?? sphereworld.c
字號:
// SphereWorld.c
// OpenGL SuperBible
// Demonstrates an immersive 3D environment using actors
// and a camera. This version adds lights and material properties
// and shadows.
// 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 30
GLTFrame spheres[NUM_SPHERES];
GLTFrame frameCamera;
// Light and material Data
GLfloat fLightPos[4] = { -100.0f, 100.0f, 50.0f, 1.0f }; // Point source
GLfloat fNoLight[] = { 0.0f, 0.0f, 0.0f, 0.0f };
GLfloat fLowLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat fBrightLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLTMatrix mShadowMatrix;
//////////////////////////////////////////////////////////////////
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
int iSphere;
// Calculate shadow matrix
GLTVector3 vPoints[3] = {{ 0.0f, -0.4f, 0.0f },
{ 10.0f, -0.4f, 0.0f },
{ 5.0f, -0.4f, -5.0f }};
// Grayish background
glClearColor(fLowLight[0], fLowLight[1], fLowLight[2], fLowLight[3]);
// Cull backs of polygons
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
// Setup light parameters
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, fNoLight);
glLightfv(GL_LIGHT0, GL_AMBIENT, fLowLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, fBrightLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, fBrightLight);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
gltMakeShadowMatrix(vPoints, fLightPos, mShadowMatrix);
// Mostly use material tracking
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
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 the ground as a series of triangle strips
void DrawGround(void)
{
GLfloat fExtent = 20.0f;
GLfloat fStep = 1.0f;
GLfloat y = -0.4f;
GLint iStrip, iRun;
for(iStrip = -fExtent; iStrip <= fExtent; iStrip += fStep)
{
glBegin(GL_TRIANGLE_STRIP);
glNormal3f(0.0f, 1.0f, 0.0f); // All Point up
for(iRun = fExtent; iRun >= -fExtent; iRun -= fStep)
{
glVertex3f(iStrip, y, iRun);
glVertex3f(iStrip + fStep, y, iRun);
}
glEnd();
}
}
///////////////////////////////////////////////////////////////////////
// Draw random inhabitants and the rotating torus/sphere duo
void DrawInhabitants(GLint nShadow)
{
static GLfloat yRot = 0.0f; // Rotation angle for animation
GLint i;
if(nShadow == 0)
yRot += 0.5f;
else
glColor3f(0.0f, 0.0f, 0.0f);
// Draw the randomly located spheres
if(nShadow == 0)
glColor3f(0.0f, 1.0f, 0.0f);
for(i = 0; i < NUM_SPHERES; i++)
{
glPushMatrix();
gltApplyActorTransform(&spheres[i]);
glutSolidSphere(0.3f, 17, 9);
glPopMatrix();
}
glPushMatrix();
glTranslatef(0.0f, 0.1f, -2.5f);
if(nShadow == 0)
glColor3f(0.0f, 0.0f, 1.0f);
glPushMatrix();
glRotatef(-yRot * 2.0f, 0.0f, 1.0f, 0.0f);
glTranslatef(1.0f, 0.0f, 0.0f);
glutSolidSphere(0.1f, 17, 9);
glPopMatrix();
if(nShadow == 0)
{
// Torus alone will be specular
glColor3f(1.0f, 0.0f, 0.0f);
glMaterialfv(GL_FRONT, GL_SPECULAR, fBrightLight);
}
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
gltDrawTorus(0.35, 0.15, 61, 37);
glMaterialfv(GL_FRONT, GL_SPECULAR, fNoLight);
glPopMatrix();
}
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
gltApplyCameraTransform(&frameCamera);
// Position light before any other transformations
glLightfv(GL_LIGHT0, GL_POSITION, fLightPos);
// Draw the ground
glColor3f(0.60f, .40f, .10f);
DrawGround();
// Draw shadows first
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glPushMatrix();
glMultMatrixf(mShadowMatrix);
DrawInhabitants(1);
glPopMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
// Draw inhabitants normally
DrawInhabitants(0);
glPopMatrix();
// Do the buffer Swap
glutSwapBuffers();
glutPostRedisplay();
}
// 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 + Lights and Shadow");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutTimerFunc(33, TimerFunction, 1);
glutMainLoop();
return 0;
}
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -