Created
February 2, 2017 04:56
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| #include "main.h" | |
| void DoDisplay(); | |
| void DoKeyboard(unsigned char key, int x, int y); | |
| GLfloat xAngle, yAngle, zAngle; | |
| tex_object_2D decal; | |
| int main() | |
| { | |
| glutCreateWindow("OpenGL"); | |
| glutDisplayFunc(DoDisplay); | |
| glutKeyboardFunc(DoKeyboard); | |
| glutMainLoop(); | |
| return 0; | |
| } | |
| void DoKeyboard(unsigned char key, int x, int y) | |
| { | |
| switch (key) { | |
| case 'a':yAngle += 2; break; | |
| case 'd':yAngle -= 2; break; | |
| case 'w':xAngle += 2; break; | |
| case 's':xAngle -= 2; break; | |
| case 'q':zAngle += 2; break; | |
| case 'e':zAngle -= 2; break; | |
| case 'z':xAngle = yAngle = zAngle = 0.0; break; | |
| } | |
| char info[128]; | |
| sprintf(info, "x=%.1f, y=%.1f, z=%.1f", xAngle, yAngle, zAngle); | |
| glutSetWindowTitle(info); | |
| glutPostRedisplay(); | |
| } | |
| const GLfloat size = 0.8f; | |
| #define VERTEX_POINT 3 | |
| void DoDisplay() | |
| { | |
| static GLfloat vert[] = { | |
| -size, -size, 0, | |
| size, -size, 0, | |
| -size, size, 0, | |
| size, size, 0, | |
| }; | |
| static GLubyte index[] = { | |
| 0, 2, 3, | |
| 1, 0, 3, | |
| }; | |
| float jump = 0.2f; | |
| vector<GLfloat> vertex; | |
| vector<GLubyte> indices; | |
| for (GLfloat y = -size; y <= size; y += jump){ | |
| for (GLfloat x = -size; x <= size; x += jump){ | |
| vertex.push_back(x); | |
| vertex.push_back(y); | |
| vertex.push_back(0); | |
| } | |
| } | |
| int w = 2.0 * size / jump + 1; | |
| int n = w - 1; | |
| int h = w; | |
| int m = h - 1; | |
| for (int j = 0; j < m; j++){ | |
| for (int i = 0; i < n; i++){ | |
| int index = w * j + i; | |
| indices.push_back(index); | |
| indices.push_back(index + w); | |
| indices.push_back(index + w + 1); | |
| indices.push_back(index + 1); | |
| indices.push_back(index ); | |
| indices.push_back(index + w + 1); | |
| } | |
| } | |
| //return; | |
| /* | |
| for (auto v : vert) | |
| vertex.push_back(v); | |
| for (auto i : index) | |
| indices.push_back(i); | |
| */ | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
| glMatrixMode(GL_MODELVIEW); | |
| glPushMatrix(); | |
| glRotatef(xAngle, 1.0f, 0.0f, 0.0f); | |
| glRotatef(yAngle, 0.0f, 1.0f, 0.0f); | |
| glRotatef(zAngle, 0.0f, 0.0f, 1.0f); | |
| //glRectf(-0.5, 0.5, 0.5, -0.5); | |
| glEnableClientState(GL_VERTEX_ARRAY); | |
| glVertexPointer(VERTEX_POINT, GL_FLOAT, 0, &vertex[0]); | |
| glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_BYTE, &indices[0]); | |
| glPopMatrix(); | |
| glFlush(); | |
| } |
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