コード例 #1
0
void DisplayWindow(void)
{
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// simultaneous clears are faster
  glColor3f(1.0, 1.0, 1.0);								// draw in white
  glLoadIdentity();

  //if (mouse_mode == GLUT_RIGHT_BUTTON && mouse_state == GLUT_DOWN)
  //{
  //  gluLookAt(camera_target_x, camera_target_y, depth,	// set camera back 'depth' units along the z-axis
	 //         camera_target_x, camera_target_y, 0,			// point camera at coordinates (camera_x, camera_y)
		//	  0.0, 1.0, 0.0);									// set positive on the y-axis as the up-vector
  //  camera_position_x = camera_target_x;
  //  camera_position_y = camera_target_y;
  //}
  //else
  /*
    gluLookAt(camera_position_x, camera_position_y, depth,	// set camera back 'depth' units along the z-axis
	          camera_target_x, camera_target_y, 0,			// point camera at coordinates (camera_x, camera_y)
	          0.0, 1.0, 0.0);									// set positive on the y-axis as the up-vector
  */

  gluLookAt(camera_controller->mPos.x,  camera_controller->mPos.y,  camera_controller->mPos.z,	
	  camera_controller->mView.x, camera_controller->mView.y, camera_controller->mView.z,	
	  camera_controller->mUp.x,   camera_controller->mUp.y,   camera_controller->mUp.z);


  /*
  glRotatef(camera_target_x / 4, 0, 1, 0);//////////////////////////////////////
  glRotatef(camera_target_y / -4, 1, 0, 0);////////////////////////////////////
  
  gluLookAt(0, 0, 1,	// set camera back 'depth' units along the z-axis
	  0, 0, 0,			// point camera at coordinates (camera_x, camera_y)
	  0.0, 1.0, 0.0);									// set positive on the y-axis as the up-vector
  */

  glDisable(GL_LIGHTING);
  glDisable(GL_LIGHT0);

  glRotatef(angle, 0, 1, 0);								// allow rotate by 'angle' degrees with PAGE_UP and PAGE_DOWN
  //Draw_Skybox(0, 0, 0, 10000, 10000, 10000);	// Draw the Skybox
  
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);


  glPushMatrix();
    Soundwave.Draw();										// draw Soundwave
	glTranslatef(52.5, 50, 16);
	glDisable(GL_LIGHTING);
	particleSystem->DrawParticles();						// draw sparks
	glEnable(GL_LIGHTING);
  glPopMatrix();
  glPushMatrix();
    glTranslatef(0, -217.5, 0);
    Cybertron.Draw();										// draw Cybertron Lab
  glPopMatrix();

  glutSwapBuffers();										// glutSwapBuffers() used for double buffers
}  // DisplayWindow
コード例 #2
0
ファイル: main.cpp プロジェクト: dcoded/cg-final
void display( void ) {

    // clear the frame buffer
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    scene.Draw(program);
    camera.Update(program);
    // swap the framebuffers
    glutSwapBuffers();
}
コード例 #3
0
ファイル: main.cpp プロジェクト: emelenthia/THBlock
// プログラムは WinMain から始まります
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	ChangeWindowMode(TRUE); // ウィンドウモードに設定
	SetMainWindowText("東方崩固玉"); //タイトルの指定。何にしよう
	SetDrawScreen(DX_SCREEN_BACK);
	//SetBackgroundColor(0, 0, 0); //背景の色変更5
	if (DxLib_Init() == -1)		// DXライブラリ初期化処理
	{
		return -1;			// エラーが起きたら直ちに終了
	}

	Scene scene; //現在の場面
	Key_Input* m_key; //キー入力用
	m_key = Key_Input::GetInstance();
						 //int reaction_return; //Reaction()の返り値を受け取る
	Flag flag;
	//Events *events = Events::GetInstance();
	//Colors colors; //コンストラクタ
	FPSer fpser;
	Common_TH common_th; //初期化する

	while (1) //メインループ
	{

		ClearDrawScreen(); //画面をクリア。描画処理はこれより後に書く

		m_key->KeyUpdate();
		//key_input.KeyUpdate(); //キー入力
							   //reaction_return = nowpointa->Reaction(); //キー入力などによる情報の更新
		scene.Reaction(); //キー入力などによる情報の更新
		scene.Draw(); //現在の場面の描画
		fpser.CountFPS(); //デバッグ的な

		ScreenFlip(); //裏と表の仲介役。描画処理よりも後に書く


		if (ProcessMessage()) //×クリック待ち
		{
			break;
		}
		if (CheckHitKey(KEY_INPUT_ESCAPE) == 1)  //Esc入力待ち
		{
			break;
		}
	}

	DxLib_End();				// DXライブラリ使用の終了処理

	return 0;				// ソフトの終了 
}
コード例 #4
0
int main(void)
{
	//Initialize platform subsystem and EGL
	Platform* platform = Platform::getInstance();
	platform->createWindow(WINDOW_WIDTH, WINDOW_HEIGHT);
	EGLRuntime::initializeEGL(EGLRuntime::OPENGLES2);
	eglMakeCurrent(EGLRuntime::display, EGLRuntime::surface, EGLRuntime::surface, EGLRuntime::context);

	Scene *scene = new Scene(WINDOW_WIDTH, WINDOW_HEIGHT);
	scene->Initialize();

	//Timer variable to calculate FPS
	Timer fpsTimer;
	fpsTimer.reset();
	DWORD wait = 0;

	bool end = false;
	while (!end)
	{		
		//End when something happens to the window
		if (platform->checkWindow() != Platform::WINDOW_IDLE)
			end = true;

		//This prints FPS every second
		float fFPS = fpsTimer.getFPS();		
		if (fpsTimer.isTimePassed(1.0f)){
			LOGI("FPS:\t%.1f\n", fFPS);			
		}

		scene->Draw();
		eglSwapBuffers(EGLRuntime::display, EGLRuntime::surface);
		
		//Calculate how much we have to wait to achieve 30FPS, 
		//getInterval() tells us how much time have passed 
		//since the last call (seems to be in centi-seconds)
		float interval = fpsTimer.getInterval() * 100;
		wait = (DWORD)(1000 / (interval * 30));
		Sleep(wait);
	}

	//Shutdown everything
	EGLRuntime::terminateEGL();
	platform->destroyWindow();
	delete platform;
	delete scene;

	return 0;
}
コード例 #5
0
ファイル: Engine.cpp プロジェクト: IreNox/tiki2
	void Engine::Draw(UpdateArgs& args)
	{
		Scene* curScene = scene;

		if (isLoading)
		{
			curScene = loadingScene;
		}

		UInt32 i = 0;
		UInt32 c = TIKI_MAX(1, curScene->GetCameras()->Count());
		while (i < c)
		{
			DrawArgs drawArgs = DrawArgs(
				args.Time,
				DM_Geometry,
				(i < curScene->GetCameras()->Count() ? curScene->GetCameras()->Get(i) : 0),
				graphics,
				sprites,
				args,
				curScene->GetLighting()
			);

			graphics->Begin(drawArgs);
			sprites->Begin();

			UInt32 bi = 0;
			UInt32 bc = 1 + (useShadows ? 1 : 0);
			while (bi < bc)
			{
				if (bi != 0)
				{
					drawArgs.Mode = (DrawMode)bi;
					graphics->GetUnusedScreenTarget()->ApplyFirstAndOnly();
				}

				curScene->Draw(drawArgs);

				bi++;
			}

			sprites->End();
			graphics->End();

			i++;
		}
	}
コード例 #6
0
ファイル: TwAdvanced1.cpp プロジェクト: davidcox/AntTweakBar
// Main function
int main() 
{
    // Initialize GLFW  
    if( !glfwInit() )
    {
        // A fatal error occurred
        std::cerr << "GLFW initialization failed" << std::endl;
        return 1;
    }

    // Create a window
    GLFWvidmode mode;
    glfwGetDesktopMode(&mode);
    if( !glfwOpenWindow(800, 600, mode.RedBits, mode.GreenBits, mode.BlueBits, 0, 16, 0, GLFW_WINDOW /* or GLFW_FULLSCREEN */) )
    {
        // A fatal error occurred   
        std::cerr << "Cannot open GLFW window" << std::endl;
        glfwTerminate();
        return 1;
    }
    glfwSwapInterval(0);
    glfwEnable(GLFW_MOUSE_CURSOR);
    glfwEnable(GLFW_KEY_REPEAT);
    const char title[] = "AntTweakBar example: TwAdvanced1";
    glfwSetWindowTitle(title);
    // Set GLFW event callbacks
    glfwSetWindowSizeCallback(OnWindowSize);
    glfwSetMouseButtonCallback(OnMouseButton);
    glfwSetMousePosCallback(OnMousePos);
    glfwSetMouseWheelCallback(OnMouseWheel);
    glfwSetKeyCallback(OnKey);
    glfwSetCharCallback(OnChar);

    // Initialize AntTweakBar
    TwInit(TW_OPENGL, NULL);
    // Change the font size, and add a global message to the Help bar.
    TwDefine(" GLOBAL fontSize=3 help='This example illustrates the definition of custom structure type as well as many other features.' ");

    // Initialize the 3D scene
    Scene scene;
    scene.Init(true);

    // Create a tweak bar called 'Main' and change its refresh rate, position, size and transparency
    TwBar *mainBar = TwNewBar("Main");
    TwDefine(" Main label='Main TweakBar' refresh=0.5 position='16 16' size='260 320' alpha=0");

    // Add some variables to the Main tweak bar
    TwAddVarRW(mainBar, "Wireframe", TW_TYPE_BOOLCPP, &scene.Wireframe, 
               " group='Display' key=w help='Toggle wireframe display mode.' "); // 'Wireframe' is put in the group 'Display' (which is then created)
    TwAddVarRW(mainBar, "BgTop", TW_TYPE_COLOR3F, &scene.BgColor1, 
               " group='Background' help='Change the top background color.' ");  // 'BgTop' and 'BgBottom' are put in the group 'Background' (which is then created)
    TwAddVarRW(mainBar, "BgBottom", TW_TYPE_COLOR3F, &scene.BgColor0, 
               " group='Background' help='Change the bottom background color.' ");
    TwDefine(" Main/Background group='Display' ");  // The group 'Background' of bar 'Main' is put in the group 'Display'
    TwAddVarCB(mainBar, "Subdiv", TW_TYPE_INT32, SetSubdivCB, GetSubdivCB, &scene, 
               " group='Scene' label='Meshes subdivision' min=1 max=50 keyincr=s keyDecr=S help='Subdivide the meshes more or less (switch to wireframe to see the effect).' ");
    TwAddVarRW(mainBar, "Ambient", TW_TYPE_FLOAT, &scene.Ambient, 
               " label='Ambient factor' group='Scene' min=0 max=1 step=0.001 keyIncr=a keyDecr=A help='Change scene ambient.' ");
    TwAddVarRW(mainBar, "Reflection", TW_TYPE_FLOAT, &scene.Reflection, 
               " label='Reflection factor' group='Scene' min=0 max=1 step=0.001 keyIncr=r keyDecr=R help='Change ground reflection.' ");

    // Create a new TwType called rotationType associated with the Scene::RotMode enum, and use it
    TwEnumVal rotationEV[] = { { Scene::ROT_OFF, "Stopped"}, 
                               { Scene::ROT_CW,  "Clockwise" }, 
                               { Scene::ROT_CCW, "Counter-clockwise" } };
    TwType rotationType = TwDefineEnum( "Rotation Mode", rotationEV, 3 );
    TwAddVarRW(mainBar, "Rotation", rotationType, &scene.Rotation, 
               " group='Scene' keyIncr=Backspace keyDecr=SHIFT+Backspace help='Stop or change the rotation mode.' ");

    // Add a read-only float variable; its precision is 0 which means that the fractionnal part of the float value will not be displayed
    TwAddVarRO(mainBar, "RotYAngle", TW_TYPE_DOUBLE, &scene.RotYAngle, 
               " group='Scene' label='Rot angle (degree)' precision=0 help='Animated rotation angle' ");

    // Initialize time
    double time = glfwGetTime(), dt = 0;            // Current time and elapsed time
    double frameDTime = 0, frameCount = 0, fps = 0; // Framerate

    // Main loop (repeated while window is not closed)
    while( glfwGetWindowParam(GLFW_OPENED) )
    {
        // Get elapsed time
        dt = glfwGetTime() - time;
        if (dt < 0) dt = 0;
        time += dt;

        // Rotate scene
        if( scene.Rotation==Scene::ROT_CW )
            scene.RotYAngle -= 5.0*dt;
        else if( scene.Rotation==Scene::ROT_CCW )
            scene.RotYAngle += 5.0*dt;

        // Move lights
        scene.Update(time);

        // Draw scene
        scene.Draw();

        // Draw tweak bars
        TwDraw();

        // Present frame buffer
        glfwSwapBuffers();

        // Estimate framerate
        frameCount++;
        frameDTime += dt;
        if( frameDTime>1.0 )
        {
            fps = frameCount/frameDTime;
            char newTitle[128];
            _snprintf(newTitle, sizeof(newTitle), "%s (%.1f fps)", title, fps);
            //glfwSetWindowTitle(newTitle); // uncomment to display framerate
            frameCount = frameDTime = 0;
        }
    }

    // Terminate AntTweakBar and GLFW
    TwTerminate();
    glfwTerminate();

    return 0;
}
コード例 #7
0
ファイル: Main.cpp プロジェクト: VictorLeach96/ObjectViewer
int main(int argc, char *argv[])
{
	//Setup SDL video
	if (SDL_Init(SDL_INIT_VIDEO) < 0)
	{
		cerr << "SDL Initialization failed!" << endl;
		return -1;
	}

	//Setup SDL attributes and versions
	SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4);
	SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3);
	SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);

	//Attach renderer and context to window
	SDL_Window *window = SDL_CreateWindow("Object Loader", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 840, 840, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
	SDL_Renderer * renderer = SDL_CreateRenderer( window, -1, 0 );
	SDL_GLContext glcontext = SDL_GL_CreateContext( window );

	//Setup glew
	glewExperimental = GL_TRUE;
	GLenum err = glewInit();
	if( GLEW_OK != err )
	{
		cerr<<"Glew Initializatoin failed!" << endl << glewGetErrorString(err) << endl;
		return -1;
	}

	//Enable OpenGL options
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_DEPTH_TEST);

	//Log OpenGL information
	cout << "GLEW Version: " << glewGetString(GLEW_VERSION)<< endl;
	cout << "OpenGL Version: " << glGetString( GL_VERSION ) << endl;
	cout << "OpenGL Vendor: " << glGetString( GL_VENDOR ) << endl;
	cout << "OpenGL Renderer: " << glGetString( GL_RENDERER ) << endl;
	cout << "OpenGL Shading Language Version: " << glGetString( GL_SHADING_LANGUAGE_VERSION ) << endl;

	//Create vertex and fragment shaders
	Shader *shader = new Shader();
	shader->SetFragmentShader("shaders/Fragment_Mapping.glsl");
	shader->SetVertexShader("shaders/Vertex_Mapping.glsl");
	shader->CompileData();
	
	//Create scene and assign shader/model
	Scene *scene = new Scene();
	scene->SetShader(shader);
	scene->Setup();

	//Execute the game loop
	bool isPlaying = true;
	int lastTick = SDL_GetTicks();
	while(isPlaying)
	{
		//Calculate delta time
		unsigned int currentTick = SDL_GetTicks();
		float deltaTime = (float) (currentTick - lastTick) / 1000.0f;
		lastTick = currentTick;

		//Clear the frame buffer to black
		glClearColor(0.0f,0.0f,0.0f,0.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		//Update and draw the current scene to window
		//Check whether update method returned false in which case end the game
		isPlaying = scene->Update(deltaTime);
		scene->Draw();
		SDL_GL_SwapWindow(window);
		
		//Limit the fps if its running too high
		if(deltaTime < (1.0f/50.0f)) 
		{
			SDL_Delay((unsigned int) (((1.0f/50.0f) - deltaTime)*1000.0f) );
		}
	}

	//Cleanup and quit SDL
	SDL_GL_DeleteContext( glcontext );
	SDL_DestroyWindow( window );
	SDL_Quit();

	return 0;
}
コード例 #8
0
int _tmain(int argc, _TCHAR* argv[])
{
	//------------------Initate OpenGL ---------------
	
	//init glfw
	if (!glfwInit())
	{
		fprintf(stderr, "Failed to initialize GLFW\n");
		return -1;
	}

	//Iniate OpenGL using glfw

	GLFWwindow* window;
	window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Lab2: Heirachy animation", NULL, NULL);

	if (window == NULL){
		fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window); // Initialize GLEW 
	glewExperimental = true; // Needed in core profile 
	//Initate glew
	if (glewInit() != GLEW_OK) {
		fprintf(stderr, "Failed to initialize GLEW\n");
		return -1;
	}

	//--end of opengl Initation -------------------

	//---initate scene--------------------------

	//function to modify scene
	Initiate();


	//--end of scene initation------------

	//---OpenGL main Loop-------------

	// get start time for animation
	double start_time = glfwGetTime();

	//main loop
	do{
		//main
		double cur_time = glfwGetTime();
		double elapse_time = cur_time - start_time;
		//update main scene --if animation is used
		Main_Scene.Update(elapse_time);
		//draw main scene
		Main_Scene.Draw();

		// Swap buffers
		glfwSwapBuffers(window);
		glfwPollEvents();

	} // Check if the ESC key was pressed or the window was closed
	while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
	glfwWindowShouldClose(window) == 0);
	//----end of main loop------------------


	return 0;
}