/***********************************************************************/        /***********************************************************************/
/* FreeVR OpenGL tutorial example 11: ex11_locks.c                     */        /* FreeVR OpenGL tutorial example 12: ex12_travel.c                    */
/* Last tested with: FreeVR version 0.6a                               */        /* Last tested with: FreeVR version 0.6a                               */
/* Last Modified: September 26, 2003                                   */        /* Last Modified: May 2, 2005                                          */
/* URL: http://freevr.org                                              */        /* URL: http://freevr.org                                              */
/***********************************************************************/        /***********************************************************************/
/* This example code re-demonstrates the VR application program that   */        /* This example code demonstrates a VR application program that        */
/*   allows the user to grab an object and translate it.  We now add   */        /*   allows the user to fly the world using a joystick controlled      */
/*   locking code, to remove the potential for bugs that can occur     */        /*   point and fly method.                                             */
/*   when one process is writing to the same memory from which another */     
/*   is simultaneously reading.                                        */     
/*                                                                     */        /*                                                                     */
/*                                                                     */        /*                                                                     */
/* The new features of this example include:                           */        /* The new features of this example include:                           */
/*   - FreeVR Library functions, variables, and macros:                */        /*   - FreeVR Library functions, variables, and macros:                */
/*      * vrLockCreate();                                              */        /*      * vrGetValuatorValue() [used for joystick interaction]         */
/*      * vrLockWriteSet();                                            */        /*      * vrPointGetVWFromUser6sensor()    [versus the real-world]     */
/*      * vrLockWriteRelease();                                        */        /*      * vrVectorGetRWFrom6sensorDir()                                */
/*      * vrLockReadSet();                                             */        /*      * vrUserTravelReset()                                          */
/*      * vrLockReadRelease();                                         */        /*      * vrUserTravelRotateId()                                       */
                                                                                 /*      * vrUserTravelTranslate3d()                                    */
                                                                                 /*      * vrRenderTransformUserTravel(rendinfo)                        */
                                                                                 /*   - Objects fixed with respect to the real world vs. virtual world  */
                                                                                 /*      (ie. coordinate systems)                                       */
/*                                                                     */        /*                                                                     */
/* Considerations:                                                     */        /* Considerations:                                                     */
/*   - Locks help avoid contentions between attempts to read from or   */        /*   - A floor/ground helps user to maintain bearings.                 */
/*      write to memory to which another process is writing.           */        /*   - Now concerned about how much time passes between sim frames.    */
/*   - It is important to make sure locks are released after each use. */        /*   - Interactions between wand and objects must take place in the    */
/*   - Due to the time now spent waiting in locks, time-related factors*/        /*      same coordinate system reference frame.                        */
/*      that are not explicitly correlated with the passage of         */     
/*      simulation time may require readjustment.                      */     
/*                                                                     */        /*                                                                     */
/* This application uses the files:                                    */        /* This application uses the files:                                    */
/*   - shapes.c  (Bill Sherman's simple OpenGL shapes)                 */        /*   - shapes.c  (Bill Sherman's simple OpenGL shapes)                 */
/*                                                                     */        /*                                                                     */
/* Copyright 2010, William R. Sherman, All Rights Reserved.            */        /* Copyright 2010, William R. Sherman, All Rights Reserved.            */
/*   In particular, the right to republish this file in whole or in    */        /*   In particular, the right to republish this file in whole or in    */
/*   part, in any form (including electronic forms) is prohibited      */        /*   part, in any form (including electronic forms) is prohibited      */
/*   without written consent of the copyright holder.                  */        /*   without written consent of the copyright holder.                  */
/***********************************************************************/        /***********************************************************************/
#include <stdio.h>      /* needed for printf(), etc. */                          #include <stdio.h>      /* needed for printf(), etc. */
#include <stdlib.h>     /* needed for exit() */                                  #include <stdlib.h>     /* needed for exit() */
#include <signal.h>     /* needed for signal() and its arguments */              #include <signal.h>     /* needed for signal() and its arguments */
#include <unistd.h>     /* not sure why/whether this is needed */                #include <unistd.h>     /* not sure why/whether this is needed */
#include <math.h>       /* needed for fabs() & copysign() */                     #include <math.h>       /* needed for fabs() */
 
#include <GL/gl.h>      /* needed for all OpenGL functions & values */           #include <GL/gl.h>      /* needed for all OpenGL functions & values */
 
#include "freevr.h"     /* needed for FreeVR functions & values */               #include "freevr.h"     /* needed for FreeVR functions & values */
#define WAND_SENSOR     1       /* TODO: this should really be based on the c    #define WAND_SENSOR     1       /* TODO: this should really be based on the c
 
 
/* Define a structure for information about each individual object. */           /* Define a structure for information about each individual object. */
typedef struct {                                                                 typedef struct {
                float                           x, y, z;        /* location o                    float                           x, y, z;        /* location o
                GLubyte                         color[3];       /* color of t                    GLubyte                         color[3];       /* color of t
                enum { cube,pyramid,ud_pyramid }shape;          /* shape of t                    enum { cube,pyramid,ud_pyramid }shape;          /* shape of t
        } ObjectType;                                                                    } ObjectType;
 
/* Define a structure for holding a database of the virtual world. */            /* Define a structure for holding a database of the virtual world. */
typedef struct {                                                                 typedef struct {
                int             number_of_objects;              /* number of                     int             number_of_objects;              /* number of 
                int             selected_object;                /* currently                     int             selected_object;                /* currently 
                ObjectType      object[3];                      /* array of o                    ObjectType      object[3];                      /* array of o
                vrLock          lock;                           /* to avoid b                    vrLock          lock;                           /* to avoid b
        } WorldDataType;                                                                 } WorldDataType;
 
 
/****************************************************************************    /****************************************************************************
/* These function declarations are very important -- they will be used as arg    /* These function declarations are very important -- they will be used as arg
void    exit_application(int signal);           /* cleanly close down operati    void    exit_application(int signal);           /* cleanly close down operati
 
void    init_gfx(void);                         /* initialize the graphics       void    init_gfx(void);                         /* initialize the graphics   
void    draw_world(WorldDataType *wd, vrRenderInfo *rendinfo); /* render the     void    draw_world(WorldDataType *wd, vrRenderInfo *rendinfo); /* render the 
void    init_world(WorldDataType *wd);          /* initialize the world param    void    init_world(WorldDataType *wd);          /* initialize the world param
void    update_world(WorldDataType *wd);        /* perform the world simulati    void    update_world(WorldDataType *wd);        /* perform the world simulati
 
 
/***********************************************************************/        /***********************************************************************/
main(int argc, char* argv[])                                                     main(int argc, char* argv[])
{                                                                                {
        WorldDataType   *wd;                                                             WorldDataType   *wd;
 
        /**********************************/                                             /**********************************/
        /*** initialize FreeVR routines ***/                                             /*** initialize FreeVR routines ***/
        /**********************************/                                             /**********************************/
        signal(SIGINT, SIG_IGN);                                                         signal(SIGINT, SIG_IGN);
        vrConfigure(&argc, argv, NULL);         /* allow CLAs to affect confi            vrConfigure(&argc, argv, NULL);         /* allow CLAs to affect confi
        vrStart();                                                                       vrStart();
        signal(SIGINT, exit_application);                                                signal(SIGINT, exit_application);
 
        /********************/                                                           /********************/
        /* create the world */                                                           /* create the world */
        wd = (WorldDataType *)vrShmemAlloc0(sizeof(WorldDataType));                      wd = (WorldDataType *)vrShmemAlloc0(sizeof(WorldDataType));
        wd->lock = vrLockCreate();                                                       wd->lock = vrLockCreate();
        init_world(wd);                                                                  init_world(wd);
 
        /***************************************/                                        /***************************************/
        /* set up the FreeVR library functions */                                        /* set up the FreeVR library functions */
        vrFunctionSetCallback(VRFUNC_DISPLAY_INIT, vrCallbackCreate(init_gfx,            vrFunctionSetCallback(VRFUNC_DISPLAY_INIT, vrCallbackCreate(init_gfx,
        vrFunctionSetCallback(VRFUNC_DISPLAY, vrCallbackCreate(draw_world, 1,            vrFunctionSetCallback(VRFUNC_DISPLAY, vrCallbackCreate(draw_world, 1,
 
        /********************************************************/                       /********************************************************/
        /* define the application name, authors, controls, etc. */                       /* define the application name, authors, controls, etc. */
        vrSystemSetName("example 11 -- locks");                                          vrSystemSetName("example 12 -- travel");
        vrSystemSetAuthors("Bill Sherman");                                              vrSystemSetAuthors("Bill Sherman");
        vrSystemSetExtraInfo("An example to demonstrate the use of locks to k            vrSystemSetExtraInfo("An example to demonstrate traveling relative to
        vrSystemSetStatusDescription("Application running fine");                        vrSystemSetStatusDescription("Application running fine");
        vrInputSet2switchDescription(0, "Terminate the application");                    vrInputSet2switchDescription(0, "Terminate the application");
        vrInputSet2switchDescription(1, "Move the selected object");                     vrInputSet2switchDescription(1, "Move the selected object");
        vrInputSetValuatorDescription(0, "Move the green pyramid in the Z-pla            vrInputSet2switchDescription(3, "Reset the travel matrix (take us hom
        vrInputSetValuatorDescription(1, "Move the green pyramid in the X-pla            vrInputSetValuatorDescription(0, "Rotate us in the world about the Y-
        vrInputSet6sensorDescription(WAND_SENSOR, "Move a short cyan pointer             vrInputSetValuatorDescription(1, "Move us though the world in the dir
                                                                                         vrInputSet6sensorDescription(WAND_SENSOR, "Move a short cyan pointer 
 
        /***************************/                                                    /***************************/
        /*** do world simulation ***/                                                    /*** do world simulation ***/
        /***************************/                                                    /***************************/
                                                                                         vrUserTravelReset(VR_ALLUSERS);
        /* run until terminate key is pressed (Escape by default) */                     /* run until terminate key is pressed (Escape by default) */
        while(!vrGet2switchValue(0)) {                                                   while(!vrGet2switchValue(0)) {
                vrFrame();                                                                       vrFrame();
                update_world(wd);                                                                update_world(wd);
        }                                                                                }
 
        /*********************/                                                          /*********************/
        /*** close up shop ***/                                                          /*** close up shop ***/
        /*********************/                                                          /*********************/
        exit_application(0);                                                             exit_application(0);
}                                                                                }
 
 
/********************************************************************/           /********************************************************************/
/* exit_application(): clean up anything started by the application */           /* exit_application(): clean up anything started by the application */
/*   (forked processes, open files, open sockets, etc.)             */           /*   (forked processes, open files, open sockets, etc.)             */
/********************************************************************/           /********************************************************************/
void exit_application(int signal)                                                void exit_application(int signal)
{                                                                                {
        vrExit();                                                                        vrExit();
 
        exit(0);                                                                         exit(0);
}                                                                                }
 
 
 
/* ----------------8<-----------------8<-----------------8<----------------*/    /* ----------------8<-----------------8<-----------------8<----------------*/
/* In a non-example applicatation, the following would be a separate file. */    /* In a non-example applicatation, the following would be a separate file. */
 
                /**********************************/                                             /**********************************/
                /**********************************/                                             /**********************************/
                /** The World Simulation section **/                                             /** The World Simulation section **/
                /**********************************/                                             /**********************************/
                /**********************************/                                             /**********************************/
 
 
/**************************************************************/                 /**************************************************************/
/* init_world(): create the initial conditions of the dynamic */                 /* init_world(): create the initial conditions of the dynamic */
/*   simulation.                                              */                 /*   simulation.                                              */
/**************************************************************/                 /**************************************************************/
void init_world(WorldDataType *wd)                                               void init_world(WorldDataType *wd)
{                                                                                {
        int     objnum = 0;                                                              int     objnum = 0;
 
        vrLockWriteSet(wd->lock);                                                        vrLockWriteSet(wd->lock);
 
        /* object 1 - a blue cube */                                                     /* object 1 - a blue cube */
        wd->object[objnum].shape = cube;                                                 wd->object[objnum].shape = cube;
        wd->object[objnum].color[0] = 100;                                               wd->object[objnum].color[0] = 100;
        wd->object[objnum].color[1] = 100;                                               wd->object[objnum].color[1] = 100;
        wd->object[objnum].color[2] = 255;                                               wd->object[objnum].color[2] = 255;
        wd->object[objnum].x =  0.0;                                                     wd->object[objnum].x =  0.0;
        wd->object[objnum].y =  5.0;                                                     wd->object[objnum].y =  5.0;
        wd->object[objnum].z = -4.0;                                                     wd->object[objnum].z = -4.0;
        objnum++;                                                                        objnum++;
 
        /* object 2 - a red pyramid */                                                   /* object 2 - a red pyramid */
        wd->object[objnum].shape = pyramid;                                              wd->object[objnum].shape = pyramid;
        wd->object[objnum].color[0] = 255;                                               wd->object[objnum].color[0] = 255;
        wd->object[objnum].color[1] = 100;                                               wd->object[objnum].color[1] = 100;
        wd->object[objnum].color[2] = 100;                                               wd->object[objnum].color[2] = 100;
        wd->object[objnum].x = -4.0;                                                     wd->object[objnum].x = -4.0;
        wd->object[objnum].y =  5.0;                                                     wd->object[objnum].y =  5.0;
        wd->object[objnum].z = -4.0;                                                     wd->object[objnum].z = -4.0;
        objnum++;                                                                        objnum++;
 
        /* object 3 - an upside-down green pyramid */                                    /* object 3 - an upside-down green pyramid */
        wd->object[objnum].shape = ud_pyramid;                                           wd->object[objnum].shape = ud_pyramid;
        wd->object[objnum].color[0] = 100;                                               wd->object[objnum].color[0] = 100;
        wd->object[objnum].color[1] = 255;                                               wd->object[objnum].color[1] = 255;
        wd->object[objnum].color[2] = 100;                                               wd->object[objnum].color[2] = 100;
        wd->object[objnum].x =  4.0;                                                     wd->object[objnum].x =  4.0;
        wd->object[objnum].y =  5.0;                                                     wd->object[objnum].y =  5.0;
        wd->object[objnum].z = -4.0;                                                     wd->object[objnum].z = -4.0;
        objnum++;                                                                        objnum++;
 
        wd->number_of_objects = objnum;                                                  wd->number_of_objects = objnum;
        wd->selected_object = -1;                                                        wd->selected_object = -1;
 
        vrLockWriteRelease(wd->lock);                                                    vrLockWriteRelease(wd->lock);
}                                                                                }
 
 
/*********************************************************************/          /*********************************************************************/
/* update_world(): In this version, we handle the user interactions. */          /* update_world(): In this version, we handle the user interactions. */
/*   Both selecting, and moving the selected object.                 */          /*   Both selecting, and moving the selected object.                 */
/*********************************************************************/          /*********************************************************************/
void update_world(WorldDataType *wd)                                             void update_world(WorldDataType *wd)
{                                                                                {
#define JS_EPSILON      0.125                           /* the dead-zone befo    #define JS_EPSILON      0.125                           /* the dead-zone befo
#define MOVE_FACTOR     2.5                             /* a movement scale f    #define MOVE_FACTOR     2.5                             /* a scale factor to 
                                                                                 #define TURN_FACTOR     25.0                            /* a scale factor to 
                                                                                 #define SUB_JS_EPSILON(a)       ((a)-copysign(JS_EPSILON,(a)))  /* a macro to
static  vrTime          last_time = -1.0;               /* initially set to a    static  vrTime          last_time = -1.0;               /* initially set to a
        vrTime          sim_time = vrCurrentSimTime();  /* the current time o            vrTime          sim_time = vrCurrentSimTime();  /* the current time o
static  vrPoint         last_wand_locpnt;               /* location of the wa    static  vrPoint         last_wand_vw_locpnt;            /* VW location of the
        vrPoint         wand_locpnt;                    /* current location o            vrPoint         wand_vw_locpnt;                 /* current location o
#define last_wand_loc last_wand_locpnt.v                                         #define last_wand_vw_loc last_wand_vw_locpnt.v
#define wand_location wand_locpnt.v                                              #define wand_vw_location wand_vw_locpnt.v
                                                                                         vrVector        wand_rw_pointvec;               /* current vector poi
        double          delta_time;                     /* time since last up            double          delta_time;                     /* time since last up
                                                                                         double          delta_move;                     /* distance an object
        double          joy_x, joy_y;                   /* Joystick values */            double          joy_x, joy_y;                   /* Joystick values */
        int             selected_obj;                   /* the currently sele            int             selected_obj;                   /* the currently sele
        int             touch_obj = -1;                 /* the currently touc            int             touch_obj = -1;                 /* the currently touc
        int             objnum;                         /* for looping throuh            int             objnum;                         /* for looping throuh
        ObjectType      *object;                        /* pointer to object             ObjectType      *object;                        /* pointer to object 
 
        /*****************************************************/                          /*****************************************************/
        /** Determine delta time from last simulation frame **/                          /** Determine delta time from last simulation frame **/
        /*****************************************************/                          /*****************************************************/
        if (last_time == -1.0)                                                           if (last_time == -1.0)
                delta_time = 0.0;                                                                delta_time = 0.0;
        else    delta_time = sim_time - last_time;                                       else    delta_time = sim_time - last_time;
        last_time = sim_time;                           /* now that delta_tim            last_time = sim_time;                           /* now that delta_tim
 
        /* skip the update if the delta isn't big enough */                              /* skip the update if the delta isn't big enough */
        if (delta_time <= 0.0)  /* can also choose a non-zero epsilon */                 if (delta_time <= 0.0)  /* can also choose a non-zero epsilon */
                return;                                                                          return;
 
        /**************************/                                          
        /* User interface section */                                          
                                                                              
        /* store input values so they are consistent throughout update routin 
        joy_x = vrGetValuatorValue(0);                                        
        joy_y = vrGetValuatorValue(1);                                        
                                                                              
        vrLockWriteSet(wd->lock);                                             
                                                                              
        /* now use those values to move the object */                         
        if (fabs(joy_x) > JS_EPSILON)                                         
                wd->object[2].x += joy_x * delta_time * MOVE_FACTOR;          
                                                                              
        if (fabs(joy_y) > JS_EPSILON)                                         
                wd->object[2].z -= (joy_y-copysign(JS_EPSILON,joy_y)) * delta 
                                                                              
        vrLockWriteRelease(wd->lock);                                         
                                                                              
        /**********************************/                                             /**********************************/
        /** Handle Manipulation via wand **/                                             /** Handle Manipulation via wand **/
        /**********************************/                                             /**********************************/
 
        /**********************************************************/                     /**********************************************************/
        /* check for contact between the wand and all the objects */                     /* check for contact between the wand and all the objects */
        /* Note, this is very course locking.  We could also lock just */                /* Note, this is very course locking.  We could also lock just */
        /*   around the lines that actually access the world database. */                /*   around the lines that actually access the world database. */
        vrLockReadSet(wd->lock);                                                         vrLockReadSet(wd->lock);
 
        vrPointGetRWFrom6sensor(&wand_locpnt, WAND_SENSOR);                              vrPointGetVWFromUser6sensor(&wand_vw_locpnt, 0, WAND_SENSOR);
 
        for (objnum = 0; objnum < wd->number_of_objects; objnum++) {                     for (objnum = 0; objnum < wd->number_of_objects; objnum++) {
                if ( (wand_location[VR_X] < wd->object[objnum].x + 1.0)                          if ( (wand_vw_location[VR_X] < wd->object[objnum].x + 1.0)
                  && (wand_location[VR_X] > wd->object[objnum].x - 1.0)                            && (wand_vw_location[VR_X] > wd->object[objnum].x - 1.0)
                  && (wand_location[VR_Y] < wd->object[objnum].y + 1.0)                            && (wand_vw_location[VR_Y] < wd->object[objnum].y + 1.0)
                  && (wand_location[VR_Y] > wd->object[objnum].y - 1.0)                            && (wand_vw_location[VR_Y] > wd->object[objnum].y - 1.0)
                  && (wand_location[VR_Z] < wd->object[objnum].z + 1.0)                            && (wand_vw_location[VR_Z] < wd->object[objnum].z + 1.0)
                  && (wand_location[VR_Z] > wd->object[objnum].z - 1.0) ) {                        && (wand_vw_location[VR_Z] > wd->object[objnum].z - 1.0) ) 
                        touch_obj = objnum;                                                              touch_obj = objnum;
                }                                                                                }
        }                                                                                }
 
        selected_obj = wd->selected_object;                                              selected_obj = wd->selected_object;
 
        vrLockReadRelease(wd->lock);                                                     vrLockReadRelease(wd->lock);
 
        if (selected_obj != touch_obj) {                                                 if (selected_obj != touch_obj) {
                /* NOTE: a local variable (touch_obj) is used because it */                      /* NOTE: a local variable (touch_obj) is used because it */
                /*   decreases the time the lock must be held.           */                      /*   decreases the time the lock must be held.           */
                vrLockWriteSet(wd->lock);                                                        vrLockWriteSet(wd->lock);
                wd->selected_object = touch_obj;                                                 wd->selected_object = touch_obj;
                vrLockWriteRelease(wd->lock);                                                    vrLockWriteRelease(wd->lock);
 
                selected_obj = touch_obj;                                                        selected_obj = touch_obj;
        }                                                                                }
 
        /* when left wand button is pressed, the selected object is moved */             /* when left wand button is pressed, the selected object is moved */
        if (vrGet2switchValue(1) && (selected_obj != -1)) {                              if (vrGet2switchValue(1) && (selected_obj != -1)) {
                vrLockWriteSet(wd->lock);                                                        vrLockWriteSet(wd->lock);
                object = &(wd->object[selected_obj]);                                            object = &(wd->object[selected_obj]);
                object->x += (wand_location[VR_X] - last_wand_loc[VR_X]);                        object->x += (wand_vw_location[VR_X] - last_wand_vw_loc[VR_X]
                object->y += (wand_location[VR_Y] - last_wand_loc[VR_Y]);                        object->y += (wand_vw_location[VR_Y] - last_wand_vw_loc[VR_Y]
                object->z += (wand_location[VR_Z] - last_wand_loc[VR_Z]);                        object->z += (wand_vw_location[VR_Z] - last_wand_vw_loc[VR_Z]
                vrLockWriteRelease(wd->lock);                                                    vrLockWriteRelease(wd->lock);
        }                                                                                }
 
        /******************************************************************/             /******************************************************************/
        /* store the current wand location for next time through the loop */             /* store the current wand location for next time through the loop */
        last_wand_loc[VR_X] = wand_location[VR_X];                                       last_wand_vw_loc[VR_X] = wand_vw_location[VR_X];
        last_wand_loc[VR_Y] = wand_location[VR_Y];                                       last_wand_vw_loc[VR_Y] = wand_vw_location[VR_Y];
        last_wand_loc[VR_Z] = wand_location[VR_Z];                                       last_wand_vw_loc[VR_Z] = wand_vw_location[VR_Z];
                                                                                
                                                                                
                                                                                    /**** begin new code from example 11 ****/
                                                                                         /****************************/
                                                                                         /** Handle Travel via wand **/
                                                                                         /****************************/
                                                                                
                                                                                         /* pressing the right wand button resets us to the initial position *
                                                                                         if (vrGet2switchValue(3)) {
                                                                                                 vrUserTravelReset(VR_ALLUSERS);
                                                                                         }
                                                                                
                                                                                         /* use wand joystick to fly through world */
                                                                                         joy_x = vrGetValuatorValue(0);
                                                                                         joy_y = vrGetValuatorValue(1);
                                                                                
                                                                                         if (fabs(joy_x) > JS_EPSILON)
                                                                                                 vrUserTravelRotateId(VR_ALLUSERS, VR_Y, (delta_time * SUB_JS_
                                                                                
                                                                                         if (fabs(joy_y) > JS_EPSILON) {
                                                                                                 delta_move = delta_time * SUB_JS_EPSILON(joy_y) * MOVE_FACTOR
                                                                                                 vrVectorGetRWFrom6sensorDir(&wand_rw_pointvec, WAND_SENSOR, V
                                                                                                 vrUserTravelTranslate3d(VR_ALLUSERS,
                                                                                                         wand_rw_pointvec.v[VR_X] * delta_move,
                                                                                                         wand_rw_pointvec.v[VR_Y] * delta_move,
                                                                                                         wand_rw_pointvec.v[VR_Z] * delta_move);
                                                                                         }
                                                                                    /**** end new code ****/
 
        /****************************************************/                           /****************************************************/
        /* yield to allow other processes access to the CPU */                           /* yield to allow other processes access to the CPU */
        vrSleep(0);                                                                      vrSleep(0);
}                                                                                }
 
 
 
/* ----------------8<-----------------8<-----------------8<----------------*/    /* ----------------8<-----------------8<-----------------8<----------------*/
/* In a non-example applicatation, the following would be a separate file. */    /* In a non-example applicatation, the following would be a separate file. */
 
                /**************************/                                                     /**************************/
                /**************************/                                                     /**************************/
                /** The Graphics section **/                                                     /** The Graphics section **/
                /**************************/                                                     /**************************/
                /**************************/                                                     /**************************/
 
/* functions from shapes.c */                                                    /* functions from shapes.c */
                                                                                 void    draw_floor();
void    draw_cube();                                                             void    draw_cube();
void    draw_pyramid();                                                          void    draw_pyramid();
void    draw_cube_outline();                                                     void    draw_cube_outline();
void    draw_pyramid_outline();                                                  void    draw_pyramid_outline();
 
 
/*********************************************************************/          /*********************************************************************/
/* init_gfx(): initialize general graphics properties (eg. lighting) */          /* init_gfx(): initialize general graphics properties (eg. lighting) */
/*********************************************************************/          /*********************************************************************/
void init_gfx(void)                                                              void init_gfx(void)
{                                                                                {
        GLfloat location_0[4] = { 0.0, 10.0, 10.0, 1.0 /* 0 = directional, 1             GLfloat location_0[4] = { 0.0, 10.0, 10.0, 1.0 /* 0 = directional, 1 
                ambient_0[4] = { 0.2, 0.2, 0.2, 1.0 },                                           ambient_0[4] = { 0.2, 0.2, 0.2, 1.0 },
                diffuse_0[4] = { 0.8, 0.8, 0.8, 1.0 },                                           diffuse_0[4] = { 0.8, 0.8, 0.8, 1.0 },
                specular_0[4] = { 0.2, 0.2, 0.2, 1.0 };                                          specular_0[4] = { 0.2, 0.2, 0.2, 1.0 };
 
                                                                                
        /****************************************/                                       /****************************************/
        /* set the render initialization values */                                       /* set the render initialization values */
        glClearColor(0.0, 0.0, 0.0, 0.0);                                                glClearColor(0.0, 0.0, 0.0, 0.0);
        glClearDepth(1.0);                                                               glClearDepth(1.0);
 
        /********************************************************/                       /********************************************************/
        /* set the polygon shading/lighting/material parameters */                       /* set the polygon shading/lighting/material parameters */
        glShadeModel(GL_SMOOTH);                                                         glShadeModel(GL_SMOOTH);
 
        glEnable(GL_LIGHTING);                                                           glEnable(GL_LIGHTING);
 
        glLightfv(GL_LIGHT0, GL_POSITION, location_0);                                   glLightfv(GL_LIGHT0, GL_POSITION, location_0);
        glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_0);                                     glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_0);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_0);                                     glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_0);
        glLightfv(GL_LIGHT0, GL_SPECULAR, specular_0);                                   glLightfv(GL_LIGHT0, GL_SPECULAR, specular_0);
        glEnable(GL_LIGHT0);                                                             glEnable(GL_LIGHT0);
 
        /* These two lines cause the vertex colors to be used (otherwise all             /* These two lines cause the vertex colors to be used (otherwise all 
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);                               glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
        glEnable(GL_COLOR_MATERIAL);                                                     glEnable(GL_COLOR_MATERIAL);
 
        glEnable(GL_NORMALIZE); /* this is required when calling glScalef() w            glEnable(GL_NORMALIZE); /* this is required when calling glScalef() w
 
        /***************************/                                                    /***************************/
        /* set the line parameters */                                                    /* set the line parameters */
        glEnable(GL_LINE_SMOOTH);                                                        glEnable(GL_LINE_SMOOTH);
        glLineWidth(2.0);                                                                glLineWidth(2.0);
}                                                                                }
 
 
/*******************************************************************/            /*******************************************************************/
/* draw_world(): Now will render how ever many objects are in the  */            /* draw_world(): Now will render how ever many objects are in the  */
/*   world data structure.  The color, type (and maybe rotation)   */            /*   world data structure.  The color, type (and maybe rotation)   */
/*   are all now stored for each object, in addition to location.  */            /*   are all now stored for each object, in addition to location.  */
/*   The currently selected object is highlighted by adding a      */            /*   The currently selected object is highlighted by adding a      */
/*   wireframe outline to the representation.                      */            /*   wireframe outline to the representation.                      */
/*******************************************************************/            /*******************************************************************/
void draw_world(WorldDataType *wd, vrRenderInfo *rendinfo)                       void draw_world(WorldDataType *wd, vrRenderInfo *rendinfo)
{                                                                                {
static  GLfloat         location_0[4] = { 0.0, 10.0, 0.0, 1.0 /* 0 = directio    static  GLfloat         location_0[4] = { 0.0, 10.0, 0.0, 1.0 /* 0 = directio
static  char            msg[128];                       /* memory for text st    static  char            msg[128];                       /* memory for text st
        int             objnum;                         /* object counter */             int             objnum;                         /* object counter */
 
        /**************************************/                                         /**************************************/
        /* clear the screen -- very important */                                         /* clear the screen -- very important */
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);                              glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
        /********************************************************************            /********************************************************************
        /* update the light's location -- must be done independently for each            /* update the light's location -- must be done independently for each
        glLightfv(GL_LIGHT0, GL_POSITION, location_0);                                   glLightfv(GL_LIGHT0, GL_POSITION, location_0);
 
        /************************************/                                           /************************************/
        /* draw a short pointer at the wand */                                           /* draw a short pointer at the wand */
        glPushMatrix();                                                                  glPushMatrix();
                glColor3ub(100, 255, 255);      /* cyan */                                       glColor3ub(100, 255, 255);      /* cyan */
                vrRenderTransform6sensor(rendinfo, WAND_SENSOR);                                 vrRenderTransform6sensor(rendinfo, WAND_SENSOR);
                glRotatef(-90.0, 1.0, 0.0, 0.0);                                                 glRotatef(-90.0, 1.0, 0.0, 0.0);
                glScalef(0.15, 0.15, 0.15);                                                      glScalef(0.15, 0.15, 0.15);
                glTranslatef(0.0, 1.5, 0.0);                                                     glTranslatef(0.0, 1.5, 0.0);
                draw_pyramid_outline();                                                          draw_pyramid_outline();
        glPopMatrix();                                                                   glPopMatrix();
 
        /************************/                                                       /*******************************************************/
        /* draw all the objects */                                                       /* draw an object that remains fixed in physical space */
                                                                                         glColor3ub(200, 100, 255);      /* purple */
                                                                                         glPushMatrix();
                                                                                                 glTranslatef(-4.0, 1.0, -1.0);
                                                                                                 draw_cube();
                                                                                         glPopMatrix();
                                                                                
                                                                                         /******************************************************************/
                                                                                         /* draw the rest of the objects in virtual (user navigated) space */
                                                                                         glPushMatrix();         /* save the real-world coordinate system */
                                                                                         vrRenderTransformUserTravel(rendinfo);
                                                                                
                                                                                         draw_floor();
 
        /* Note again, this is very course locking. */                                   /* Note again, this is very course locking. */
        vrLockReadSet(wd->lock);                                                         vrLockReadSet(wd->lock);
        for (objnum = 0; objnum < wd->number_of_objects; objnum++) {                     for (objnum = 0; objnum < wd->number_of_objects; objnum++) {
 
                glColor3ubv(wd->object[objnum].color);                                           glColor3ubv(wd->object[objnum].color);
                glPushMatrix();                                                                  glPushMatrix();
                        glTranslatef(wd->object[objnum].x, wd->object[objnum]                            glTranslatef(wd->object[objnum].x, wd->object[objnum]
                        switch (wd->object[objnum].shape) {                                              switch (wd->object[objnum].shape) {
                        case cube:                                                                       case cube:
                                if (objnum == wd->selected_object)                                               if (objnum == wd->selected_object)
                                        draw_cube_outline();                                                             draw_cube_outline();
                                else    draw_cube();                                                             else    draw_cube();
                                break;                                                                           break;
                        case pyramid:                                                                    case pyramid:
                                if (objnum == wd->selected_object)                                               if (objnum == wd->selected_object)
                                        draw_pyramid_outline();                                                          draw_pyramid_outline();
                                else    draw_pyramid();                                                          else    draw_pyramid();
                                break;                                                                           break;
                        case ud_pyramid:                                                                 case ud_pyramid:
                                glScalef(1.0, -1.0, 1.0);                                                        glScalef(1.0, -1.0, 1.0);
                                if (objnum == wd->selected_object)                                               if (objnum == wd->selected_object)
                                        draw_pyramid_outline();                                                          draw_pyramid_outline();
                                else    draw_pyramid();                                                          else    draw_pyramid();
                                break;                                                                           break;
                        }                                                                                }
                glPopMatrix();                                                                   glPopMatrix();
        }                                                                                }
 
                                                                                         glPopMatrix();  /* return to real-world coordinates */
                                                                                         /* NOTE: 2-D text is best rendered in a fixed location in the world *
                                                                                
        /*************************************************/                              /*************************************************/
        /* draw text indicating which object is selected */                              /* draw text indicating which object is selected */
        if (wd->selected_object < 0) {                                                   if (wd->selected_object < 0) {
                sprintf(msg, "Object selected: none");                                           sprintf(msg, "Object selected: none");
        } else {                                                                         } else {
                sprintf(msg, "Object selected: %d", wd->selected_object);                        sprintf(msg, "Object selected: %d", wd->selected_object);
        }                                                                                }
 
        vrLockReadRelease(wd->lock);                                                     vrLockReadRelease(wd->lock);
 
        glDisable(GL_LIGHTING);         /* make the text bright regardless of            glDisable(GL_LIGHTING);         /* make the text bright regardless of
        glColor3ub(255, 255, 255);      /* white */                                      glColor3ub(255, 255, 255);      /* white */
        glPushMatrix();                                                                  glPushMatrix();
                glTranslatef(-4.0, 7.0, -5.0);  /* on the front screen */                        glTranslatef(-4.0, 7.0, -5.0);  /* on the front screen */
 
                glRasterPos3f(0.0, 0.0, 0.0);   /* go to the 3D location */                      glRasterPos3f(0.0, 0.0, 0.0);   /* go to the 3D location */
                vrRenderText(rendinfo, msg);                                                     vrRenderText(rendinfo, msg);
        glPopMatrix();                                                                   glPopMatrix();
        glEnable(GL_LIGHTING);                                                           glEnable(GL_LIGHTING);
}                                                                                }