initial version
[lsystem3d.git] / src / renderingsurface.cpp
diff --git a/src/renderingsurface.cpp b/src/renderingsurface.cpp
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+// Copyright (C) 2006 Erik Dahlberg
+// 
+// This file is part of LSystem3d.
+// 
+// LSystem3D is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+// 
+// LSystem3D is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+// GNU General Public License for more details.
+// 
+// You should have received a copy of the GNU General Public License
+// along with LSystem3D; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+
+
+
+#include <GL/gl.h>
+#include <GL/glu.h>
+
+#include "fx.h"
+#include "fx3d.h"
+
+#include "renderingsurface.h"
+
+
+
+// message map
+FXDEFMAP(RenderingSurface) RenderingSurfaceMap[] =
+{
+    FXMAPFUNC(SEL_LEFTBUTTONPRESS,     RenderingSurface::ID_CANVAS, RenderingSurface::onLeftMouseDown),
+    FXMAPFUNC(SEL_LEFTBUTTONRELEASE,   RenderingSurface::ID_CANVAS, RenderingSurface::onLeftMouseUp),
+    FXMAPFUNC(SEL_MIDDLEBUTTONPRESS,   RenderingSurface::ID_CANVAS, RenderingSurface::onMiddleMouseDown),
+    FXMAPFUNC(SEL_MIDDLEBUTTONRELEASE, RenderingSurface::ID_CANVAS, RenderingSurface::onMiddleMouseUp),
+    FXMAPFUNC(SEL_RIGHTBUTTONPRESS,    RenderingSurface::ID_CANVAS, RenderingSurface::onRightMouseDown),
+    FXMAPFUNC(SEL_RIGHTBUTTONRELEASE,  RenderingSurface::ID_CANVAS, RenderingSurface::onRightMouseUp),
+    FXMAPFUNC(SEL_MOTION,              RenderingSurface::ID_CANVAS, RenderingSurface::onMouseMove),
+    FXMAPFUNC(SEL_PAINT,               RenderingSurface::ID_CANVAS, RenderingSurface::onRepaint)
+};
+
+// macro to set up class implementation
+FXIMPLEMENT(RenderingSurface, FXMainWindow, RenderingSurfaceMap, ARRAYNUMBER(RenderingSurfaceMap))
+
+
+
+/**
+ * Constructor
+ * @param application the FOX application object
+ * @param lsystem the Lindenmayer-system
+ */
+RenderingSurface::RenderingSurface(FXApp *application, LindenmayerSystem *lsystem) : FXMainWindow(application, "LSystem3D", NULL, NULL, DECOR_ALL, 100, 100, 800, 800)
+{
+    _lsystem = lsystem;
+    
+    _modelX =   0.0;
+    _modelY =   0.0;
+    _modelZ = -10.0;
+    
+    _modelRotationY = 0.0;
+    
+    _leftMouseDown = _rightMouseDown = _middleMouseDown = false;
+   
+   
+    // pixel format info
+    _visual = new FXGLVisual(getApp(), VISUAL_DOUBLEBUFFER);
+    
+    // OpenGL drawing area
+    FXVerticalFrame *mainFrame = new FXVerticalFrame(this, LAYOUT_FILL_X | LAYOUT_FILL_Y);
+    _canvas = new FXGLCanvas(mainFrame, _visual, this, ID_CANVAS, LAYOUT_FILL_X | LAYOUT_FILL_Y);
+}
+
+
+
+/**
+ * Create and initialize the window
+ */
+void RenderingSurface::create()
+{
+    // create the window
+    FXMainWindow::create();
+    
+    // set up OpenGL
+    _canvas->makeCurrent();
+    initOpenGL();
+    
+    // make the window appear
+    show();
+}
+
+
+
+/**
+ * Initialize OpenGL
+ */
+void RenderingSurface::initOpenGL()
+{
+    // projection matrix
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    gluPerspective(65, 1, 1, 500);
+        
+    // modelview matrix
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+    
+    
+    // global ambient light
+    GLfloat ambientLight[] = {0.7, 0.7, 0.7, 1.0};
+    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
+
+    // diffuse light
+    GLfloat lightPosition[] = {150.0, 150.0, 0.0, 0.0};
+    GLfloat whiteLight[] = {1.0, 1.0, 1.0, 1.0};
+    glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);
+    glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
+
+    
+    glEnable(GL_COLOR_MATERIAL);
+    glEnable(GL_LIGHTING);
+    glEnable(GL_LIGHT0);
+    glEnable(GL_DEPTH_TEST);
+}
+
+
+
+/**
+ * Force an update of the rendering surface
+ */
+void RenderingSurface::draw()
+{
+    _canvas->update();
+}
+
+
+
+/**
+ * Called by the system when the left mouse button is pressed
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onLeftMouseDown(FXObject *sender, FXSelector selector, void *data)
+{
+    _leftMouseDown = true;
+}
+
+
+
+/**
+ * Called by the system when the left mouse button is released
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onLeftMouseUp(FXObject *sender, FXSelector selector, void *data)
+{
+    _leftMouseDown = false;
+}
+
+
+
+/**
+ * Called by the system when the middle mouse button is pressed
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onMiddleMouseDown(FXObject *sender, FXSelector selector, void *data)
+{
+    _middleMouseDown = true;
+}
+
+
+
+/**
+ * Called by the system when the middle mouse button is released
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onMiddleMouseUp(FXObject *sender, FXSelector selector, void *data)
+{
+    _middleMouseDown = false;
+}
+
+
+
+/**
+ * Called by the system when the right mouse button is pressed
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onRightMouseDown(FXObject *sender, FXSelector selector, void *data)
+{
+    _rightMouseDown = true;
+}
+
+
+
+/**
+ * Called by the system when the right mouse button is released
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onRightMouseUp(FXObject *sender, FXSelector selector, void *data)
+{
+    _rightMouseDown = false;
+}
+
+
+
+/**
+ * Called by the system when the mouse is moved
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onMouseMove(FXObject *sender, FXSelector selector, void *data)
+{
+    // check status of the mouse buttons and move model
+    
+    // left mouse button
+    if (_leftMouseDown)
+    {
+        // move in z-plane
+        
+        FXEvent *event = (FXEvent*)data;
+        
+        // TODO: "gluPerspective(65, 1, 1, 500)" -> "translateFactor = 610.0 / (-_modelZ)", ugly...
+        double translateFactor = 610.0 / (-_modelZ);
+        
+        _modelX +=  (event->win_x - event->last_x) / translateFactor;
+        _modelY += -(event->win_y - event->last_y) / translateFactor;
+        
+        _canvas->update();
+    }
+    
+    // middle mouse button
+    if (_middleMouseDown)
+    {
+        // zoom in/out
+        
+        FXEvent *event = (FXEvent*)data;
+        
+        _modelZ +=  -(event->win_y - event->last_y) / 10.0;
+        
+        // stop zooming at -1.0
+        if (_modelZ >= -1.0)
+        {
+            _modelZ = -1.0;
+        }
+
+        _canvas->update();
+    }
+    
+    // right mouse button
+    if (_rightMouseDown)
+    {
+        // rotate around y-axis
+        
+        FXEvent *event = (FXEvent*)data;
+
+        _modelRotationY = ((int)_modelRotationY + event->win_x - event->last_x) % 360;
+        
+        _canvas->update();
+    }
+}
+
+
+
+/**
+ * Called by the system when the rendering surface needs a repaint
+ * @param sender the sender object
+ * @param selector message type and id
+ * @param data event related data
+ * @return 
+ */
+long RenderingSurface::onRepaint(FXObject *sender, FXSelector selector, void *data)
+{
+    glMatrixMode (GL_MODELVIEW);
+    glLoadIdentity();
+    
+    
+    // clear scene
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    
+    // position and orientation of model
+    glTranslatef(_modelX, _modelY, _modelZ);
+    glRotatef(_modelRotationY, 0.0, 1.0, 0.0);
+    
+    // render model
+    _lsystem->getModel()->draw();
+        
+    
+    // make it appear
+    _canvas->swapBuffers();
+}