Implement the LED voltage switch.
LEDs can now be switched on or off with the mouse. The current state of the LEd cube is saved in a array which can be easily printed out to STDOUT.
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8e91376491
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2694d9988f
5 changed files with 33 additions and 16 deletions
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@ -26,9 +26,13 @@ extern float innerWireMaterial[];
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// Movement
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// Movement
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extern float lookX, lookZ;
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extern float lookX, lookZ;
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extern float eyePos, eyeAngle;
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extern float eyePos, eyeAngle;
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extern int ledOrientation;
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// Objects
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// Objects
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extern GLUquadricObj *quadric;
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extern GLUquadricObj *quadric;
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// LED data
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extern int currentFrame[27];
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#endif
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#endif
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@ -5,22 +5,22 @@
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#include "display.h"
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#include "display.h"
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void drawLEDs(int orientation, int mode) {
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void drawLEDs(int mode) {
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int x, y, z;
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int x, y, z;
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int colorIndex = 0;
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int ledIndex = 0;
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if (orientation == TOP_ORIENTATION) {
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if (ledOrientation == TOP_ORIENTATION) {
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glRotatef(90, 2, 0, 0);
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glRotatef(90, 2, 0, 0);
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}
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}
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for (z=-10; z<=10; z+=10) // Ebene
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for (z=-10; z<=10; z+=10) // Ebene
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for (y=-10; y<=10; y+=10) // Zeile
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for (y=-10; y<=10; y+=10) // Zeile
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for (x=-10; x<=10; x+=10) { // Spalte
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for (x=-10; x<=10; x+=10) { // Spalte
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ledIndex++;
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if (mode == PICKING_MODE) {
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if (mode == PICKING_MODE) {
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glColor3ub(0, 0, colorIndex*8);
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glColor3ub(0, 0, ledIndex*8);
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colorIndex++;
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} else {
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} else {
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glMaterialfv(GL_FRONT, GL_AMBIENT, (z == 0 ? ledOnMaterial : ledOffMaterial));
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glMaterialfv(GL_FRONT, GL_AMBIENT, (currentFrame[ledIndex-1] == 1 ? ledOnMaterial : ledOffMaterial));
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}
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}
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glPushMatrix();
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glPushMatrix();
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@ -79,7 +79,7 @@ void setScene() {
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// OpenGL Display function
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// OpenGL Display function
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void display() {
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void display() {
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setScene();
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setScene();
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drawLEDs(TOP_ORIENTATION, RENDER_MODE);
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drawLEDs(RENDER_MODE);
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drawWires();
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drawWires();
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glutSwapBuffers();
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glutSwapBuffers();
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}
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}
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@ -90,7 +90,7 @@ void displayPickingObjects() {
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glDisable(GL_DITHER);
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glDisable(GL_DITHER);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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drawLEDs(TOP_ORIENTATION, PICKING_MODE);
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drawLEDs(PICKING_MODE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHTING);
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glEnable(GL_DITHER);
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glEnable(GL_DITHER);
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@ -2,7 +2,7 @@
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#define _DISPLAY_H
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#define _DISPLAY_H
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void drawLEDs(int orientation, int mode);
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void drawLEDs(int mode);
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void drawWires();
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void drawWires();
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void display();
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void display();
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@ -6,6 +6,7 @@
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#include "input.h"
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#include "input.h"
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#include "display.h"
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#include "display.h"
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void moveCameraPosition(float direction) {
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void moveCameraPosition(float direction) {
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eyePos += direction;
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eyePos += direction;
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if (eyePos > 360.0) eyePos = 0.0;
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if (eyePos > 360.0) eyePos = 0.0;
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@ -49,14 +50,20 @@ void keyboard_special(int key, int x, int y) {
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void mouse(int button, int state, int x, int y) {
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void mouse(int button, int state, int x, int y) {
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if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
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if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
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int viewport[4];
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int position, viewport[4];
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GLubyte pixel[3];
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GLubyte pixel[3];
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displayPickingObjects();
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displayPickingObjects();
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetIntegerv(GL_VIEWPORT, viewport);
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glReadPixels(x, viewport[3]-y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, (void*)pixel);
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glReadPixels(x, viewport[3]-y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, (void*)pixel);
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printf("%d\n", pixel[2]/8); // Selected LED
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position = ((int)pixel[2]/8)-1; // Selected LED
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printf("%d\n", position);
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currentFrame[position] = currentFrame[position] == 0 ? 1 : 0;
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printf("%d\n", currentFrame[position]);
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display();
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}
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}
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}
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}
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@ -1,4 +1,3 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <glut.h>
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#include <glut.h>
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@ -7,28 +6,35 @@
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#include "display.h"
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#include "display.h"
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#include "input.h"
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#include "input.h"
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// Materials
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float ledOnMaterial[] = {0.0, 0.0, 1.0, 1.0};
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float ledOnMaterial[] = {0.0, 0.0, 1.0, 1.0};
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float ledOffMaterial[] = {0.1, 0.1, 0.1, 0.0};
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float ledOffMaterial[] = {0.1, 0.1, 0.1, 0.0};
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float wireMaterial[] = {0.7, 0.7, 0.7, 1.0};
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float wireMaterial[] = {0.7, 0.7, 0.7, 1.0};
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float innerWireMaterial[] = {0.2, 0.2, 0.2, 0.3};
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float innerWireMaterial[] = {0.2, 0.2, 0.2, 0.3};
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// Colors
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float backgroundColor[] = {0.3, 0.3, 0.3, 0.4};
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float backgroundColor[] = {0.3, 0.3, 0.3, 0.4};
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float light0Pos[] = {70, 70, 70, 0.0};
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// Positions
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float light0Pos[] = {70, 70, 70, 0.0};
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float lookX = 0.0, lookZ = 0.0;
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float lookX = 0.0, lookZ = 0.0;
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float eyePos = 0.0, eyeAngle = 45.0;
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float eyePos = 0.0, eyeAngle = 45.0;
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int ledOrientation = TOP_ORIENTATION;
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// Objects
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GLUquadricObj *quadric;
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GLUquadricObj *quadric;
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extern void moveCameraPosition(float direction);
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// LED data
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int currentFrame[27] = {0};
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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glutInit(&argc, argv);
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
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glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
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glutCreateWindow("CTHN LEDCube Editor");
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glutCreateWindow("CTHN LEDCube Editor v0.1");
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glutDisplayFunc(display);
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glutDisplayFunc(display);
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glutKeyboardFunc(keyboard);
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glutKeyboardFunc(keyboard);
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