示例#1
0
文件: main.c 项目: kasicass/frustum
void idle(void) {
	static int frames;
	static float time;
	float ifps;
	vec3 v;
	vec4 q0,q1,q2;
	matrix m;

	ifps = 1.0 / getfps();
	
	if(!my_pause) angle += ifps * 360.0 / 4.0;
	
	v_set(sin(angle * DEG2RAD / 3),cos(angle * DEG2RAD / 7),2,light);
	
	v_set(0,0,1,v);
	q_set(v,psi,q0);
	v_set(0,1,0,v);
	q_set(v,phi,q1);
	q_multiply(q0,q1,q2);
	q_to_matrix(q2,m);
	v_set(dist,0,0,camera);
	v_transform(camera,m,camera);
	v_add(camera,mesh,camera);
	
	frames++;
	time += ifps;

	if(time > 1.0) {
		printf("%d frames %.2f fps\n",frames,(float)frames / time);
		frames = 0;
		time = 0;
	}
}
示例#2
0
void mainloop()
{
	//x,y记录当前位置,dx,dy记录速度向量,r记录圆半径
	int x = 0, y = 0, dx = 1, dy = 1, r = 100;

	for ( ; is_run(); delay_fps(60) )
	{
		// todo: 逻辑更新
		// 当前位置 + 速度
		x += dx;
		y += dy;
		if (x < r) dx = 1; //碰左
		if (y < r) dy = 1; //碰上
		if (x >= ege::getwidth()  - r) dx = -1; //碰右
		if (y >= ege::getheight() - r) dy = -1; //碰下

		// todo: 图形更新
		cleardevice();
		setcolor(GREEN);
		setfillcolor(BLUE);
		fillellipse(x, y, r, r);
		{// 画帧率文字
			char str[20];
			sprintf(str, "fps %.02f", getfps()); //调用getfps取得当前帧率
			setcolor(WHITE);
			outtextxy(0, 0, str);
		}
	}
}
示例#3
0
// 主函数
int main( int argc, char* argv[] ) {
    int i, ms_x = -1024, ms_y = -1024, exitflag = 0;
    int fps = 60;
    double dtime;

    int mode = preinit( argc, argv ); // 记录初始化模式
    if ( mode < 0 ) return 0;

    randomize(); // 初始化随机种子
    initgraph( -1, -1 ); // 打开图形窗口,以全屏模式

    showmouse( mode );
    sc_width = getwidth();
    sc_heigh = getheight();

    // 初始化所有星星
    for ( i = 0; i < g_max; i++ ) {
        InitStar( i );
        star[i].x = randomf();
    }
    // 绘制星空,按任意键或移动鼠标退出
    setfont( 12, 6, "宋体" );
    setrendermode( RENDER_MANUAL );
    dtime = fclock();
    while ( kbmsg() ) getkey();

    for ( ; !exitflag && is_run() && kbmsg() == 0; delay_fps( fps ) ) { //每秒画120帧,kbhit(1)是获取键盘任意键的消息,详见pdf
        // 如果有鼠标消息
        while ( mousemsg() ) {
            mouse_msg msg = getmouse();
            if ( ms_x <= -1024 ) {
                ms_x = msg.x;
                ms_y = msg.y;
            }
            // 处理鼠标,移动超出范围就退出
            if ( mode == 0 ) { // 仅全屏模式才处理鼠标
                int x = msg.x, y = msg.y;
                x -= ms_x;
                y -= ms_y;
                if ( x * x + y * y > 400 ) exitflag = 1;
            }
        }
        // 显示星星
        double dt = 1.0 / fps; //fclock() - dtime;
        dtime += dt;
        for ( int i = 0; i < g_max; i++ ) {
            MoveStar( i, dt );
        }
        // 显示FPS
        {
            char str[60];
            sprintf( str, "%8.2f FPS", getfps());
            outtextxy( 0, 0, str ); //显示fps
        }
    }
    closegraph(); // 关闭图形窗口
    return 0;
}
示例#4
0
文件: note.cpp 项目: FrankHB/YEGE
bool isDoubleLbutton()//鼠标双击算法
{
	static int x,y;
	static int state=0;
	static int dTimeB=0;
	if (isLButton()&&state==0)
	{
		state=1;
		x=mouse(X);
		y=mouse(Y);
	}
	if ((!isLButton())&&state==1)
	{
		state=2;
		dTimeB=dTimeB+1000/getfps();
	}
	if ((!isLButton())&&state==2)
	{
		dTimeB=dTimeB+1000/getfps();
	}
	if (state==2&&isLButton())
	{
		x=mouse(X);
		y=mouse(Y);
		state=3;
		dTimeB=dTimeB+1000/getfps();
	}
	if (dTimeB>inf.mouse_speed&&state==2)
	{
		dTimeB=0;
		state=0;
	}
	if (dTimeB<=inf.mouse_speed&&state==3)
	{
		if(abs(mouse(X)-x)<4&&abs(mouse(Y)-y)<4)
		{
			state=0;
			dTimeB=0;
			return true;
		}
	}
	return false;
}
示例#5
0
文件: main.c 项目: kasicass/frustum
void idle(void) {
	float ifps;
	
	fps = getfps();
	ifps = 1.0 / fps;
	
	if(!pause) view += ifps;
	
	VectorSet(0,120,240 * cos(view / 3),camera);
	VectorSet(0,0,0,dir);
	VectorCopy(camera,light);
	light[3] = 1.0;
	
	angle -= ifps * 360.0 * 0.2;
	
	glutPostRedisplay();
}
示例#6
0
文件: main.c 项目: kasicass/frustum
void idle(void) {
	float ifps;
	
	fps = getfps();
	ifps = 1.0 / fps;
	
	angle += ifps * 0.1;
	
	VectorSet(dist * cos(angle),dist * sin(angle),
		dist * (cos(alpha) + 1) / 2,camera);
	VectorSet(0,0,0,dir);
	
	VectorSet(0,0,1000,light);
	light[3] = 1.0;
	
	glutPostRedisplay();
}
示例#7
0
void displayhdl::render()
{
	glDisable(GL_LIGHTING);
	char str[256];
	framenum++;
	if (show_framerate)
	{
		sprintf(str, "%f seconds", gettime());
		renderstring2d(str, 1.0, 1.0, 1.0, 0.0, 1.0);
		sprintf(str, "%f frames", framenum);
		renderstring2d(str, 1.0, 1.0, 1.0, 0.0, .98);
		sprintf(str, "%f fps ave", framenum/currtime);
		renderstring2d(str, 1.0, 1.0, 1.0, 0.0, .96);
		sprintf(str, "%f fps", getfps());
		renderstring2d(str, 1.0, 1.0, 1.0, 0.0, .94);
	}
	glEnable(GL_LIGHTING);
}
示例#8
0
文件: main.c 项目: kasicass/frustum
void display(void) {
    float mview[16],imview[16];
    char buffer[128];

    shadowmap();

    glClearColor(0,0,0,1);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45,4.0 / 3.0,1,2048);
    
    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(camerapos[0],camerapos[1],camerapos[2], cameradir[0],cameradir[1],cameradir[2], 0,0,1);

    glLightfv(GL_LIGHT0,GL_POSITION,lightpos);

    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);
    glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
    glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);

    glEnable(GL_LIGHTING);
    glEnable(GL_TEXTURE_2D);                        // draw model
    glBindTexture(GL_TEXTURE_2D,texturemodel);
    glPushMatrix();
    glTranslatef(objpos[0],objpos[1],objpos[2]);
    glRotatef(modelangle,0,0,1);
    glCallList(modellist);
    glPopMatrix();
    
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);

    glDisable(GL_LIGHTING);
    glBindTexture(GL_TEXTURE_2D,textureground);     // draw ground
    glCallList(groundlist);

    glDisable(GL_TEXTURE_2D);
    glPushMatrix();                                 // light sources
    glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
    glColor4f(0,1,0,1);
    glCallList(lightlist);
    glColor4f(1,1,1,1);
    glPopMatrix();
    
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);
    glEnable(GL_TEXTURE_GEN_R);
    glEnable(GL_TEXTURE_GEN_Q);
    glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
    glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
    glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
    glTexGeni(GL_Q,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);

    glGetFloatv(GL_MODELVIEW_MATRIX,mview);
    MatrixInverse(mview,imview);

    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();
    glTranslatef(0.5,0.5,0);
    glScalef(0.5,0.5,1.0);
    glOrtho(-modelsize,modelsize,-modelsize,modelsize,-1,1);
    gluLookAt(lightpos[0],lightpos[1],lightpos[2], objpos[0],objpos[1],objpos[2], 0,1,0);
    glMultMatrixf(imview);

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);                             // shadow
    glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
    glBindTexture(GL_TEXTURE_2D,textureshadow);
    glCallList(groundlist);
    glDisable(GL_BLEND);
    
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);
    glDisable(GL_TEXTURE_GEN_R);
    glDisable(GL_TEXTURE_GEN_Q);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-1,1,-1,1,-1,1);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glColor4f(1,1,1,1);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_LIGHTING);
    sprintf(buffer,"fps: %.2f",getfps());
    drawstring(-0.95,0.95,buffer);
    glEnable(GL_DEPTH_TEST);
    
    glutSwapBuffers();
}