Beispiel #1
0
void mainloop()
{
	const int MAXOBJ = 30;
	AniObj obj[MAXOBJ]; //定义对象数组
	int n;
	for (n = 0; n < MAXOBJ; ++n)
	{
		initobj(&obj[n]); //初始化
	}

	for ( ; is_run(); delay_fps(60) )
	{
		for (n = 0; n < MAXOBJ; ++n)
		{
			updateobj(&obj[n]); //更新位置
		}

		cleardevice();
		for (n = 0; n < MAXOBJ; ++n)
		{
			drawobj(&obj[n]); //绘画
		}
	}

	for (n = 0; n < MAXOBJ; ++n)
	{
		releaseobj(&obj[n]); //释放
	}
}
Beispiel #2
0
static void
draw(void)
{
   static char frbuf[80] = "";

   dojoy();

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   glEnable(GL_TEXTURE_2D);
   glEnable(GL_DEPTH_TEST);
   if (fog)
      glEnable(GL_FOG);
   else
      glDisable(GL_FOG);

   glPushMatrix();
   calcposobs();

   gluLookAt(obs[0], obs[1], obs[2],
	     obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
	     0.0, 0.0, 1.0);

   drawbase();
   drawobj();

   glColor3f(1.0, 1.0, 1.0);
   glDisable(GL_TEXTURE_2D);

   glPushMatrix();
   glTranslatef(lightpos[0], lightpos[1], lightpos[2]);
   glCallList(lightdlist);
   glPopMatrix();

   glPopMatrix();

   glDisable(GL_DEPTH_TEST);
   glDisable(GL_FOG);

   glMatrixMode(GL_PROJECTION);
   glPushMatrix();
   glLoadIdentity();
   glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0);
   glMatrixMode(GL_MODELVIEW);

   glColor3f(0.0f, 0.3f, 1.0f);

   if (showcheckmap) {
      glEnable(GL_TEXTURE_2D);
      glBindTexture(GL_TEXTURE_2D, checkid);
      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

      glBegin(GL_QUADS);
      glTexCoord2f(1.0f, 0.0f);
      glVertex2i(10, 30);
      glTexCoord2f(1.0f, 1.0f);
      glVertex2i(10 + 90, 30);
      glTexCoord2f(0.0f, 1.0f);
      glVertex2i(10 + 90, 30 + 90);
      glTexCoord2f(0.0f, 0.0f);
      glVertex2i(10, 30 + 90);
      glEnd();

      glDisable(GL_TEXTURE_2D);
      glBegin(GL_LINE_LOOP);
      glVertex2i(10, 30);
      glVertex2i(10 + 90, 30);
      glVertex2i(10 + 90, 30 + 90);
      glVertex2i(10, 30 + 90);
      glEnd();
      glRasterPos2i(105, 65);
      printstring(GLUT_BITMAP_HELVETICA_18, "Plane Texture Map");
   }

   if (showreflectmap) {
      glEnable(GL_TEXTURE_2D);
      glBindTexture(GL_TEXTURE_2D, reflectid);
      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

      glBegin(GL_QUADS);
      glTexCoord2f(1.0f, 0.0f);
      glVertex2i(540, 30);
      glTexCoord2f(1.0f, 1.0f);
      glVertex2i(540 + 90, 30);
      glTexCoord2f(0.0f, 1.0f);
      glVertex2i(540 + 90, 30 + 90);
      glTexCoord2f(0.0f, 0.0f);
      glVertex2i(540, 30 + 90);
      glEnd();

      glDisable(GL_TEXTURE_2D);
      glBegin(GL_LINE_LOOP);
      glVertex2i(540, 30);
      glVertex2i(540 + 90, 30);
      glVertex2i(540 + 90, 30 + 90);
      glVertex2i(540, 30 + 90);
      glEnd();
      glRasterPos2i(360, 65);
      printstring(GLUT_BITMAP_HELVETICA_18, "Sphere Texture Map");
   }

   glDisable(GL_TEXTURE_2D);

   glRasterPos2i(10, 10);
   printstring(GLUT_BITMAP_HELVETICA_18, frbuf);
   glRasterPos2i(360, 470);
   printstring(GLUT_BITMAP_HELVETICA_10,
	       "Ray V1.0 Written by David Bucciarelli ([email protected])");

   if (help)
      printhelp();

   glMatrixMode(GL_PROJECTION);
   glPopMatrix();
   glMatrixMode(GL_MODELVIEW);

   updatemaps();

   glutSwapBuffers();

   Frames++;
   {
      GLint t = glutGet(GLUT_ELAPSED_TIME);
      if (t - T0 >= 2000) {
         GLfloat seconds = (t - T0) / 1000.0;
         GLfloat fps = Frames / seconds;
         sprintf(frbuf, "Frame rate: %f", fps);
         T0 = t;
         Frames = 0;
      }
   }
}