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Portal.cpp
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/*
-------------------Headers-------------------------------
*/
#include<iostream>
#include<unistd.h>
#include<math.h>
#include<string.h>
#include<stdio.h>
#include<stdbool.h>
#include "imageloader.h"
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "var.h"
/*
-------------------Global variables-----------------------
*/
void reset(){
lx = 0.0f;
ly = 0.0f;
lz = -1.0f;
lxs = -1.0f;
lys = 0.0f;
lzs = 0.0f;
x = -5.0f;
y = 2.5f;
z = 18.0f;
xside = -9.0f;
yside = 2.5f;
zside = -7.5f;
b1 = 8.0;
b2 = 18.0;
b3 = 35.0;
ang = 0.0;
}
/*
-------------------Set the cameras-----------------------
*/
//Portal Room 1 front camera
void cam1(){
gluLookAt(x, y, z,
x + lx, 2.5f + ly, z + lz,
roll + 0.0f, 2.5f, 0.0f);
glFlush();
}
//Portal Room 1 side camera
void cam2(){
gluLookAt(xside, 2.5f, zside,
4.5,0.8,-7.0,
//-4.5f, 0.3f, -2.0f,
roll + 0.0f, 2.5f, 0.0f);
glFlush();
}
//Portal Room 2 front camera
void cam3(){
gluLookAt(x, 3.0f, z,
0, 3.0, -10.0,
roll + 0.0f, 2.5f, 0.0f);
}
/*
-------------------Textures-----------------------
*/
GLuint loadTexture(Image* image) {
GLuint textureId;
glGenTextures(1, &textureId); //Make room for our texture
glBindTexture(GL_TEXTURE_2D, textureId); //Tell OpenGL which texture to edit
//Map the image to the texture
glTexImage2D(GL_TEXTURE_2D, //Always GL_TEXTURE_2D
0, //0 for now
GL_RGB, //Format OpenGL uses for image
image->width, image->height, //Width and height
0, //The border of the image
GL_RGB, //GL_RGB, because pixels are stored in RGB format
GL_UNSIGNED_BYTE, //GL_UNSIGNED_BYTE, because pixels are stored
//as unsigned numbers
image->pixels); //The actual pixel data
return textureId; //Returns the id of the texture
}
GLuint _textureId; //The id of the texture
//GLuint _textureId2;
void texPortal(){
Image* image = loadBMP("portal.bmp");
_textureId = loadTexture(image);
delete image;
}
void texWall(){
Image* image = loadBMP("greymarble_brick.bmp");
_textureId = loadTexture(image);
delete image;
}
/*
---------------------Portals----------------------------
*/
void door(float widthStart, float heightStart, int axis, float axisVal){
float width = 3.0;
float height = 5.0;
switch(axis){
case 1: //perp to x axis
texPortal();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(axisVal, heightStart, widthStart);
glTexCoord2f(2.0f, 0.0f);
glVertex3f(axisVal, heightStart+height, widthStart);
glTexCoord2f(2.0f, 1.0f);
glVertex3f(axisVal, heightStart+height, widthStart-width);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(axisVal, heightStart, widthStart-width);
glEnd();
glDisable(GL_TEXTURE_2D);
break;
case 2: //perp to y axis
texPortal();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(heightStart+height, axisVal, widthStart);
glTexCoord2f(2.0f, 0.0f);
glVertex3f(heightStart, axisVal, widthStart);
glTexCoord2f(2.0f, 1.0f);
glVertex3f(heightStart, axisVal, widthStart-width);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(heightStart+height, axisVal, widthStart-width);
glEnd();
glDisable(GL_TEXTURE_2D);
break;
case 3: //perp to z axis
texPortal();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(widthStart-width, heightStart, axisVal);
glTexCoord2f(2.0f, 0.0f);
glVertex3f(widthStart-width, heightStart+height, axisVal);
glTexCoord2f(2.0f, 1.0f);
glVertex3f(widthStart, heightStart+height, axisVal);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(widthStart, heightStart, axisVal);
glEnd();
glDisable(GL_TEXTURE_2D);
break;
}
}
void drawRoom1Doors(){
door(-3.0f ,0.0f ,3 ,3.0f);
door(-6.0f ,0.0f ,1 ,-9.9f);
//chasm top layer
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex3f(-9.0f, 0.1f, 1.0f);
glVertex3f(-9.0f, 0.1f, -3.0f);
glVertex3f(9.0f, 0.1f, -3.0f);
glVertex3f(9.0f, 0.1f, 1.0f);
glEnd();
//chasm bottom layer
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex3f(-9.0f, -0.1f, 1.0f);
glVertex3f(-9.0f, -0.1f, -3.0f);
glVertex3f(9.0f, -0.1f, -3.0f);
glVertex3f(9.0f, -0.1f, 1.0f);
glEnd();
}
void drawRoom2Doors(){
door(-3.0f, 0.0f, 3, 0.0f);
door(-6.0f, 0.0f, 1, 9.9f);
door(-6.0f, 0.0f, 1, -9.9f);
door(1.5f, 2.5f, 2, 6.9f);
}
/*
-------------------Objects-----------------------
*/
//draw ball
void drawBall(float ballx, float bally, float ballz){
glColor3f(0.556863, 0.137255, 0.137255);
glLineWidth(1);
glTranslatef(ballx,bally,ballz);
glutWireSphere(1.0,40,40);
usleep(5000);
}
static float theta[] = {0.0, 0.0, 0.0};
static GLint axis = 1;
void spinPot(){
theta[axis] += 2.0;
if(theta[axis]>360.0)
theta[axis] -= 360.0;
glutPostRedisplay();
}
//draw teatpot
void drawTeaPot(){
glPushMatrix();
glColor3f(0.556863, 0.137255, 0.137255);
//glTranslated(-4.5,0.3,-7.6);
//glTranslated(-4.5,0.3,-2.0);
glTranslated(4.5,0.5,-7.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glutSolidTeapot(0.6);
glPopMatrix();
}
/*
-------------------Scenes-----------------------
*/
void fall(){
y -= 0.08;
}
//main animation function
void renderScene(void){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, _textureId);
if(choice==1 || choice==2){
glLoadIdentity();
//toggle camera
if(choice==1){
if(cam==1)
cam1();
else if(cam==2)
cam2();
}
else if(choice==2){
cam = 3;
cam3();
}
//Draw Floor
glColor3f(0.7f, 0.7f, 0.7f);
glBegin(GL_QUADS);
glVertex3f(-10.0f, 0.0f, -10.0f);
glVertex3f(-10.0f, 0.0f, 10.0f);
glVertex3f(10.0f, 0.0f, 10.0f);
glVertex3f(10.0f, 0.0f, -10.0f);
glEnd();
//back wall
texWall();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-10.0f, 0.0f, -10.0f);
glTexCoord2f(0.0f, 2.0f);
glVertex3f(-10.0f, 7.0f, -10.0f);
glTexCoord2f(5.0f, 2.0f);
glVertex3f(10.0f, 7.0f, -10.0f);
glTexCoord2f(5.0f, 0.0f);
glVertex3f(10.0f, 0.0f, -10.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
//left wall
texWall();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-10.0f, 0.0f, -10.0f);
glTexCoord2f(0.0f, 2.0f);
glVertex3f(-10.0f, 7.0f, -10.0f);
glTexCoord2f(5.0f, 2.0f);
glVertex3f(-10.0f, 7.0f, 10.0f);
glTexCoord2f(5.0f, 0.0f);
glVertex3f(-10.0f, 0.0f, 10.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
//right wall
texWall();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(0.0, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(10.0f, 0.0f, -10.0f);
glTexCoord2f(0.0f, 2.0f);
glVertex3f(10.0f, 7.0f, -10.0f);
glTexCoord2f(5.0f, 2.0f);
glVertex3f(10.0f, 7.0f, 10.0f);
glTexCoord2f(5.0f, 0.0f);
glVertex3f(10.0f, 0.0f, 10.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
//ceiling
glColor3f(0.95f, 0.95f, 0.95f);
glBegin(GL_QUADS);
glVertex3f(-10.0f, 7.0f, -10.0f);
glVertex3f(10.0f, 7.0f, -10.0f);
glVertex3f(10.0f, 7.0f, 10.0f);
glVertex3f(-10.0f, 7.0f, 10.0f);
glEnd();
//User teleportation room
if(choice==1){
drawRoom1Doors();
drawTeaPot();
if(z<posChasm){
if(y>-30.0)
fall();
}
}
//object teleportation room
else if(choice==2){
drawRoom2Doors();
//ball : portal2 -> portal3
glPushMatrix();
drawBall(b2,0.95,-7.5);
b2 -= 0.1;
if(ang>=360.0)
ang = 0.0;
ang+=30;
glPopMatrix();
//ball : portal4 -> ground
glPushMatrix();
drawBall(5.0,b3,0.0);
if(b3>1.0){
b3 -=0.1;
if(ang>=360.0)
ang = 0.0;
ang+=30;
}
else
b3 = 1.0;
glPopMatrix();
//ball : user -> portal1
glClipPlane(GL_CLIP_PLANE0, cp_eqn);
glEnable(GL_CLIP_PLANE0);
drawBall(-4.5,0.95,b1);
b1 -= 0.1; //ball speed
if(ang>=360.0)
ang = 0.0;
ang+=30;
glDisable(GL_CLIP_PLANE0);
}
glFlush();
glutSwapBuffers();
}
}
/*
-------------------Rest-----------------------
*/
//keyboard keys
void processSpecialKeys(int key, int xx, int yy){
float fraction = 0.3f;
switch(key){
//left arrow key event
case GLUT_KEY_LEFT:
if(cam==1){
if(x>-7.8){
x += sin(angle - M_PI/2.0) * fraction;
z += -cos(angle - M_PI/2.0) * fraction;
}
}
else if(cam==3){
if(x>xmin){
//printf("\n%f",x);
x += sin(angle - M_PI/2.0) * fraction;
z += -cos(angle - M_PI/2.0) * fraction;
}
}
break;
//right arrow key event
case GLUT_KEY_RIGHT:
if(cam==1){
if(x<7.8){
x += sin(M_PI/2.0 + angle) * fraction;
z += -cos(M_PI/2.0 + angle) * fraction;
}
}
else if(cam==3){
if(x<xmax){
x += sin(M_PI/2.0 + angle) * fraction;
z += -cos(M_PI/2.0 + angle) * fraction;
}
}
break;
//top arrow key event
case GLUT_KEY_UP:
if(choice==1){
if(x<-3 && x>-6 && z<3.5){
cam = 2;
}
if(cam==1){
x += lx * fraction;
z += lz * fraction;
}
if(cam==2){
if(xside<0.0){
xside -= lxs * fraction;
zside -= lzs * fraction;
}
}
}
break;
//bottom arrow key event
case GLUT_KEY_DOWN:
if(choice==1){
if(cam==1){
x -= lx * fraction;
z -= lz * fraction;
}
if(cam==2){
if(xside>-9.5){
xside += lxs * fraction;
zside += lzs * fraction;
}
}
}
break;
case 'c':
if(choice==1)
choice = 2;
else if(choice==2){
choice = 1;
cam = 1;
}
reset();
break;
case 'r':
reset();
break;
case 13:
if(flag==0) //Ascii of 'enter' key is 13
flag=1;
break;
//Exit
case 27:
exit(0);
}
}
//menu selection function
void demo_menu(int id){
switch(id){
case 0:exit(0);
break;
case 1:choice=1;
reset();
break;
case 2:choice=2;
reset();
break;
}
glutPostRedisplay();
}
//window size and viewport
void changeSize(int w, int h){
if(h==0)
h=1;
float ratio = w * 1.0 / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
halfWidth = (float)(w/2.0);
halfHeight = (float)(h/2.0);
gluPerspective(45.0f, ratio, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
void initRendering() {
glEnable(GL_DEPTH_TEST);
}
//refresh screen
void animate () {
glutPostRedisplay();
spinPot();
}
int main(int argc, char **argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowPosition(220,150);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Portal");
initRendering();
int config = glutCreateMenu(demo_menu);
glutAddMenuEntry("Enter Portal Room 1",1);
glutAddMenuEntry("Enter Portal Room 2",2);
glutAddMenuEntry("Exit",0);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(animate);
glutSpecialFunc(processSpecialKeys);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 1;
}