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

该代码与位图字体的代码类似.区别是用了笔划字体来显示每个雪人上的数字,然后雪人是用正交投影来显示,还有一段用位图字体显示的文本.后面包含了每秒帧数的文本不受镜头移动的影响,它一直停留在屏幕的相同位置.

字体菜单也改成了用笔划字体代替位图字体.

#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 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 // Pop up menu identifiers
int fillMenu, fontMenu, 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 = ; // 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[]; 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 = ;
} // Code to display a string (fps) with bitmap fonts
setOrthographicProjection(); glPushMatrix();
glLoadIdentity();
renderBitmapString(,,,GLUT_BITMAP_HELVETICA_18,s);
glPopMatrix(); restorePerspectiveProjection(); glutSwapBuffers();
} // -----------------------------------
// KEYBOARD
// ----------------------------------- void processNormalKeys(unsigned char key, int xx, int yy) { switch (key) {
case :
glutDestroyMenu(mainMenu);
glutDestroyMenu(fillMenu);
glutDestroyMenu(colorMenu);
glutDestroyMenu(fontMenu);
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;
}
} 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 processFontMenu(int option) { switch (option) {
case : font = GLUT_STROKE_ROMAN;
break;
case : font = GLUT_STROKE_MONO_ROMAN;
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() { fontMenu = glutCreateMenu(processFontMenu); glutAddMenuEntry("STROKE_ROMAN", );
glutAddMenuEntry("STROKE_MONO_ROMAN", );
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);
glutAddSubMenu("Font",fontMenu);
// 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5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4

    Lighthouse3d.com >> GLUT Tutorial >> Pop-up Menus >> The Code So Far IV 以下代码使用了位图字 ...

  7. [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 ...

  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. 「kuangbin带你飞」专题二十二 区间DP

    layout: post title: 「kuangbin带你飞」专题二十二 区间DP author: "luowentaoaa" catalog: true tags: - ku ...

  2. C. Heidi and Library (神奇的网络流)

    C. Heidi and Library 题意 有 n 种分别具有价格 b 的书 a ,图书馆里最多同时存放 k 本书,已知接下来 n 天每天都有一个人来看某一本书,如果图书馆里没有则需要购买,问最少 ...

  3. stl set求交集 并集 差集

    #include <iostream>#include <set> using namespace std; typedef struct tagStudentInfo{  i ...

  4. Jboss ESB简介及开发实例

    一.Jboss ESB的简介 1. 什么是ESB.         ESB的全称是Enterprise Service Bus,即企业服务总线.ESB是过去消息中间件的发展,ESB采用了“总线”这样一 ...

  5. POJ 3171 Cleaning Shifts(DP+zkw线段树)

    [题目链接] http://poj.org/problem?id=3171 [题目大意] 给出一些区间和他们的价值,求覆盖一整条线段的最小代价 [题解] 我们发现对区间右端点排序后有dp[r]=min ...

  6. 十. 图形界面(GUI)设计4.面板

    面板有两种,一种是普通面板(JPanel),另一种是滚动面板(JScrollPane). JPanel 面板是一种通用容器,JPanel的作用是实现界面的层次结构,在它上面放入一些组件,也可以在上面绘 ...

  7. 3.1.g 找出在2009年秋季拥有最多选课人数的课程段

    3.1.g 找出在2009年秋季拥有最多选课人数的课程 3.1 使用大学模式,用SQL写出如下查询. g) 找出在2009年秋季拥有最多选课人数的课程段. 注:本题来自于 数据库系统概念 第六版 机械 ...

  8. Android APP打包时,出错:"XXX" is not translated in "af" (Afrikaans), "am" (Amharic), "ar" (Arabic).....

    "app_name" is not translated in "af" (Afrikaans), "am" (Amharic), &quo ...

  9. Memcache的mutex设计模式 -- 高并发解决方案

    场景 Mutex主要用于有大量并发访问并存在cache过期的场合,如 首页top 10, 由数据库加载到memcache缓存n分钟: 微博中名人的content cache, 一旦不存在会大量请求不能 ...

  10. quartz---任务调度小试(多任务)

    quartz---任务调度小试         背景 笔者眼下做的项目"jrkj"首页上的信息都是从redis中读取的,每小时更新一次存入redis中,那么问题来了怎么才干让系统每 ...