#include <GL/glew.h>
#include <GL/glut.h>
#include "shaderutil.h"
-
+#include <math.h>
static int Win;
static int WinWidth = 512, WinHeight = 512;
-static GLfloat Xrot = 0, Yrot = 0;
static int mouseGrabbed = 0;
static GLuint vertShader;
static GLuint fragShader;
static GLuint program;
+static float rot[9] = {1,0,0, 0,1,0, 0,0,1};
static const char* vsSource =
- "varying vec2 rayDir;\n"
- "\n"
- "void main()\n"
- "{\n"
- " rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5);\n"
- " gl_Position = gl_ProjectionMatrix * gl_Vertex;\n"
+ "varying vec2 rayDir; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5); \n"
+ " gl_Position = gl_ProjectionMatrix * gl_Vertex; \n"
"}\n";
static const char* fsSource =
" clamp(dot(reflect(-L,N),camera_dir),0.0,1.0),16.0); \n"
"} \n"
" \n"
- "\n"
- "void\n"
- "main()\n"
- "{\n"
- " const float z = -0.5;\n"
+ "void main() \n"
+ "{ \n"
+ " const float z = -0.5; \n"
" const vec3 cameraPos = vec3(0,0,3); \n"
- " Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot));\n"
- " gl_FragColor = trace1(r);\n"
+ " Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot)); \n"
+ " gl_FragColor = trace1(r); \n"
"}\n";
+static inline
+float
+deg2rad(const float degree)
+{
+ return( degree * 0.017453292519943295769236907684886F);
+}
-
-static void
-Idle(void)
+static inline void
+rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
{
- glutPostRedisplay();
+ const float rad1 = deg2rad(degreesAroundX);
+ const float c1 = cosf(rad1);
+ const float s1 = sinf(rad1);
+ const float rad2 = deg2rad(degreesAroundY);
+ const float c2 = cosf(rad2);
+ const float s2 = sinf(rad2);
+ mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2;
+ mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2;
+ mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
}
+static inline void
+identity(float* mat3)
+{
+ mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
+ mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F;
+ mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F;
+}
static void
Draw(void)
{
- float rot[9] = {1,0,0, 0,1,0, 0,0,1};
GLint location = glGetUniformLocation(program, "rot");
static const float m = -10.F;
static const float p = 10.F;
float scale = 1.5F;
if(mouseGrabbed)
{
- Xrot = (float)(x - WinWidth/2) / scale;
- Yrot = (float)(y - WinHeight/2) / scale;
- printf("%4.2f %4.2f\n", Xrot, Yrot);
+ static GLfloat xRot = 0, yRot = 0;
+ xRot = (float)(x - WinWidth/2) / scale;
+ yRot = (float)(y - WinHeight/2) / scale;
+ identity(rot);
+ rotate_xy(rot, yRot, xRot);
}
}
glutDisplayFunc(Draw);
glutMouseFunc(mouse);
glutPassiveMotionFunc(drag);
- glutIdleFunc(Idle);
+ glutIdleFunc(Draw);
Init();
glutMainLoop();
return 0;
#include <GL/glew.h>
#include <GL/glut.h>
#include "shaderutil.h"
-
+#include <math.h>
static int Win;
static int WinWidth = 256, WinHeight = 256;
static int mouseGrabbed = 0;
+static GLuint vertShader;
+static GLuint program;
+float rot[9] = {1,0,0, 0,1,0, 0,0,1};
static const char* vsSource =
"const float INF = 9999.9; \n"
" Ray ray = Ray(cameraPos, rayDir); \n"
" gl_Position = gl_Vertex; \n"
" gl_FrontColor = trace1(ray); \n"
- "} \n";
+ "}\n";
-static GLuint vertShader;
-static GLuint program;
+static inline
+float
+deg2rad(const float degree)
+{
+ return( degree * 0.017453292519943295769236907684886F);
+}
+
+static inline void
+rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
+{
+ const float rad1 = deg2rad(degreesAroundX);
+ const float c1 = cosf(rad1);
+ const float s1 = sinf(rad1);
+ const float rad2 = deg2rad(degreesAroundY);
+ const float c2 = cosf(rad2);
+ const float s2 = sinf(rad2);
+ mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2;
+ mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2;
+ mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
+}
+
+static inline void
+identity(float* mat3)
+{
+ mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
+ mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F;
+ mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F;
+}
static void
Draw(void)
const float h = 0.5F * WinHeight;
int x,y;
- float rot[9] = {1,0,0, 0,1,0, 0,0,1};
GLint location = glGetUniformLocation(program, "rot");
glUseProgram(program);
void
drag(int x, int y)
{
+ float scale = 1.5F;
if(mouseGrabbed)
{
- printf("%4d %4d\n", x, y);
+ static GLfloat xRot = 0, yRot = 0;
+ xRot = (float)(x - WinWidth/2) / scale;
+ yRot = (float)(y - WinHeight/2) / scale;
+ identity(rot);
+ rotate_xy(rot, yRot, xRot);
}
}
glutDisplayFunc(Draw);
glutIdleFunc(Draw);
glutMouseFunc(mouse);
- glutMotionFunc(drag);
+ glutPassiveMotionFunc(drag);
Init();
glutMainLoop();
return 0;