[译]GLUT教程 - 整合代码6
Lighthouse3d.com >> GLUT Tutorial >> Extras >> The Code So Far VI
下面代码以窗体模式启动.你可以在一堆给定的设置中选择用哪个进入游戏模式,也可以返回窗体模式.命令是用位图字体显示在屏幕上.
#include <stdio.h>
#include <stdlib.h>
#include <math.h> #ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif // angle of rotation for the camera direction
float angle = 0.0f; // actual vector representing the camera's direction
float lx=0.0f,lz=-1.0f; // XZ position of the camera
float x=0.0f, z=5.0f; // the key states. These variables will be zero
// when no key is being pressesed
float deltaAngle = 0.0f;
float deltaMove = ;
int xOrigin = -; // color for the snowman's nose
float red = 1.0f, blue=0.5f, green=0.5f; // scale of snowman
float scale = 1.0f; // default font
void *font = GLUT_STROKE_ROMAN; // width and height of the window
int h,w; // variables to compute frames per second
int frame;
long time, timebase;
char s[];
char currentMode[]; // this string keeps the last good setting
// for the game mode
char gameModeString[] = "640x480"; void init(); void changeSize(int ww, int hh) { h = hh;
w = ww;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if (h == )
h = ; float ratio = w * 1.0 / h; // Use the Projection Matrix
glMatrixMode(GL_PROJECTION); // Reset Matrix
glLoadIdentity(); // Set the viewport to be the entire window
glViewport(, , w, h); // Set the correct perspective.
gluPerspective(45.0f, ratio, 0.1f, 100.0f); // Get Back to the Modelview
glMatrixMode(GL_MODELVIEW);
} void drawSnowMan() { glScalef(scale, scale, scale);
glColor3f(1.0f, 1.0f, 1.0f); // Draw Body
glTranslatef(0.0f ,0.75f, 0.0f);
glutSolidSphere(0.75f,,); // Draw Head
glTranslatef(0.0f, 1.0f, 0.0f);
glutSolidSphere(0.25f,,); // Draw Eyes
glPushMatrix();
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.05f, 0.10f, 0.18f);
glutSolidSphere(0.05f,,);
glTranslatef(-0.1f, 0.0f, 0.0f);
glutSolidSphere(0.05f,,);
glPopMatrix(); // Draw Nose
glColor3f(red, green, blue);
glRotatef(0.0f,1.0f, 0.0f, 0.0f);
glutSolidCone(0.08f,0.5f,,); glColor3f(1.0f, 1.0f, 1.0f);
} void renderBitmapString(
float x,
float y,
float z,
void *font,
char *string) { char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != '\0'; c++) {
glutBitmapCharacter(font, *c);
}
} void renderStrokeFontString(
float x,
float y,
float z,
void *font,
char *string) { char *c;
glPushMatrix();
glTranslatef(x, y,z);
glScalef(0.002f, 0.002f, 0.002f);
for (c=string; *c != '\0'; c++) {
glutStrokeCharacter(font, *c);
}
glPopMatrix();
} void restorePerspectiveProjection() { glMatrixMode(GL_PROJECTION);
// restore previous projection matrix
glPopMatrix(); // get back to modelview mode
glMatrixMode(GL_MODELVIEW);
} void setOrthographicProjection() { // switch to projection mode
glMatrixMode(GL_PROJECTION); // save previous matrix which contains the
//settings for the perspective projection
glPushMatrix(); // reset matrix
glLoadIdentity(); // set a 2D orthographic projection
gluOrtho2D(, w, h, ); // switch back to modelview mode
glMatrixMode(GL_MODELVIEW);
} void computePos(float deltaMove) { x += deltaMove * lx * 0.1f;
z += deltaMove * lz * 0.1f;
} void renderScene(void) { if (deltaMove)
computePos(deltaMove); // Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Reset transformations
glLoadIdentity();
// Set the camera
gluLookAt( x, 1.0f, z,
x+lx, 1.0f, z+lz,
0.0f, 1.0f, 0.0f); // Draw ground glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f( 100.0f, 0.0f, 100.0f);
glVertex3f( 100.0f, 0.0f, -100.0f);
glEnd(); // Draw 36 SnowMen
char number[];
for(int i = -; i < ; i++)
for(int j=-; j < ; j++) {
glPushMatrix();
glTranslatef(i*10.0f, 0.0f, j * 10.0f);
drawSnowMan();
sprintf(number,"%d",(i+)*+(j+));
renderStrokeFontString(0.0f, 0.5f, 0.0f, (void *)font ,number);
glPopMatrix();
} // Code to compute frames per second
frame++; time=glutGet(GLUT_ELAPSED_TIME);
if (time - timebase > ) {
sprintf(s,"Lighthouse3D - FPS:%4.2f",
frame*1000.0/(time-timebase));
timebase = time;
frame = ;
} setOrthographicProjection();
void *font= GLUT_BITMAP_8_BY_13;
glPushMatrix();
glLoadIdentity();
renderBitmapString(,,,font,(char *)"GLUT Tutorial @ Lighthouse3D");
renderBitmapString(,,,font,s);
renderBitmapString(,,,font,(char *)"F1 - Game Mode 640x480 32 bits");
renderBitmapString(,,,font,(char *)"F2 - Game Mode 800x600 32 bits");
renderBitmapString(,,,font,(char *)"F3 - Game Mode 1024x768 32 bits");
renderBitmapString(,,,font,(char *)"F4 - Game Mode 1280x1024 32 bits");
renderBitmapString(,,,font,(char *)"F5 - Game Mode 1920x1200 32 bits");
renderBitmapString(,,,font,(char *)"F6 - Window Mode");
renderBitmapString(,,,font,(char *)"Esc - Quit");
renderBitmapString(,,,font,currentMode);
glPopMatrix(); restorePerspectiveProjection(); glutSwapBuffers();
} // -----------------------------------
// KEYBOARD
// ----------------------------------- void processNormalKeys(unsigned char key, int xx, int yy) { switch (key) {
case :
if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE) != )
glutLeaveGameMode();
exit();
break;
}
} void pressKey(int key, int xx, int yy) { switch (key) {
case GLUT_KEY_UP : deltaMove = 0.5f; break;
case GLUT_KEY_DOWN : deltaMove = -0.5f; break;
case GLUT_KEY_F1:
// define resolution, color depth
glutGameModeString("640x480:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"640x480:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F2:
// define resolution, color depth
glutGameModeString("800x600:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"800x600:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F3:
// define resolution, color depth
glutGameModeString("1024x768:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"1024x768:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F4:
// define resolution, color depth
glutGameModeString("1280x1024:32");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"1280x1024:32");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F5:
// define resolution, color depth
glutGameModeString("1920x1200");
// enter full screen
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
sprintf(gameModeString,"1920x1200");
// register callbacks again
// and init OpenGL context
init();
}
else
glutGameModeString(gameModeString);
break;
case GLUT_KEY_F6:
// return to default window
w = ;h = ;
if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE) != ) {
glutLeaveGameMode();
//init();
}
break;
}
if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE) == )
sprintf(currentMode,"Current Mode: Window");
else
sprintf(currentMode,
"Current Mode: Game Mode %dx%d at %d hertz, %d bpp",
glutGameModeGet(GLUT_GAME_MODE_WIDTH),
glutGameModeGet(GLUT_GAME_MODE_HEIGHT),
glutGameModeGet(GLUT_GAME_MODE_REFRESH_RATE),
glutGameModeGet(GLUT_GAME_MODE_PIXEL_DEPTH));
} void releaseKey(int key, int x, int y) { switch (key) {
case GLUT_KEY_UP :
case GLUT_KEY_DOWN : deltaMove = ;break;
}
} // -----------------------------------
// MOUSE
// ----------------------------------- void mouseMove(int x, int y) { // this will only be true when the left button is down
if (xOrigin >= ) { // update deltaAngle
deltaAngle = (x - xOrigin) * 0.001f; // update camera's direction
lx = sin(angle + deltaAngle);
lz = -cos(angle + deltaAngle);
}
} void mouseButton(int button, int state, int x, int y) { // only start motion if the left button is pressed
if (button == GLUT_LEFT_BUTTON) { // when the button is released
if (state == GLUT_UP) {
angle += deltaAngle;
xOrigin = -;
}
else {// state = GLUT_DOWN
xOrigin = x;
}
}
} void init() { // register callbacks
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(renderScene); glutIgnoreKeyRepeat();
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(pressKey);
glutSpecialUpFunc(releaseKey);
glutMouseFunc(mouseButton);
glutMotionFunc(mouseMove); // OpenGL init
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
} // -----------------------------------
// MAIN
// ----------------------------------- int main(int argc, char **argv) { // init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(,);
glutInitWindowSize(,);
glutCreateWindow("Lighthouse3D - GLUT Tutorial"); // register callbacks
init(); // enter GLUT event processing cycle
glutMainLoop(); return ;
}
[译]GLUT教程 - 整合代码6的更多相关文章
- [译]GLUT教程 - 整合代码2
Lighthouse3d.com >> GLUT Tutorial >> Input >> The Code So Far II 以下是前面几节的完整整合代码: # ...
- [译]GLUT教程 - 整合代码1
Lighthouse3d.com >> GLUT Tutorial >> Input >> The Code So Far 以下是前面几节的完整整合代码: #inc ...
- [译]GLUT教程 - 整合代码8
Lighthouse3d.com >> GLUT Tutorial >> Avoiding the Idle Func >> The Code So Far VII ...
- [译]GLUT教程 - 整合代码7
Lighthouse3d.com >> GLUT Tutorial >> Extras >> The Code So Far VII 以下是子窗体的最终版本代码. ...
- [译]GLUT教程 - 整合代码5
Lighthouse3d.com >> GLUT Tutorial >> Extras >> The Code So Far V 该代码与位图字体的代码类似.区别是 ...
- [译]GLUT教程 - 整合代码4
Lighthouse3d.com >> GLUT Tutorial >> Pop-up Menus >> The Code So Far IV 以下代码使用了位图字 ...
- [译]GLUT教程 - 整合代码3
Lighthouse3d.com >> GLUT Tutorial >> Pop-up Menus >> The Code So Far III 这里我们准备包含一 ...
- [译]GLUT教程(目录)
http://www.lighthouse3d.com/tutorials/glut-tutorial/ GLUT是OpenGL Utility Toolkit的意思.作者Mark J. Kilgar ...
- [译]GLUT教程 - 游戏模式
Lighthouse3d.com >> GLUT Tutorial >> Extras >> Game Mode 根据GLUT官网的说明,GLUT的游戏模式是为开启 ...
随机推荐
- Python实现微信小程序支付功能
由于最近自己在做小程序的支付,就在这里简单介绍一下讲一下用python做小程序支付这个流程.当然在进行开发之前还是建议读一下具体的流程,清楚支付的过程. 1.支付交互流程 当然具体的参数配置可以参考官 ...
- FZU-2267 The Bigger the Better(字符串,模拟)
Problem 2267 The Bigger the Better Accept: 132 Submit: 935Time Limit: 1500 mSec Memory Limit ...
- bean实例化--工厂方法
1,编写bean package com.songyan.demo1; /** * 要创建的对象类 * @author sy * */ public class User { private Stri ...
- Hadoop 2.2.0 Job源代码阅读笔记
本文所有涉及的内容均为2.2.0版本中呈现. 概述: Job在创建Job并且提交的人的眼中,可以在创建的时候通过配置Job的内容,控制Job的执行,以及查询Job的运行状态.一旦Job提交以后,将不能 ...
- po_文件格式[转]
原文: http://cpp.ezbty.org/content/science_doc/po_%E6%96%87%E4%BB%B6%E6%A0%BC%E5%BC%8F 摘要:PO 是一种 GNU 定 ...
- easyui combogrid 按需加载,点击下拉加载
功能优点:减少不必要的http请求,减少服务器查询压力,降低额外的浏览器渲染,提高呈现速度开发分享: combogrid 点击才请求的功能实现简要:我分析了费用系统,和现在全网的写法.并不满意.都是要 ...
- VirtualBox – Error In supR3HardenedWinReSpawn
Genymotion 模拟器安装好虚拟机后,启动时报错: ————————— VirtualBox – Error In supR3HardenedWinReSpawn ————————— <h ...
- Hive图形化界面客户端
通过JDBC连接HiveServer2的图形界面工具,包括:SQuirrel SQL Client.Oracle SQL Developer以及DbVisualizer SQuirrel SQL Cl ...
- 用word2vec对语料进行训练
在Linux上安装好word2vec, 进入trunk文件夹,把分词后的语料文件放在trunk文件夹内,执行:./word2vec -train tt.txt -output vectors.bin ...
- 数据库中存在0,1,2.....或者1,null,2 排序时让0或者null在最后的sql语句
select * from yryz_products_t order by isnull(sort),sort; select * from yourtable order by cast ...