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StreetLamp.cpp
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235 lines (203 loc) · 7.45 KB
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#include "StreetLamp.h"
StreetLamp::StreetLamp(GLint light, GLfloat xPos,GLfloat yPos,GLfloat zPos,GLfloat xLookAt,GLfloat yLookAt,GLfloat zLookAt): Sprite()
{
this->x=xPos;
this->y=yPos;
this->z=zPos;
this->loadTexture();
this->light = light;
this->xLookAt = xLookAt;
this->yLookAt = yLookAt;
this->zLookAt = zLookAt;
this->lightState = 1;
}
StreetLamp::~StreetLamp()
{
//dtor
}
void StreetLamp::lightSwitch()
{
if(this->lightState)
{
glDisable(this->light);
this->lightState = false;
}
else
{
glEnable(this->light);
this->lightState = true;
}
}
void StreetLamp::lightSwitchTo(GLint state)
{
if(state==0)
{
glDisable(this->light);
this->lightState = false;
}
else
{
glEnable(this->light);
this->lightState = true;
}
}
void StreetLamp::draw()
{
glPushMatrix();
this->drawLight();
//this->drawLightVector();
move();
//Lightbulb
this->drawBulb();
//Lampost
this->drawPost();
glPopMatrix();
}
void StreetLamp::drawLight()
{
GLfloat streetlightColor[] = { 1.0, 0.0, 1.0, 1.0 };
GLfloat light_position[] = { this->x,this->y,this->z, 1.0 };
GLfloat spotDir[] = { this->xLookAt,this->yLookAt,this->zLookAt, 1.0 };
glLightfv(this->light,GL_SPECULAR,streetlightColor);
glLightfv(this->light,GL_AMBIENT,streetlightColor);
glLightfv(this->light,GL_DIFFUSE,streetlightColor);
glLightfv(this->light,GL_POSITION,light_position);
// Definig spotlight attributes
glLightf(this->light,GL_SPOT_CUTOFF,25.0);
glLightf(this->light,GL_SPOT_EXPONENT,2.5);
glLightfv(this->light,GL_SPOT_DIRECTION,spotDir);
}
void StreetLamp::drawBulb()
{
glPushMatrix();
GLfloat ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat shininess[] = { 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
glBindTexture(GL_TEXTURE_2D, this->lightBulbTexture);
GLUquadricObj* l_poQuadric = gluNewQuadric();
gluQuadricDrawStyle(l_poQuadric, GLU_FILL);
gluQuadricNormals(l_poQuadric, GLU_SMOOTH);
gluQuadricTexture(l_poQuadric, GL_TRUE);
glRotatef(180.0f, 1.0f, 0.0f,0.0f);//Flip sphere so we do not see texture seem.
gluSphere(l_poQuadric,0.4,24,24);
gluDeleteQuadric(l_poQuadric);
glPopMatrix();
}
void StreetLamp::drawPost()
{
GLfloat ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat shininess[] = { 1.0 };
glTranslated(0.0,this->y/-1.8,0.0);
glScalef(0.2f, 1.8f,0.2f );
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
glBindTexture(GL_TEXTURE_2D, this->texture);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glEnd();
}
void StreetLamp::drawLightVector()
{
//This is what the light vector should be.
//Why it is not working.... I have no idea.
GLfloat red[] = { 0.8f, 0.0, 0.0, 1.0 };
glBegin(GL_LINES);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_FRONT, GL_SPECULAR, red);
glVertex3f(this->x,this->y,this->z);
glVertex3f(this->xLookAt,this->yLookAt,this->zLookAt);
glEnd();
}
int StreetLamp::loadTexture()
{
// Load Bitmaps And Convert To Texture
this->texture = SOIL_load_OGL_texture
(
//"/home/angela/Documents/Comp371Project/data/scratchmetal.bmp",
"data/scratchmetal.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y
);
this->lightBulbTexture = SOIL_load_OGL_texture
(
//"/home/angela/Documents/Comp371Project/data/lightbulb.bmp",
"data/lightbulb.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y
);
if(this->texture == 0 || this->lightBulbTexture == 0)
{
printf( "SOIL loading error: '%s'\n", SOIL_last_result());
return false;
}
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, this->texture);
glBindTexture(GL_TEXTURE_2D, this->lightBulbTexture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
return true; // Return Success
}