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📄 feedback.c

📁 OpenGL学习资料
💻 C
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/* * Copyright (c) 1993-1999, Silicon Graphics, Inc. * ALL RIGHTS RESERVED  * Permission to use, copy, modify, and distribute this software for  * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that  * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission.  * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. *  * US Government Users Restricted Rights  * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *//* * feedback.c * This program demonstrates use of OpenGL feedback.  First, * a lighting environment is set up and a few lines are drawn. * Then feedback mode is entered, and the same lines are  * drawn.  The results in the feedback buffer are printed. */#include <GL/glut.h>#include <stdlib.h>#include <stdio.h>/*  Initialize lighting. */void init(void){   glEnable(GL_LIGHTING);   glEnable(GL_LIGHT0);}/* Draw a few lines and two points, one of which will  * be clipped.  If in feedback mode, a passthrough token  * is issued between the each primitive. */void drawGeometry (GLenum mode){   glBegin (GL_LINE_STRIP);   glNormal3f (0.0, 0.0, 1.0);   glVertex3f (30.0, 30.0, 0.0);   glVertex3f (50.0, 60.0, 0.0);   glVertex3f (70.0, 40.0, 0.0);   glEnd ();   if (mode == GL_FEEDBACK)      glPassThrough (1.0);   glBegin (GL_POINTS);   glVertex3f (-100.0, -100.0, -100.0);  /*  will be clipped  */   glEnd ();   if (mode == GL_FEEDBACK)      glPassThrough (2.0);   glBegin (GL_POINTS);   glNormal3f (0.0, 0.0, 1.0);   glVertex3f (50.0, 50.0, 0.0);   glEnd ();}/* Write contents of one vertex to stdout.	*/void print3DcolorVertex (GLint size, GLint *count,                          GLfloat *buffer){   int i;   printf ("  ");   for (i = 0; i < 7; i++) {      printf ("%4.2f ", buffer[size-(*count)]);      *count = *count - 1;   }   printf ("\n");}/*  Write contents of entire buffer.  (Parse tokens!)	*/void printBuffer(GLint size, GLfloat *buffer){   GLint count;   GLfloat token;   count = size;   while (count) {      token = buffer[size-count]; count--;      if (token == GL_PASS_THROUGH_TOKEN) {         printf ("GL_PASS_THROUGH_TOKEN\n");         printf ("  %4.2f\n", buffer[size-count]);         count--;      }      else if (token == GL_POINT_TOKEN) {         printf ("GL_POINT_TOKEN\n");         print3DcolorVertex (size, &count, buffer);      }      else if (token == GL_LINE_TOKEN) {         printf ("GL_LINE_TOKEN\n");         print3DcolorVertex (size, &count, buffer);         print3DcolorVertex (size, &count, buffer);      }      else if (token == GL_LINE_RESET_TOKEN) {         printf ("GL_LINE_RESET_TOKEN\n");         print3DcolorVertex (size, &count, buffer);         print3DcolorVertex (size, &count, buffer);      }   }}void display(void){   GLfloat feedBuffer[1024];   GLint size;   glMatrixMode (GL_PROJECTION);   glLoadIdentity ();   glOrtho (0.0, 100.0, 0.0, 100.0, 0.0, 1.0);   glClearColor (0.0, 0.0, 0.0, 0.0);   glClear(GL_COLOR_BUFFER_BIT);   drawGeometry (GL_RENDER);   glFeedbackBuffer (1024, GL_3D_COLOR, feedBuffer);   (void) glRenderMode (GL_FEEDBACK);   drawGeometry (GL_FEEDBACK);   size = glRenderMode (GL_RENDER);   printBuffer (size, feedBuffer);}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}/*  Main Loop  */int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);   glutInitWindowSize (100, 100);   glutInitWindowPosition (100, 100);   glutCreateWindow(argv[0]);   init();   glutDisplayFunc(display);   glutKeyboardFunc (keyboard);   glutMainLoop();   return 0; }

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