/** * Draw colored quads. */ #include #include #include #include #include #define NUM_QUADS 20 static int Win; static GLfloat Xrot = 40, Yrot = 0, Zrot = 0; static GLboolean Anim = GL_TRUE; static GLuint Vbuffer = 0; static GLfloat buf[NUM_QUADS * 6 * 4]; static GLboolean doSwapBuffers = GL_TRUE; static GLint Frames = 0, T0 = 0; static void Idle(void) { Xrot += 3.0; Yrot += 4.0; Zrot += 2.0; glutPostRedisplay(); } static void Draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(Xrot, 1, 0, 0); glRotatef(Yrot, 0, 1, 0); glRotatef(Zrot, 0, 0, 1); glDrawArrays(GL_QUADS, 0, NUM_QUADS*4); glPopMatrix(); if (doSwapBuffers) glutSwapBuffers(); /* else glFinish(); */ { GLint t = glutGet(GLUT_ELAPSED_TIME); Frames++; if (t - T0 >= 5000) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); T0 = t; Frames = 0; } } } static void Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -8.0); } static void Key(unsigned char key, int x, int y) { const GLfloat step = 3.0; (void) x; (void) y; switch (key) { case 's': doSwapBuffers = !doSwapBuffers; break; case 'a': Anim = !Anim; if (Anim) glutIdleFunc(Idle); else glutIdleFunc(NULL); break; case 'z': Zrot -= step; break; case 'Z': Zrot += step; break; case 27: glutDestroyWindow(Win); exit(0); break; } glutPostRedisplay(); } static void SpecialKey(int key, int x, int y) { const GLfloat step = 3.0; (void) x; (void) y; switch (key) { case GLUT_KEY_UP: Xrot -= step; break; case GLUT_KEY_DOWN: Xrot += step; break; case GLUT_KEY_LEFT: Yrot -= step; break; case GLUT_KEY_RIGHT: Yrot += step; break; } glutPostRedisplay(); } static void quad(float x, float y, float z, float *v) { int k = 0; /* color */ v[k++] = x * 0.5 + 0.5; v[k++] = y * 0.5 + 0.5; v[k++] = z * 0.5 + 0.5; /* vert */ v[k++] = x; v[k++] = y; v[k++] = z; /* color */ v[k++] = -x * 0.5 + 0.5; v[k++] = -y * 0.5 + 0.5; v[k++] = z * 0.5 + 0.5; /* vert */ v[k++] = -x; v[k++] = -y; v[k++] = z; /* color */ v[k++] = -x * 0.5 + 0.5; v[k++] = -y * 0.5 + 0.5; v[k++] = -z * 0.5 + 0.5; /* vert */ v[k++] = -x; v[k++] = -y; v[k++] = -z; /* color */ v[k++] = x * 0.5 + 0.5; v[k++] = y * 0.5 + 0.5; v[k++] = -z * 0.5 + 0.5; /* vert */ v[k++] = x; v[k++] = y; v[k++] = -z; } static void gen_quads(GLfloat *buf) { float *v = buf; float r = 1.0; int i; for (i = 0; i < NUM_QUADS; i++) { float angle = i / (float) NUM_QUADS * M_PI; float x = r * cos(angle); float y = r * sin(angle); float z = 1.10; quad(x, y, z, v); v += 24; } if (0) { float *p = buf; for (i = 0; i < NUM_QUADS * 4 * 2; i++) { printf("%d: %f %f %f\n", i, p[0], p[1], p[2]); p += 3; } } } static void Init(void) { int bytes = NUM_QUADS * 4 * 2 * 3 * sizeof(float); GLfloat *f; #if 1 glGenBuffers(1, &Vbuffer); glBindBuffer(GL_ARRAY_BUFFER, Vbuffer); glBufferData(GL_ARRAY_BUFFER_ARB, bytes, NULL, GL_STATIC_DRAW_ARB); f = (float *) glMapBuffer(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB); gen_quads(f); glUnmapBuffer(GL_ARRAY_BUFFER_ARB); glColorPointer(3, GL_FLOAT, 6*sizeof(float), (void *) 0); glVertexPointer(3, GL_FLOAT, 6*sizeof(float), (void *) 12); #else f = buf; gen_quads(f); glColorPointer(3, GL_FLOAT, 6*sizeof(float), buf); glVertexPointer(3, GL_FLOAT, 6*sizeof(float), buf + 3); #endif glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnable(GL_DEPTH_TEST); glClearColor(0.5, 0.5, 0.5, 0.0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowPosition(0, 0); glutInitWindowSize(600, 600); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); Win = glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Draw); if (Anim) glutIdleFunc(Idle); Init(); glutMainLoop(); return 0; }