// // This code was created by Jeff Molofee '99 (ported to Linux/GLUT by // Richard Campbell '99) // // If you've found this code useful, please let me know. // // Visit me at www.demonews.com/hosted/nehe // (email Richard Campbell at [email protected]) // /* Linux #include <GL/glut.h> // Header File For The GLUT Library #include <GL/gl.h> // Header File For The OpenGL32 Library #include <GL/glu.h> // Header File For The GLu32 Library */ // Mac OS X #include <OpenGL/OpenGL.h> #include <GLUT/GLUT.h> #include <unistd.h> // Header file for sleeping. #include <stdio.h> // Header file for standard file i/o. #include <stdlib.h> // Header file for malloc/free. /* number of stars to have */ #define STAR_NUM 50 /* ascii codes for various special keys */ #define ESCAPE 27 #define PAGE_UP 73 #define PAGE_DOWN 81 #define UP_ARROW 72 #define DOWN_ARROW 80 #define LEFT_ARROW 75 #define RIGHT_ARROW 77 /* The number of our GLUT window */ int window; /* twinkle on/off (1 = on, 0 = off) */ int twinkle = 0; typedef struct { // Star structure int r, g, b; // stars' color GLfloat dist; // stars' distance from center GLfloat angle; // stars' current angle } stars; // name is stars stars star[STAR_NUM]; // make 'star' array of STAR_NUM size using info from the structure 'stars' GLfloat zoom = -15.0f; // viewing distance from stars. GLfloat tilt = 90.0f; // tilt the view GLfloat spin; // spin twinkling stars GLuint loop; // general loop variable GLuint texture[1]; // storage for one texture; /* Image type - contains height, width, and data */ struct Image { unsigned long sizeX; unsigned long sizeY; char *data; }; typedef struct Image Image; /* * getint and getshort are help functions to load the bitmap byte by byte on * SPARC platform (actually, just makes the thing work on platforms of either * endianness, not just Intel's little endian) */ static unsigned int getint(fp) FILE *fp; { int c, c1, c2, c3; // get 4 bytes c = getc(fp); c1 = getc(fp); c2 = getc(fp); c3 = getc(fp); return ((unsigned int) c) + (((unsigned int) c1) << 8) + (((unsigned int) c2) << 16) + (((unsigned int) c3) << 24); } static unsigned int getshort(fp) FILE *fp; { int c, c1; //get 2 bytes c = getc(fp); c1 = getc(fp); return ((unsigned int) c) + (((unsigned int) c1) << 8); } // quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only. // See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info. int ImageLoad(char *filename, Image *image) { FILE *file; unsigned long size; // size of the image in bytes. unsigned long i; // standard counter. unsigned short int planes; // number of planes in image (must be 1) unsigned short int bpp; // number of bits per pixel (must be 24) char temp; // used to convert bgr to rgb color. // make sure the file is there. if ((file = fopen(filename, "rb"))==NULL) { printf("File Not Found : %s\n",filename); return 0; } // seek through the bmp header, up to the width/height: fseek(file, 18, SEEK_CUR); // No 100% errorchecking anymore!!! // read the width image->sizeX = getint (file); printf("Width of %s: %lu\n", filename, image->sizeX); // read the height image->sizeY = getint (file); printf("Height of %s: %lu\n", filename, image->sizeY); // calculate the size (assuming 24 bits or 3 bytes per pixel). size = image->sizeX * image->sizeY * 3; // read the planes planes = getshort(file); if (planes != 1) { printf("Planes from %s is not 1: %u\n", filename, planes); return 0; } // read the bpp bpp = getshort(file); if (bpp != 24) { printf("Bpp from %s is not 24: %u\n", filename, bpp); return 0; } // seek past the rest of the bitmap header. fseek(file, 24, SEEK_CUR); // read the data. image->data = (char *) malloc(size); if (image->data == NULL) { printf("Error allocating memory for color-corrected image data"); return 0; } if ((i = fread(image->data, size, 1, file)) != 1) { printf("Error reading image data from %s.\n", filename); return 0; } for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb) temp = image->data[i]; image->data[i] = image->data[i+2]; image->data[i+2] = temp; } // we're done. return 1; } // Load Bitmaps And Convert To Textures GLvoid LoadGLTextures(GLvoid) { // Load Texture Image *image1; // allocate space for texture image1 = (Image *) malloc(sizeof(Image)); if (image1 == NULL) { printf("Error allocating space for image"); exit(0); } if (!ImageLoad("Data/lesson9/Star.bmp", image1)) { exit(1); } // Create Textures glGenTextures(3, &texture[0]); // linear filtered texture glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data); }; /* A general OpenGL initialization function. Sets all of the initial parameters. */ GLvoid InitGL(GLsizei Width, GLsizei Height) // We call this right after our OpenGL window is created. { LoadGLTextures(); // load the textures. glEnable(GL_TEXTURE_2D); // Enable texture mapping. glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); /* setup blending */ glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency glEnable(GL_BLEND); // Enable Blending /* set up the stars */ for (loop=0; loop<STAR_NUM; loop++) { star[loop].angle = 0.0f; // initially no rotation. star[loop].dist = loop * 1.0f / STAR_NUM * 5.0f; // calculate distance form the center star[loop].r = rand() % 256; // random red intensity; star[loop].g = rand() % 256; // random green intensity; star[loop].b = rand() % 256; // random blue intensity; } } /* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ GLvoid ReSizeGLScene(GLsizei Width, GLsizei Height) { if (Height==0) // Prevent A Divide By Zero If The Window Is Too Small Height=1; glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ GLvoid DrawGLScene(GLvoid) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glBindTexture(GL_TEXTURE_2D, texture[0]); // pick the texture. for (loop=0; loop<STAR_NUM; loop++) { // loop through all the stars. glLoadIdentity(); // reset the view before we draw each star. glTranslatef(0.0f, 0.0f, zoom); // zoom into the screen. glRotatef(tilt, 1.0f, 0.0f, 0.0f); // tilt the view. glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // rotate to the current star's angle. glTranslatef(star[loop].dist, 0.0f, 0.0f); // move forward on the X plane (the star's x plane). glRotatef(-star[loop].angle, 0.0f, 1.0f, 0.0f); // cancel the current star's angle. glRotatef(-tilt, 1.0f, 0.0f, 0.0f); // cancel the screen tilt. if (twinkle) { // twinkling stars enabled ... draw an additional star. // assign a color using bytes glColor4ub(star[STAR_NUM - loop].r, star[STAR_NUM - loop].g, star[STAR_NUM - loop].b, 255); glBegin(GL_QUADS); // begin drawing the textured quad. glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // done drawing the textured quad. } // main star glRotatef(spin, 0.0f, 0.0f, 1.0f); // rotate the star on the z axis. // Assign A Color Using Bytes glColor4ub(star[loop].r,star[loop].g,star[loop].b,255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin +=0.01f; // used to spin the stars. star[loop].angle += loop * 1.0f / STAR_NUM * 1.0f; // change star angle. star[loop].dist -= 0.01f; // bring back to center. if (star[loop].dist<0.0f) { // star hit the center star[loop].dist += 5.0f; // move 5 units from the center. star[loop].r = rand() % 256; // new red color. star[loop].g = rand() % 256; // new green color. star[loop].b = rand() % 256; // new blue color. } } // since this is double buffered, swap the buffers to display what just got drawn. glutSwapBuffers(); } /* The function called whenever a normal key is pressed. */ void keyPressed(unsigned char key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); switch (key) { case ESCAPE: // kill everything. /* exit the program...normal termination. */ exit(1); break; // redundant. case 84: case 116: // switch the twinkling. printf("T/t pressed; twinkle is: %d\n", twinkle); twinkle = twinkle ? 0 : 1; // switch the current value of twinkle, between 0 and 1. printf("Twinkle is now: %d\n", twinkle); break; default: printf ("Key %d pressed. No action there yet.\n", key); break; } } /* The function called whenever a normal key is pressed. */ void specialKeyPressed(int key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); switch (key) { case GLUT_KEY_PAGE_UP: // zoom out zoom -= 0.2f; break; case GLUT_KEY_PAGE_DOWN: // zoom in zoom += 0.2f; break; case GLUT_KEY_UP: // tilt up tilt -= 0.5f; break; case GLUT_KEY_DOWN: // tilt down tilt += 0.5f; break; default: printf ("Special key %d pressed. No action there yet.\n", key); break; } } int main(int argc, char **argv) { /* Initialize GLUT state - glut will take any command line arguments that pertain to it or X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */ glutInit(&argc, argv); /* Select type of Display mode: Double buffer RGBA color Depth buffer */ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); /* get a 640 x 480 window */ glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen */ glutInitWindowPosition(0, 0); /* Open a window */ window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); /* Register the function to do all our OpenGL drawing. */ glutDisplayFunc(&DrawGLScene); /* Go fullscreen. This is as soon as possible. */ //glutFullScreen(); /* Even if there are no events, redraw our gl scene. */ glutIdleFunc(&DrawGLScene); /* Register the function called when our window is resized. */ glutReshapeFunc(&ReSizeGLScene); /* Register the function called when the keyboard is pressed. */ glutKeyboardFunc(&keyPressed); /* Register the function called when special keys (arrows, page down, etc) are pressed. */ glutSpecialFunc(&specialKeyPressed); /* Initialize our window. */ InitGL(640, 480); /* Start Event Processing Engine */ glutMainLoop(); return 1; }
// $:
clang -o lesson lesson9.c -Wno-deprecated -framework OpenGL -framework GLUT
时间: 2024-10-10 22:59:56