zoukankan      html  css  js  c++  java
  • [译]GLUT教程

    Lighthouse3d.com >> GLUT Tutorial >> Extras >> The Code So Far VII

    以下是子窗体的最终版本代码.

    #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, ly = 0.0f;
    
    // XZ position of the camera
    float x=0.0f, z=5.0f, y = 1.75f;
    
    // the key states. These variables will be zero
    //when no key is being presses
    float deltaAngle = 0.0f;
    float deltaMove = 0;
    int xOrigin = -1;
    
    // width and height of the window
    int h,w;
    
    // variables to compute frames per second
    int frame;
    long time, timebase;
    char s[50];
    
    // variables to hold window identifiers
    int mainWindow, subWindow1,subWindow2,subWindow3;
    //border between subwindows
    int border = 6;
    
    void setProjection(int w1, int h1)
    {
        float ratio;
        // Prevent a divide by zero, when window is too short
        // (you cant make a window of zero width).
        ratio = 1.0f * w1 / h1;
        // Reset the coordinate system before modifying
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
    
        // Set the viewport to be the entire window
            glViewport(0, 0, w1, h1);
    
        // Set the clipping volume
        gluPerspective(45,ratio,0.1,1000);
        glMatrixMode(GL_MODELVIEW);
    }
    
    void changeSize(int w1,int h1) {
    
        if(h1 == 0)
            h1 = 1;
    
        // we're keeping these values cause we'll need them latter
        w = w1;
        h = h1;
    
        // set subwindow 1 as the active window
        glutSetWindow(subWindow1);
        // resize and reposition the sub window
        glutPositionWindow(border,border);
        glutReshapeWindow(w-2*border, h/2 - border*3/2);
        setProjection(w-2*border, h/2 - border*3/2);
    
        // set subwindow 2 as the active window
        glutSetWindow(subWindow2);
        // resize and reposition the sub window
        glutPositionWindow(border,(h+border)/2);
        glutReshapeWindow(w/2-border*3/2, h/2 - border*3/2);
        setProjection(w/2-border*3/2,h/2 - border*3/2);
    
        // set subwindow 3 as the active window
        glutSetWindow(subWindow3);
        // resize and reposition the sub window
        glutPositionWindow((w+border)/2,(h+border)/2);
        glutReshapeWindow(w/2-border*3/2,h/2 - border*3/2);
        setProjection(w/2-border*3/2,h/2 - border*3/2);
    }
    
    void drawSnowMan() {
    
        glColor3f(1.0f, 1.0f, 1.0f);
    
    // Draw Body
        glTranslatef(0.0f ,0.75f, 0.0f);
        glutSolidSphere(0.75f,20,20);
    
    // Draw Head
        glTranslatef(0.0f, 1.0f, 0.0f);
        glutSolidSphere(0.25f,20,20);
    
    // Draw Eyes
        glPushMatrix();
        glColor3f(0.0f,0.0f,0.0f);
        glTranslatef(0.05f, 0.10f, 0.18f);
        glutSolidSphere(0.05f,10,10);
        glTranslatef(-0.1f, 0.0f, 0.0f);
        glutSolidSphere(0.05f,10,10);
        glPopMatrix();
    
    // Draw Nose
        glColor3f(1.0f, 0.5f, 0.5f);
        glRotatef(0.0f,1.0f, 0.0f, 0.0f);
        glutSolidCone(0.08f,0.5f,10,2);
    
        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 != ''; c++) {
            glutBitmapCharacter(font, *c);
        }
    }
    
    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(0, w, h, 0);
    
        // switch back to modelview mode
        glMatrixMode(GL_MODELVIEW);
    }
    
    void computePos(float deltaMove) {
    
        x += deltaMove * lx * 0.1f;
        z += deltaMove * lz * 0.1f;
    }
    
    // Common Render Items for all subwindows
    void renderScene2() {
    
    // 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
        for(int i = -3; i < 3; i++)
            for(int j=-3; j < 3; j++){
                 glPushMatrix();
                glTranslatef(i*10.0f, 0.0f, j * 10.0f);
                drawSnowMan();
                glPopMatrix();
            }
    }
    
    // Display func for main window
    void renderScene() {
        glutSetWindow(mainWindow);
        glClear(GL_COLOR_BUFFER_BIT);
        glutSwapBuffers();
    }
    
    // Display func for sub window 1
    void renderScenesw1() {
    
        glutSetWindow(subWindow1);
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glLoadIdentity();
        gluLookAt(x, y, z,
                  x + lx,y + ly,z + lz,
                  0.0f,1.0f,0.0f);
    
        renderScene2();
    
        // display fps in the top window
         frame++;
    
        time=glutGet(GLUT_ELAPSED_TIME);
        if (time - timebase > 1000) {
            sprintf(s,"Lighthouse3D - FPS:%4.2f",
                frame*1000.0/(time-timebase));
            timebase = time;
            frame = 0;
        }
    
        setOrthographicProjection();
    
        glPushMatrix();
        glLoadIdentity();
        renderBitmapString(5,30,0,GLUT_BITMAP_HELVETICA_12,s);
        glPopMatrix();
    
        restorePerspectiveProjection();
    
        glutSwapBuffers();
    }
    
    // Display func for sub window 2
    void renderScenesw2() {
    
        glutSetWindow(subWindow2);
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glLoadIdentity();
        gluLookAt(x, y+15, z,
                  x ,y - 1,z,
                  lx,0,lz);
    
        // Draw red cone at the location of the main camera
        glPushMatrix();
        glColor3f(1.0,0.0,0.0);
        glTranslatef(x,y,z);
        glRotatef(180-(angle+deltaAngle)*180.0/3.14,0.0,1.0,0.0);
        glutSolidCone(0.2,0.8f,4,4);
        glPopMatrix();
    
        renderScene2();
    
        glutSwapBuffers();
    }
    
    // Display func for sub window 3
    void renderScenesw3() {
    
        glutSetWindow(subWindow3);
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glLoadIdentity();
        gluLookAt(x-lz*10 , y, z+lx*10,
                  x ,y ,z ,
                  0.0f,1.0f,0.0f);
    
        // Draw red cone at the location of the main camera
        glPushMatrix();
        glColor3f(1.0,0.0,0.0);
        glTranslatef(x,y,z);
        glRotatef(180-(angle+deltaAngle)*180.0/3.14,0.0,1.0,0.0);
        glutSolidCone(0.2,0.8f,4,4);
        glPopMatrix();
    
        renderScene2();
    
        glutSwapBuffers();
    }
    
    // Global idle func
    void renderSceneAll() {
    
        // check for keyboard movement
        if (deltaMove)
            computePos(deltaMove);
    
        renderScenesw1();
        renderScenesw2();
        renderScenesw3();
    }
    
    // -----------------------------------
    //             KEYBOARD
    // -----------------------------------
    
    void processNormalKeys(unsigned char key, int xx, int yy) {
    
        if (key == 27) {
            glutDestroyWindow(subWindow1);
            glutDestroyWindow(subWindow2);
            glutDestroyWindow(subWindow3);
            glutDestroyWindow(mainWindow);
            exit(0);
        }
    }
    
    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;
        }
    }
    
    void releaseKey(int key, int x, int y) {
    
        switch (key) {
            case GLUT_KEY_UP :
            case GLUT_KEY_DOWN : deltaMove = 0;break;
        }
    }
    
    // -----------------------------------
    //             MOUSE
    // -----------------------------------
    
    void mouseMove(int x, int y) {
    
        // this will only be true when the left button is down
        if (xOrigin >= 0) {
    
            // 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;
                deltaAngle = 0.0f;
                xOrigin = -1;
            }
            else  {// state = GLUT_DOWN
                xOrigin = x;
    
            }
        }
    }
    
    // -----------------------------------
    //             MAIN and INIT
    // -----------------------------------
    
    void init() {
    
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
    
        // register callbacks
        glutIgnoreKeyRepeat(1);
        glutKeyboardFunc(processNormalKeys);
        glutSpecialFunc(pressKey);
        glutSpecialUpFunc(releaseKey);
        glutMouseFunc(mouseButton);
        glutMotionFunc(mouseMove);
    }
    
    int main(int argc, char **argv) {
    
        // init GLUT and create main window
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
        glutInitWindowPosition(100,100);
        glutInitWindowSize(800,800);
        mainWindow = glutCreateWindow("Lighthouse3D - GLUT Tutorial");
    
        // callbacks for main window
        glutDisplayFunc(renderScene);
        glutReshapeFunc(changeSize);
        glutIdleFunc(renderSceneAll);
        init();
    
        // sub windows
        subWindow1 = glutCreateSubWindow(mainWindow, border,border,w-2*border, h/2 - border*3/2);
        glutDisplayFunc(renderScenesw1);
        init();
    
        subWindow2 = glutCreateSubWindow(mainWindow, border,(h+border)/2,w/2-border*3/2, h/2 - border*3/2);
        glutDisplayFunc(renderScenesw2);
        init();
    
        subWindow3 = glutCreateSubWindow(mainWindow, (w+border)/2,(h+border)/2,w/2-border*3/2,h/2 - border*3/2);
        glutDisplayFunc(renderScenesw3);
        init();
    
        // enter GLUT event processing cycle
        glutMainLoop();
    
        return 1;
    }
  • 相关阅读:
    HDU 1025 Constructing Roads In JGShining's Kingdom (DP+二分)
    HDU 1158 Employment Planning
    HDU 2059 龟兔赛跑
    Csharp 简单操作Word模板文件
    Csharp windowform datagridview Clipboard TO EXCEL OR FROM EXCEL DATA 保存datagridview所有數據
    Csharp 讀寫文件內容搜索自動彈出 AutoCompleteMode
    Csharp windowform controls clear
    CSS DIV大图片右上角叠加小图片
    Csharp DataGridView自定义添加DateTimePicker控件日期列
    Csharp 打印Word文件默認打印機或選擇打印機設置代碼
  • 原文地址:https://www.cnblogs.com/live41/p/3394954.html
Copyright © 2011-2022 走看看