Fix the "zoom" problem and add some wires in between.

This commit is contained in:
Aaron Mueller 2011-10-20 20:28:00 +02:00
parent 1b468b8c22
commit dc6b4346ce
4 changed files with 69 additions and 18 deletions

View file

@ -5,16 +5,22 @@
#define WINDOW_HEIGHT 600 #define WINDOW_HEIGHT 600
#define CUBE_SIZE 30 #define CUBE_SIZE 30
#define MOVE_SPEED 5 #define MOVE_SPEED 7
#define ZOOM_LEVEL 25
#define PI 3.14159265 #define PI 3.1415926535897932
// Materials // Materials
extern float ledOnMaterial[]; extern float ledOnMaterial[];
extern float wireMaterial[];
extern float innerWireMaterial[];
// Movement // Movement
extern float lookX, lookZ; extern float lookX, lookZ;
extern float eyePos, eyeAngle; extern float eyePos, eyeAngle;
// Objects
extern GLUquadricObj *quadric;
#endif #endif

View file

@ -4,22 +4,49 @@
#include "config.h" #include "config.h"
#include "display.h" #include "display.h"
extern void moveCameraPosition(float direction);
void drawLEDCube() { void drawLEDCube() {
glMatrixMode(GL_MODELVIEW);
glMaterialfv(GL_FRONT, GL_DIFFUSE, ledOnMaterial);
int x, y, z; int x, y, z;
float space = 10.0;
for (z=0; z<3; ++z) // Ebene // LEDs
for (y=0; y<3; ++y) // Zeile glMaterialfv(GL_FRONT, GL_DIFFUSE, ledOnMaterial);
for (x=0; x<3; ++x) { // Spalte for (z=-10; z<=10; z+=10) // Ebene
for (y=-10; y<=10; y+=10) // Zeile
for (x=-10; x<=10; x+=10) { // Spalte
glPushMatrix(); glPushMatrix();
glTranslatef(x*space, y*space, z*space); glTranslatef(x, y, z);
glutSolidSphere(1.0, 16, 16); glutSolidSphere(1.0, 16, 16);
gluCylinder(quadric, 1.0, 1.0, 1.3, 16, 2);
//glTranslatef(x, y, z+0.8);
//gluCylinder(quadric, 1.3, 1.3, 0.2, 16, 2);
//gluDisk(
glPopMatrix(); glPopMatrix();
} }
// Wires
for (y=-10; y<=10; y+=10)
for (x=-10; x<=10; x+=10) {
glMaterialfv(GL_FRONT, GL_DIFFUSE, ((x == 0 || y == 0) ? innerWireMaterial : wireMaterial));
// Front
glBegin(GL_LINES);
glVertex3f(x, y, -10);
glVertex3f(x, y, 10);
glEnd();
// Side
glBegin(GL_LINES);
glVertex3f(-10, x, y);
glVertex3f(10, x, y);
glEnd();
// Top
glBegin(GL_LINES);
glVertex3f(x, -10, y);
glVertex3f(x, 10, y);
glEnd();
}
} }
void display() { void display() {
@ -27,12 +54,11 @@ void display() {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective(45.0, WINDOW_WIDTH/WINDOW_HEIGHT, 1.0, 250.0); gluPerspective(ZOOM_LEVEL, WINDOW_WIDTH/WINDOW_HEIGHT, 1.0, 350.0);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
moveCameraPosition(0.0); gluLookAt(lookX, eyeAngle, lookZ, 0, 0, 0, 0, 1, 0);
gluLookAt(lookX, eyeAngle, lookZ, CUBE_SIZE/2, 6.0, CUBE_SIZE/2, 0, 1, 0);
drawLEDCube(); drawLEDCube();
glutSwapBuffers(); glutSwapBuffers();

View file

@ -9,8 +9,8 @@ void moveCameraPosition(float direction) {
eyePos += direction; eyePos += direction;
if (eyePos > 360.0) eyePos = 0.0; if (eyePos > 360.0) eyePos = 0.0;
lookX = cos(eyePos * PI/180.0)*(CUBE_SIZE/2+50.0) + (CUBE_SIZE/2); lookX = sin(eyePos * PI/180.0)*70.0;
lookZ = sin(eyePos * PI/180.0)*(CUBE_SIZE/2+50.0) + (CUBE_SIZE/2); lookZ = cos(eyePos * PI/180.0)*70.0;
} }
void moveCameraAngle(float angle) { void moveCameraAngle(float angle) {

View file

@ -7,10 +7,20 @@
#include "display.h" #include "display.h"
#include "input.h" #include "input.h"
float ledOnMaterial[] = {1.0, 0.0, 0.0, 1.0}; float ledOnMaterial[] = {0.0, 0.0, 1.0, 1.0};
float wireMaterial[] = {0.7, 0.7, 0.7, 1.0};
float innerWireMaterial[] = {0.2, 0.2, 0.2, 0.3};
float light_diffuse[] = {0.0, 0.0, 1.0, 1.0};
float light_position[] = {1.0, 1.0, 1.0, 0.0};
float lookX = 0.0, lookZ = 0.0; float lookX = 0.0, lookZ = 0.0;
float eyePos = 0.0, eyeAngle = 50.0; float eyePos = 0.0, eyeAngle = 45.0;
GLUquadricObj *quadric;
extern void moveCameraPosition(float direction);
int main(int argc, char* argv[]) { int main(int argc, char* argv[]) {
glutInit(&argc, argv); glutInit(&argc, argv);
@ -30,7 +40,16 @@ int main(int argc, char* argv[]) {
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
moveCameraPosition(0); // Init the Position
quadric = gluNewQuadric();
gluQuadricNormals(quadric, GLU_SMOOTH);
gluQuadricDrawStyle(quadric, GLU_FILL);
glutMainLoop(); glutMainLoop();
return 0; return 0;