes();
glBegin(GL_TRIANGLES);
root->display();
glEnd();
glFlush();
SDL_GL_SwapBuffers();
}
void View::mainLoop() {
short continuer = 1;
SDL_Event event;
while (continuer) {
SDL_WaitEvent(&event);
switch(event.type) {
case SDL_QUIT:
continuer = 0;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_DOWN:
cameraCenter = cameraCenter + Vertex::fromSpherical(10, xAngle, yAngle);
break;
case SDLK_UP:
cameraCenter = cameraCenter - Vertex::fromSpherical(10, xAngle, yAngle);
break;
default:
break;
}
break;
case SDL_MOUSEMOTION:
xAngle = ((event.motion.x-windowWidth/2)*340/(windowWidth));
yAngle = (event.motion.y-windowHeight/2)*340/(windowHeight);
break;
default:
break;
}
renderScene();
}
SDL_Quit();
}