📄 sphereworld.c
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// SphereWorld.c
// OpenGL SuperBible
// Demonstrates an immersive 3D environment using actors
// and a camera.
// Program by Richard S. Wright Jr.
#include "../../Common/OpenGLSB.h" // System and OpenGL Stuff
#include "../../Common/GLTools.h" // OpenGL toolkit
#include <math.h>
#define NUM_SPHERES 50
GLTFrame spheres[NUM_SPHERES];
GLTFrame frameCamera;
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
int iSphere;
// Bluish background
glClearColor(0.0f, 0.0f, .50f, 1.0f );
// Draw everything as wire frame
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
gltInitFrame(&frameCamera); // Initialize the camera
// Randomly place the sphere inhabitants
for(iSphere = 0; iSphere < NUM_SPHERES; iSphere++)
{
gltInitFrame(&spheres[iSphere]); // Initialize the frame
// Pick a random location between -20 and 20 at .1 increments
spheres[iSphere].vLocation[0] = (float)((rand() % 400) - 200) * 0.1f;
spheres[iSphere].vLocation[1] = 0.0f;
spheres[iSphere].vLocation[2] = (float)((rand() % 400) - 200) * 0.1f;
}
}
///////////////////////////////////////////////////////////
// Draw a gridded ground
void DrawGround(void)
{
GLfloat fExtent = 20.0f;
GLfloat fStep = 1.0f;
GLfloat y = -0.4f;
GLint iLine;
glBegin(GL_LINES);
for(iLine = -fExtent; iLine <= fExtent; iLine += fStep)
{
glVertex3f(iLine, y, fExtent); // Draw Z lines
glVertex3f(iLine, y, -fExtent);
glVertex3f(fExtent, y, iLine);
glVertex3f(-fExtent, y, iLine);
}
glEnd();
}
// Called to draw scene
void RenderScene(void)
{
int i;
static GLfloat yRot = 0.0f; // Rotation angle for animation
yRot += 0.5f;
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
gltApplyCameraTransform(&frameCamera);
// Draw the ground
DrawGround();
// Draw the randomly located spheres
for(i = 0; i < NUM_SPHERES; i++)
{
glPushMatrix();
gltApplyActorTransform(&spheres[i]);
glutSolidSphere(0.1f, 13, 26);
glPopMatrix();
}
glPushMatrix();
glTranslatef(0.0f, 0.0f, -2.5f);
glPushMatrix();
glRotatef(-yRot * 2.0f, 0.0f, 1.0f, 0.0f);
glTranslatef(1.0f, 0.0f, 0.0f);
glutSolidSphere(0.1f, 13, 26);
glPopMatrix();
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
gltDrawTorus(0.35, 0.15, 40, 20);
glPopMatrix();
glPopMatrix();
// Do the buffer Swap
glutSwapBuffers();
}
// Respond to arrow keys by moving the camera frame of reference
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
gltMoveFrameForward(&frameCamera, 0.1f);
if(key == GLUT_KEY_DOWN)
gltMoveFrameForward(&frameCamera, -0.1f);
if(key == GLUT_KEY_LEFT)
gltRotateFrameLocalY(&frameCamera, 0.1);
if(key == GLUT_KEY_RIGHT)
gltRotateFrameLocalY(&frameCamera, -0.1);
// Refresh the Window
glutPostRedisplay();
}
///////////////////////////////////////////////////////////
// Called by GLUT library when idle (window not being
// resized or moved)
void TimerFunction(int value)
{
// Redraw the scene with new coordinates
glutPostRedisplay();
glutTimerFunc(3,TimerFunction, 1);
}
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
fAspect = (GLfloat)w / (GLfloat)h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the clipping volume
gluPerspective(35.0f, fAspect, 1.0f, 50.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutCreateWindow("OpenGL SphereWorld Demo");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutTimerFunc(33, TimerFunction, 1);
glutMainLoop();
return 0;
}
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