Lighthouse3d.com >> GLUT Tutorial >> Pop-up Menus >> The Code So Far III

这里我们准备包含一些前面几节展示过的素材.我们准备添加菜单到应用程序,子菜单和菜单交换.

直接复制粘贴下面代码到你的项目.鼠标右键会打开菜单.按键's'和'c'会生效到菜单选项.

#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 presses
float deltaAngle = 0.0f;
float deltaMove = ;
int xOrigin = -; // Constant definitions for Menus
#define RED 1
#define GREEN 2
#define BLUE 3
#define ORANGE 4 #define FILL 1
#define LINE 2 #define SHRINK 1
#define NORMAL 2 // Pop up menu identifiers
int fillMenu, shrinkMenu, mainMenu, colorMenu; // color for the nose
float red = 1.0f, blue=0.5f, green=0.5f; // scale of snowman
float scale = 1.0f; // menu status
int menuFlag = ; void changeSize(int w, int h) { // 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 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 for(int i = -; i < ; i++)
for(int j=-; j < ; j++) {
glPushMatrix();
glTranslatef(i*10.0f, 0.0f, j * 10.0f);
drawSnowMan();
glPopMatrix();
}
glutSwapBuffers();
} // -----------------------------------
// KEYBOARD
// ----------------------------------- void processNormalKeys(unsigned char key, int xx, int yy) { glutSetMenu(mainMenu);
switch (key) {
case :
glutDestroyMenu(mainMenu);
glutDestroyMenu(fillMenu);
glutDestroyMenu(colorMenu);
glutDestroyMenu(shrinkMenu);
exit();
break; case 's':
if (!menuFlag)
glutChangeToSubMenu(,"Shrink",shrinkMenu);
break;
case 'c':
if (!menuFlag)
glutChangeToSubMenu(,"Color",colorMenu);
break;
}
if (key == )
exit();
} 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 = ;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;
}
}
} // -----------------------------------
// MENUS
// ----------------------------------- void processMenuStatus(int status, int x, int y) { if (status == GLUT_MENU_IN_USE)
menuFlag = ;
else
menuFlag = ;
} void processMainMenu(int option) { // nothing to do in here
// all actions are for submenus
} void processFillMenu(int option) { switch (option) { case FILL: glPolygonMode(GL_FRONT, GL_FILL); break;
case LINE: glPolygonMode(GL_FRONT, GL_LINE); break;
}
} void processShrinkMenu(int option) { switch (option) { case SHRINK: scale = 0.5f; break;
case NORMAL: scale = 1.0f; break;
}
} void processColorMenu(int option) { switch (option) {
case RED :
red = 1.0f;
green = 0.0f;
blue = 0.0f; break;
case GREEN :
red = 0.0f;
green = 1.0f;
blue = 0.0f; break;
case BLUE :
red = 0.0f;
green = 0.0f;
blue = 1.0f; break;
case ORANGE :
red = 1.0f;
green = 0.5f;
blue = 0.5f; break;
}
} void createPopupMenus() { shrinkMenu = glutCreateMenu(processShrinkMenu); glutAddMenuEntry("Shrink",SHRINK);
glutAddMenuEntry("NORMAL",NORMAL); fillMenu = glutCreateMenu(processFillMenu); glutAddMenuEntry("Fill",FILL);
glutAddMenuEntry("Line",LINE); colorMenu = glutCreateMenu(processColorMenu);
glutAddMenuEntry("Red",RED);
glutAddMenuEntry("Blue",BLUE);
glutAddMenuEntry("Green",GREEN);
glutAddMenuEntry("Orange",ORANGE); mainMenu = glutCreateMenu(processMainMenu); glutAddSubMenu("Polygon Mode", fillMenu);
glutAddSubMenu("Color", colorMenu);
// attach the menu to the right button
glutAttachMenu(GLUT_RIGHT_BUTTON); // this will allow us to know if the menu is active
glutMenuStatusFunc(processMenuStatus);
} // -----------------------------------
// 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
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(renderScene); glutIgnoreKeyRepeat();
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(pressKey);
glutSpecialUpFunc(releaseKey); // here are the two new functions
glutMouseFunc(mouseButton);
glutMotionFunc(mouseMove); // OpenGL init
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE); // init Menus
createPopupMenus(); // enter GLUT event processing cycle
glutMainLoop(); return ;
}

[译]GLUT教程 - 整合代码3的更多相关文章

  1. [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: # ...

  2. [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 ...

  3. [译]GLUT教程 - 整合代码8

    Lighthouse3d.com >> GLUT Tutorial >> Avoiding the Idle Func >> The Code So Far VII ...

  4. [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. ...

  5. [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 ...

  6. [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 ...

  7. [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 ...

  8. [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 ...

  9. [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

  1. ELK获取用户真实IP

    原理:在filebeat这台服务器上的nginx中获取到客户端真实IP($clientRealIp),    然后在访问日志中添加"$clientRealIp"字段.1. 通过ma ...

  2. 替换Ubuntu默认的登录背景

    Ubuntu默认的登录背景看起来还是比较高贵的,但是作为一个爱折腾的人,当然要换成自己喜欢的背景图了.一开始跟着百度走,进了不少坑,最后还是自己走出来的.先上一个成品照 百度得到的答案几乎都是安装ub ...

  3. Xamarin XAML语言教程基本页面ContentPage占用面积

    Xamarin XAML语言教程基本页面ContentPage占用面积 基本页面和基本视图都是在开发应用程序时最为常用的.本章将讲解有关基本页面ContentPag.基本视图ContentView.控 ...

  4. 使用Jenkins搭建iOS开发的CI服务器

    目录 简介     下载并运行     Jenkins配置         安装git插件         E-mail设置     自动化构建         远程仓库设置         触发条件 ...

  5. kubernetes 实用 api list

    https://192.168.20.128:6443/api/v1/pods 原文来自https://segmentfault.com/a/1190000002937665 收集整理一些可能较常用的 ...

  6. JAVA中几种常见集合的使用实例

    Java.util.ArrayList(类): *;import java.util.*;public class CollectionTest{//List是一个能包含重复元素的已排序的Collec ...

  7. django book表单验证学习

    django提供了强大的表单验证功能form 个人认为是把html代码封装到form里面,就像封装models中的数据一样.而且带有强大的验证功能,不需要后台再去写一堆乱七八糟的验证 具体操作查看dj ...

  8. ES6里关于类的拓展(一)

    大多数面向对象的编程语言都支持类和类继承的特性,而JS却不支持这些特性,只能通过其他方法定义并关联多个相似的对象,这种状态一直延续到了ES5.由于类似的库层出不穷,最终还是在ECMAScript 6中 ...

  9. 安全狗两个中危提权+NET提权

    1.循环加组复现 for /l %%i in (1,1,1000) do @net user admin admin /add&@ net localgroup administrators  ...

  10. Transform.Translate 平移

    function Translate (translation : Vector3, relativeTo : Space = Space.Self) : void Description描述 Mov ...