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HW5_zfergus2.java
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HW5_zfergus2.java
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import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*;
import java.awt.event.*;
import java.util.*;
/**
* HW05 of CS451 Computer Graphics: Draws 3d objects bouncing in a box and off
* one another with a directional light and a movable point light.
*
* Controls:
* Move Light in XY Plane: Move Mouse OR Arrow Keys
* Move Light in Z: Enter and Shift OR Drag Mouse in Y
* Change Light Intensity: Mouse Wheel OR W and S
* Change Light Intensity to Value: Number Keys
*
* @author Zachary Ferguson
*/
public class HW5_zfergus2 extends HW4_zfergus2 implements KeyListener,
MouseListener, MouseMotionListener, MouseWheelListener
{
/** Instruction for controls **/
public static final String instructions =
"Instructions:\n"+
"Move Light in XY Plane: Move Mouse OR Arrow Keys\n"+
"Move Light in Z: Enter and Shift OR Drag Mouse in Y\n" +
"Change Light Intensity: Mouse Wheel OR W and S\n" +
"Change Light Intensity to Value: Number Keys\n"+
"LightPos: %s, Intensity: %.2f";
protected boolean showHelp;
/** Static reference to glu. **/
public static GLU glu;
/* Directional light properties. */
protected Vector3 dirLightDir;
protected Color dirLightColor;
/* Point light properties. */
protected Vector3 pointLightPos;
protected Vector3 pointLightScale;
protected Color pointLightColor;
protected Color pointLightDiffuseColor;
/* Attenuation values for the point light. */
protected float constAtt = 0.20000f;
protected float linearAtt = 0.00050f;
protected float quadraticAtt = 0.00005f;
/** Variable used to vary intensity. **/
protected float intensityFactor;
/* Variables for user input deltas. */
protected final float DELTA_X = 10, DELTA_Y = 10, DELTA_Z = 20;
protected float prevY;
/* Used to convert view screen to world coordinates. */
protected int[] viewport;
protected double[] projectionMat, modelviewMat;
/**
* Main method for demoing the HW5_zfergus2 class.
* @param args Command line arguments (Ignored).
**/
public static void main(String[] args)
{
/* Create a HW5_zfergus2 frame. */
HW5_zfergus2 hw05 = new HW5_zfergus2(800, 800, "Zachary Ferguson - HW5"+
"_zfergus2");
/* Display the hw frame */
hw05.setVisible(true);
}
/**
* Crea1tes an instance of the HW5_zfergus2 class given the width, height,
* and title.
* @param width Width of the frame.
* @param height Height of the frame.
* @param title The title of the frame.
*/
public HW5_zfergus2(int width, int height, String title)
{
super(width, height, title);
/* Listen for Keyboard input. */
this.addKeyListener(this);
/* Listen for Mouse input. */
this.canvas.addMouseListener(this);
this.canvas.addMouseMotionListener(this);
this.addMouseWheelListener(this);
this.requestFocus();
this.intensityFactor = (float)Math.log(10); // Intensity = 1.0f;
this.dirLightDir = new Vector3(1,1,1);
this.dirLightColor = Color.BLUE;
this.pointLightPos = new Vector3();
this.pointLightScale = new Vector3(40,40,40);
this.pointLightColor = new Color(1,0,0,0.75f);
this.pointLightDiffuseColor = new Color(1,1,1,0.5f);
this.viewport = null;
this.modelviewMat = null;
this.projectionMat = null;
glu = new GLU();
this.showHelp = true;
this.prevY = 0;
}
/**
* Method called once for initializing the frame. Enables culling and
* z-buffer.
* @param drawable Needed, but unused parameter.
**/
@Override
public void init(GLAutoDrawable drawable)
{
super.init(drawable);
gl.glEnable(GL.GL_RESCALE_NORMAL);
gl.glEnable(GL.GL_NORMALIZE);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
/* Initialize Direction Light */
this.setLighting(GL.GL_LIGHT0, this.dirLightDir, false,
this.dirLightColor, this.dirLightColor, this.dirLightColor);
gl.glEnable(GL.GL_LIGHT1);
/* Attenuation */
this.setAttenuation(GL.GL_LIGHT1, this.constAtt, this.linearAtt,
this.quadraticAtt);
/* Initialize Point Light */
this.setLighting(GL.GL_LIGHT1, pointLightPos, true, pointLightColor,
pointLightColor, pointLightColor);
/* Default Material properties. */
this.setMaterial(Color.BLACK, Color.BLACK, Color.LIGHT_GREY,
Color.WHITE, 100);
/* Blending */
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
/* Anti-aliasing */
gl.glEnable(GL.GL_LINE_SMOOTH);
gl.glHint(GL.GL_LINE_SMOOTH, GL.GL_NICEST);
//gl.glEnable(GL.GL_COLOR_MATERIAL);
}
/** Set the lighting conditions for lightN. */
protected void setLighting(int lightN, Vector3 pos,
boolean isPointLight, Color ambient, Color diffuse, Color specular)
{
/* Set Light Position */
float[] homoPos = new float[]{pos.x, pos.y, pos.z, isPointLight ? (1):
(0)};
gl.glLightfv(lightN, GL.GL_POSITION, homoPos, 0);
/* Set Light Color */
gl.glLightfv(lightN, GL.GL_AMBIENT, ambient.toArray(),0);
gl.glLightfv(lightN, GL.GL_DIFFUSE, diffuse.toArray(), 0);
gl.glLightfv(lightN, GL.GL_SPECULAR, specular.toArray(), 0);
}
/** Set the lighting attenuation for lightN. */
protected void setAttenuation(int lightN, float constant, float linear,
float quadratic)
{
gl.glLightf(lightN, GL.GL_CONSTANT_ATTENUATION, constant);
gl.glLightf(lightN, GL.GL_LINEAR_ATTENUATION, linear);
gl.glLightf(lightN, GL.GL_QUADRATIC_ATTENUATION, quadratic);
}
/** Set the material color to the Colors given. */
protected void setMaterial(Color emission, Color ambient, Color diffuse,
Color specular, float shininess)
{
int faceOption = GL.GL_FRONT;
gl.glMaterialfv(faceOption, GL.GL_EMISSION, emission.toArray(), 0);
gl.glMaterialfv(faceOption, GL.GL_AMBIENT, ambient.toArray(), 0);
gl.glMaterialfv(faceOption, GL.GL_DIFFUSE, diffuse.toArray(), 0);
gl.glMaterialfv(faceOption, GL.GL_SPECULAR, specular.toArray(), 0);
gl.glMaterialf (faceOption, GL.GL_SHININESS, shininess);
}
/**
* Method called every frame to draw out the objects and computes
* collisions.
* @param drawable Needed, but unused parameter.
* @see <a href = "http://goo.gl/ma2UdA" target = "_blank">GLEventListener
* </a>
**/
@Override
public void display(GLAutoDrawable drawable)
{
/* Set the default material color. */
this.setMaterial(Color.DARK_GREY, Color.BLACK, Color.LIGHT_GREY,
Color.WHITE, 100);
super.display(drawable);
this.requestFocus();
/* Draw the movable light source. */
Color intenseColor = Color.multConstant(
(float)Math.exp(intensityFactor)/10f,pointLightColor);
this.setAttenuation(GL.GL_LIGHT1,
this.constAtt/((float)Math.exp(intensityFactor)/10f),
this.linearAtt/((float)Math.exp(intensityFactor)/10f),
this.quadraticAtt/((float)Math.exp(intensityFactor)/10f));
this.setLighting(GL.GL_LIGHT1, pointLightPos, true, intenseColor,
intenseColor, intenseColor);
/* Set the movable light source color. */
this.setMaterial(intenseColor, intenseColor,
this.pointLightDiffuseColor, intenseColor, 100);
gl.glPushMatrix();
gl.glTranslatef(pointLightPos.x, pointLightPos.y, pointLightPos.z);
//Vector3 intenseScale = Vector3.scalarMult(
//clamp(this.intensityFactor, 2.5f,4.5f), this.pointLightScale);
gl.glScalef(pointLightScale.x, pointLightScale.y,
pointLightScale.z);
this.drawUnitSphere(3);
gl.glPopMatrix();
if(showHelp)
{
this.displayString(String.format(instructions, this.pointLightPos,
(float)Math.exp(intensityFactor)/10f),
new Vector3(-this.width + 15, -this.height - 15, 0));
}
else
{
this.displayString("Click for instructions",
new Vector3(-this.width + 15, -this.height - 15, 0));
}
}
/**
* Display a string at the anchor position on the screen.
* @param str String to display.
* @param anchor Position to anchor the string at.
*/
public void displayString(String str, Vector3 anchor)
{
/* Set label color. */
this.setMaterial(Color.YELLOW, Color.BLACK, Color.LIGHT_GREY,
Color.WHITE, 100);
String[] lines = str.split("\n");
gl.glDisable(GL.GL_DEPTH_TEST);
for(int i = 0; i < lines.length; i++)
{
gl.glRasterPos3f(anchor.x, anchor.y + 30*(lines.length-i),
anchor.z);
glut.glutBitmapString(GLUT.BITMAP_HELVETICA_12, lines[i]);
}
gl.glEnable(GL.GL_DEPTH_TEST);
}
/** Draw the box. */
@Override
protected void drawBox()
{
gl.glPushMatrix();
//gl.glColor3f(1, 0.5f, 0);
gl.glScalef(this.boxScale, this.boxScale, this.boxScale);
gl.glTranslatef(-0.5f,-0.5f,-0.5f); /* Translate to origin. */
/* Save the transformation matrix. */
this.boxMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.boxMat, 0);
HW5_zfergus2.drawUnitCube();
gl.glPopMatrix();
}
/** Draw the sphere. */
@Override
protected void drawSphere()
{
this.sphereTrans = Vector3.addVectors(this.sphereTrans, this.sphereVel);
this.sphereRot += this.sphereRotDelta;
gl.glPushMatrix();
gl.glTranslatef(this.sphereTrans.x, this.sphereTrans.y,
this.sphereTrans.z);
gl.glRotatef(this.sphereRot, 1, 1, 1);
gl.glScalef(this.sphereScale, this.sphereScale, this.sphereScale);
/* Save the transformation matrix. */
this.sphereMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.sphereMat, 0);
drawUnitSphere(4);
gl.glPopMatrix();
}
/** Draw the tetrahedron. */
@Override
protected void drawTetrahedron()
{
this.tetraTrans = Vector3.addVectors(this.tetraTrans, this.tetraVel);
this.tetraRot += this.tetraRotDelta;
gl.glPushMatrix();
gl.glTranslatef(this.tetraTrans.x, this.tetraTrans.y,
this.tetraTrans.z);
gl.glRotatef(this.tetraRot, 0, 1, 1);
gl.glScalef(this.tetraScale, this.tetraScale, this.tetraScale);
gl.glTranslatef(-0.5f,-0.5f,-0.5f); /* Translate to origin. */
/* Save the transformation matrix. */
this.tetraMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.tetraMat, 0);
HW5_zfergus2.drawUnitTetrahedron();
gl.glPopMatrix();
}
/** Draw the line. */
@Override
protected void drawLine()
{
this.lineTrans = Vector3.addVectors(this.lineTrans, this.lineVel);
this.lineRot += this.lineRotDelta;
gl.glPushMatrix();
gl.glTranslatef(this.lineTrans.x, this.lineTrans.y,
this.lineTrans.z);
gl.glRotatef(this.lineRot, 0, 1, 1);
gl.glScalef(this.lineScale, this.lineScale, this.lineScale);
/* Save the transformation matrix. */
this.lineMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.lineMat, 0);
//gl.glColor3f(0.5f,1,0);
//gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION,Color.BLUE.toArray(),
// 0);
gl.glBegin(GL.GL_LINES);
gl.glNormal3f(1,1,1);
gl.glVertex3f(0,-0.5f,0);
gl.glNormal3f(1,1,1);
gl.glVertex3f(0,0.5f,0);
gl.glEnd();
gl.glPopMatrix();
}
/** Draws the unit cube with the diagonal from (0,0,0) to (1,1,1) **/
public static void drawUnitCube()
{
gl.glBegin(GL.GL_LINE_LOOP);
gl.glNormal3f(0,0,-1); gl.glVertex3f(0,0,0);
gl.glNormal3f(0,0,-1); gl.glVertex3f(0,1,0);
gl.glNormal3f(0,0,-1); gl.glVertex3f(1,1,0);
gl.glNormal3f(0,0,-1); gl.glVertex3f(1,0,0);
gl.glEnd();
gl.glBegin(GL.GL_LINE_LOOP);
gl.glNormal3f(0,0,1); gl.glVertex3f(0,0,1);
gl.glNormal3f(0,0,1); gl.glVertex3f(1,0,1);
gl.glNormal3f(0,0,1); gl.glVertex3f(1,1,1);
gl.glNormal3f(0,0,1); gl.glVertex3f(0,1,1);
gl.glEnd();
gl.glBegin(GL.GL_LINE_LOOP);
gl.glNormal3f(1,0,0); gl.glVertex3f(1,0,0);
gl.glNormal3f(1,0,0); gl.glVertex3f(1,1,0);
gl.glNormal3f(1,0,0); gl.glVertex3f(1,1,1);
gl.glNormal3f(1,0,0); gl.glVertex3f(1,0,1);
gl.glEnd();
gl.glBegin(GL.GL_LINE_LOOP);
gl.glNormal3f(-1,0,0); gl.glVertex3f(0,0,0);
gl.glNormal3f(-1,0,0); gl.glVertex3f(0,0,1);
gl.glNormal3f(-1,0,0); gl.glVertex3f(0,1,1);
gl.glNormal3f(-1,0,0); gl.glVertex3f(0,1,0);
gl.glEnd();
}
/* Draw face of sphere. */
@Override
protected void subdivideSphere(float v1[], float v2[], float v3[],
int depth)
{
float v12[] = new float[3];
float v23[] = new float[3];
float v31[] = new float[3];
int i;
if (depth==0)
{
//gl.glColor3f(v1[0]*v1[0], v2[1]*v2[1], v3[2]*v3[2]);
//Color color = new Color(v1[0]*v1[0], v2[1]*v2[1], v3[2]*v3[2]);
//gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, color.toArray(), 0);
gl.glBegin(GL.GL_TRIANGLES);
gl.glNormal3f(v1[0], v1[1], v1[2]);
gl.glVertex3f(v1[0], v1[1], v1[2]);
gl.glNormal3f(v2[0], v2[1], v2[2]);
gl.glVertex3f(v2[0], v2[1], v2[2]);
gl.glNormal3f(v3[0], v3[1], v3[2]);
gl.glVertex3f(v3[0], v3[1], v3[2]);
gl.glEnd();
return;
}
for (i = 0; i<3; i++)
{
v12[i] = v1[i]+v2[i];
v23[i] = v2[i]+v3[i];
v31[i] = v3[i]+v1[i];
}
normalize(v12);
normalize(v23);
normalize(v31);
subdivideSphere(v1, v12, v31, depth-1);
subdivideSphere(v2, v23, v12, depth-1);
subdivideSphere(v3, v31, v23, depth-1);
subdivideSphere(v12, v23, v31, depth-1);
}
/** Draws out the Unit Tetrahedron. **/
public static void drawUnitTetrahedron()
{
gl.glBegin(GL.GL_TRIANGLES);
{
//int c = 0b001100;
for(Plane face : unitTetrahedron)
{
//gl.glColor3f((c >>> 2)&0x1, (c >>> 1)&0x1, c & 0x1);
//float[] color = new float[]{(c >>> 2)&0x1, (c >>> 1)&0x1,
// c & 0x1};
//gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION,
// Color.BLUE.toArray(), 0);
float[] norm = face.getNormal().toArray();
gl.glNormal3fv(norm, 0);
gl.glVertex3f(face.v0.x,face.v0.y,face.v0.z);
gl.glNormal3fv(norm, 0);
gl.glVertex3f(face.v1.x,face.v1.y,face.v1.z);
gl.glNormal3fv(norm, 0);
gl.glVertex3f(face.v2.x,face.v2.y,face.v2.z);
//c >>>= 1;
}
}
gl.glEnd();
}
/** Method called for OpenGL rendering every reshape. **/
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height)
{
super.reshape(drawable, x, y, width, height);
this.viewport = new int[4];
this.modelviewMat = new double[16];
this.projectionMat = new double[16];
gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);
gl.glGetDoublev(GL.GL_MODELVIEW_MATRIX, modelviewMat, 0);
gl.glGetDoublev(GL.GL_PROJECTION_MATRIX, projectionMat, 0);
}
public void keyPressed(KeyEvent e)
{
int code = e.getKeyCode();
if(code >= KeyEvent.VK_NUMPAD0 && code <= KeyEvent.VK_NUMPAD9)
{
this.intensityFactor = (float)Math.log(10*(e.getKeyCode() - 0x60));
return;
}
if(code >= KeyEvent.VK_0 && code <= KeyEvent.VK_9)
{
this.intensityFactor = (float)Math.log(10*(e.getKeyCode() - 0x30));
return;
}
switch(e.getKeyCode())
{
case(KeyEvent.VK_RIGHT):
this.pointLightPos.x += DELTA_X;
break;
case(KeyEvent.VK_LEFT):
this.pointLightPos.x -= DELTA_X;
break;
case(KeyEvent.VK_UP):
this.pointLightPos.y += DELTA_Y;
break;
case(KeyEvent.VK_DOWN):
this.pointLightPos.y -= DELTA_Y;
break;
case(KeyEvent.VK_SHIFT):
this.pointLightPos.z += DELTA_Z;
break;
case(KeyEvent.VK_ENTER):
this.pointLightPos.z -= DELTA_Z;
break;
case(KeyEvent.VK_W):
this.intensityFactor += 1/10f;
this.intensityFactor = clamp(intensityFactor, -1.0f, 4.5f);
break;
case(KeyEvent.VK_S):
this.intensityFactor -= 1/10f;
this.intensityFactor = clamp(intensityFactor, -1.0f, 4.5f);
case(KeyEvent.VK_Z):
this.pointLightPos = new Vector3();
break;
case(KeyEvent.VK_H):
showHelp = !showHelp;
break;
}
}
public void keyReleased(KeyEvent e){}
public void keyTyped(KeyEvent e){}
public void mouseMoved(MouseEvent e)
{
/* Store previous mouse y position. */
prevY = e.getY();
// System.out.printf("Mouse Moved: e.x = %d, e.y = %d, z = %g\n",
// e.getX(), e.getY(), pointLightPos.z);
Vector3 worldCoords = screenToWorldCoord(new Vector3(e.getX(),
this.height - e.getY(), pointLightPos.z));
if(worldCoords == null)
return;
this.pointLightPos = worldCoords;
//System.out.printf("LightPos: %s\n", this.pointLightPos);
}
/** Converts a given vector in screen coordinates to world coordinates. **/
public Vector3 screenToWorldCoord(Vector3 pos)
{
if(viewport == null || projectionMat == null || modelviewMat == null)
return null;
double[] start = new double[3];
double[] end = new double[3];
if(glu.gluUnProject(pos.x, pos.y, 0, modelviewMat, 0, projectionMat, 0,
viewport, 0, start, 0) &&
glu.gluUnProject(pos.x, pos.y, 1, modelviewMat, 0, projectionMat, 0,
viewport, 0, end, 0))
{
double t = (pos.z-start[2]) / (end[2]-start[2]);
Line ray = new Line(
new Vector3((float)start[0], (float)start[1], (float)start[2]),
new Vector3((float)end[0], (float)end[1], (float)end[2]));
return ray.getPointOnLine((float)t);
}
return null;
}
public void mouseDragged(MouseEvent e)
{
float y = e.getY();
this.pointLightPos.z += 5*(y-prevY);
this.mouseMoved(e);
}
public void mouseWheelMoved(MouseWheelEvent e)
{
this.intensityFactor -= (float)e.getPreciseWheelRotation()/10f;
this.intensityFactor = clamp(intensityFactor, -1.0f, 4.5f);
//System.out.printf("Intensity: %.2f\n", this.intensityFactor);
}
public static float clamp(float val, float min, float max)
{
return Math.max(min, Math.min(max, val));
}
public static float map(float val, float valMin, float valMax, float mapMin,
float mapMax)
{
return (val - valMin) * (mapMax - mapMin) / (valMax - valMin) + mapMin;
}
/* Toggle the help section. */
public void mouseClicked(MouseEvent e)
{
//System.out.println("Clicked");
showHelp = !showHelp;
}
public void mousePressed(MouseEvent e){}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
/******************************************************************************/
/******************************** Color Class *******************************/
/******************************************************************************/
public static class Color
{
float r,g,b,a;
public static final Color
RED = new Color(1,0,0),
GREEN = new Color(0,1,0),
BLUE = new Color(0,0,1),
YELLOW = new Color(1,1,0),
MAGENTA = new Color(1,0,1),
CYAN = new Color(0,1,1),
ORANGE=new Color(1,0.5f,0),
BLACK = new Color(0,0,0),
DARK_GREY = new Color(0.25f,0.25f,0.25f),
GREY = new Color(0.5f,0.5f,0.5f),
LIGHT_GREY = new Color(0.75f,0.75f,0.75f),
WHITE = new Color(1,1,1);
public Color(float r, float g, float b)
{
this(r,g,b,1);
}
public Color(float r, float g, float b, float a)
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
public float[] toArray()
{
return new float[]{r,g,b,a};
}
public static Color multConstant(float c, Color colour)
{
return new Color(c*colour.r, c*colour.g, c*colour.b);
}
}
}