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FFProbotGLM5.C
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FFProbotGLM5.C
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#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <stack>
#include <math.h>
using namespace std;
#ifdef __APPLE__
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#else
#include <GL/glut.h>
#include <GL/gl.h>
#endif
#include<glm/glm.hpp>
#include<glm/gtx/transform.hpp>
float vertices[] = {-0.05, -0.05, 0.0, // first triangle
0.05, -0.05, 0.0,
0.05, 0.05, 0.0,
-0.05, 0.05, 0.0, };
GLubyte tindices[6];
GLuint vboHandle[1]; // a VBO that contains interleaved positions and colors
GLuint indexVBO;
float angle1=0, angle2=0, angle3=0, angle4=0, angle0=0;
glm::mat4 modelM = glm::mat4(1.0f);
vector<glm::mat4> mat_list;
stack<glm::mat4> mat_stack;
//////////////////////////////////////////////////////////////////////////////////
//
// create VBO objects and send the triangle vertices/colors to the graphics card
//
void InitVBO()
{
glGenBuffers(1, vboHandle); // create an interleaved VBO object
glBindBuffer(GL_ARRAY_BUFFER, vboHandle[0]); // bind the first handle
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*12, vertices, GL_STATIC_DRAW); // allocate space and copy the position data over
glBindBuffer(GL_ARRAY_BUFFER, 0); // clean up
tindices[0] = 0; tindices[1] = 1; tindices[2] = 2;
tindices[3] = 0; tindices[4] = 2; tindices[5] = 3;
glGenBuffers(1, &indexVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte)*6, tindices, GL_STATIC_DRAW); // load the index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); // clean up
}
//////////////////////////////////////////////////////////////////////////////////////////
void draw_square(glm::mat4 m, float color[3]) {
float v_in[4];
float *v_out;
glLoadMatrixf(&m[0][0]);
glPointSize(10);
glColor3f(color[0],color[1],color[2]);
printf("hello\n");
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (char*)NULL+0);
// glDrawElements(GL_POINTS, 6, GL_UNSIGNED_BYTE, (char*)NULL+0);
}
/////////////////////////////////////////////////////////////
void display()
{
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY); // enable the vertex array
glBindBuffer(GL_ARRAY_BUFFER, vboHandle[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO);
// the following code tells OpenGL how to walk through the vertex array
glVertexPointer(3,GL_FLOAT, 0,0); //number of coordinates per vertex (3 here), type of the coordinates,
// stride between consecutive vertices, and pointers to the first coordinate
vector <glm::mat4>::const_iterator mi;
float color[3];
color[0] = 0; color[1] = 0; color[2] = 1;
mat_stack.push(modelM); // 0
modelM = glm::rotate(modelM, angle0, glm::vec3(0.0f, 0.0f, 1.0f)); // 0+
mat_stack.push(modelM); // 0+
mat_stack.push(modelM);
modelM = glm::scale(modelM, glm::vec3(4.0f, 3.0f, 1.0f));
draw_square(modelM, color);
modelM = mat_stack.top();
mat_stack.pop();
// mat_stack.push(modelM);
//////////////////////////////
// Right Arm
//////////////////////////////
color[0] = 1; color[1] = 0; color[2] = 0;
// 0 in stack, 1 in modelM
modelM = glm::translate(modelM, glm::vec3(0.2f, 0.0f, 0.0f));
modelM = glm::rotate(modelM, angle1, glm::vec3(0.0f, 0.0f, 1.0f));
modelM = glm::translate(modelM, glm::vec3(0.05f, 0.0f, 0.0f)); // rotation center
mat_stack.push(modelM); // 1*, stack is now 0|1*
modelM = glm::scale(modelM, glm::vec3(2.0f, 2.0f, 1.0f));
draw_square(modelM, color);
modelM = mat_stack.top();
mat_stack.pop();
color[0] = 0; color[1] = 1; color[2] = 0;
modelM = glm::translate(modelM, glm::vec3(0.1f, 0.0f, 0.0f));
modelM = glm::rotate(modelM, angle2, glm::vec3(0.0f, 0.0f, 1.0f));
modelM = glm::translate(modelM, glm::vec3(0.05f, 0.0f, 0.0f));
mat_stack.push(modelM);
modelM = glm::scale(modelM, glm::vec3(2.0f, .6f, 1.0f));
draw_square(modelM, color);
modelM = mat_stack.top();
mat_stack.pop();
modelM = mat_stack.top();
mat_stack.pop();
// mat_stack.push(modelM);
//////////////////////////////
// Left Arm
//////////////////////////////
color[0] = 1; color[1] = 0; color[2] = 0;
modelM = glm::translate(modelM, glm::vec3(-0.2f, 0.0f, 0.0f));
modelM = glm::rotate(modelM, angle3, glm::vec3(0.0f, 0.0f, 1.0f));
modelM = glm::translate(modelM, glm::vec3(-0.05f, 0.0f, 0.0f)); // rotation center
mat_stack.push(modelM);
modelM = glm::scale(modelM, glm::vec3(2.0f, 2.0f, 1.0f));
draw_square(modelM, color);
modelM = mat_stack.top();
mat_stack.pop();
color[0] = 0; color[1] = 1; color[2] = 0;
modelM = glm::translate(modelM, glm::vec3(-0.1f, 0.0f, 0.0f));
modelM = glm::rotate(modelM, angle4, glm::vec3(0.0f, 0.0f, 1.0f));
modelM = glm::translate(modelM, glm::vec3(-0.05f, 0.0f, 0.0f));
mat_stack.push(modelM);
modelM = glm::scale(modelM, glm::vec3(2.0f, .6f, 1.0f));
draw_square(modelM, color);
modelM = mat_stack.top();
mat_stack.pop();
modelM = mat_stack.top();
mat_stack.pop();
color[0] = 0; color[1] = 1; color[2] = 0;
printf(" ****\n");
for (mi=mat_list.begin(); mi!=mat_list.end(); mi++) {
printf(" hello!\n");
draw_square((*mi), color);
}
glDisableClientState(GL_VERTEX_ARRAY);
glutSwapBuffers();
}
void mymouse(int button, int state, int x, int y)
{
if (state == GLUT_DOWN)
printf(" click on [%d, %d]!\n", x,y);
else if (state == GLUT_UP)
printf(" mouse button up! \n");
glutPostRedisplay();
}
///////////////////////////////////////////////////////////////
void mykey(unsigned char key, int x, int y)
{
float d_angle = 10;
if (key == 'q') exit(1);
if (key == 'R')
modelM = glm::rotate(modelM, d_angle, glm::vec3(0.0f, 0.0f, 1.0f));
// modelM = rotatez(modelM, d_angle);
if (key == 'r')
modelM = glm::translate(modelM, glm::vec3(0.1f, 0.0f, 0.0f));
// modelM = translate(modelM, .1,0,0);
if (key == 'l')
modelM = glm::translate(modelM, glm::vec3(-0.1f, 0.0f, 0.0f));
//modelM = translate(modelM, -.1,0,0);
if (key == 'f')
modelM = glm::translate(modelM, glm::vec3(0.0f, 0.1f, 0.0f));
//modelM = translate(modelM, 0,.1,0);
if (key == 'b')
modelM = glm::translate(modelM, glm::vec3(0.0f, -0.1f, 0.0f));
//modelM = translate(modelM, 0,-.1,0);
if (key == 'c') {
modelM = glm::mat4(1.0f);
angle1 = angle2 = angle3 = angle4 = angle0 = 0;
}
if (key == '1') angle1 += 1;
if (key == '2') angle2 += 1;
if (key == '3') angle3 += 1;
if (key == '4') angle4 += 1;
if (key == '0') angle0 += 1;
if (key == 'p') {
glm::mat4 pm = glm::scale(modelM, glm::vec3(0.5f, 0.5f, 1.0f));
mat_list.push_back(pm);
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("fixed function pipeline: simple");
glutDisplayFunc(display);
glutMouseFunc(mymouse);
glutKeyboardFunc(mykey);
mat_list.clear();
#ifdef __APPLE__
#else
glewInit();
#endif
InitVBO();
glutMainLoop();
}