C++ OpenGl显示动画和绘制文本
我想展示太阳系,并画一个简单的文字说“你好,世界”: 下面的代码显示了太阳系和一切工作:C++ OpenGl显示动画和绘制文本,c++,c,opengl,C++,C,Opengl,我想展示太阳系,并画一个简单的文字说“你好,世界”: 下面的代码显示了太阳系和一切工作: #include <iostream> #include <OpenGL/gl.h> #include <GLUT/glut.h> void OpenGLInit(void); static void Animate(void ); static void Key_r(void ); static void Key_s(void ); static void K
#include <iostream>
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
void OpenGLInit(void);
static void Animate(void );
static void Key_r(void );
static void Key_s(void );
static void Key_up(void );
static void Key_down(void );
static void ResizeWindow(int w, int h);
static void KeyPressFunc( unsigned char Key, int x, int y );
static void SpecialKeyFunc( int Key, int x, int y );
static GLenum spinMode = GL_TRUE;
static GLenum singleStep = GL_FALSE;
// These three variables control the animation's state and speed.
static float HourOfDay = 0.0;
static float DayOfYear = 0.0;
static float AnimateIncrement = 24.0; // Time step for animation (hours)
// glutKeyboardFunc is called below to set this function to handle
// all normal key presses.
static void KeyPressFunc( unsigned char Key, int x, int y )
{
switch ( Key ) {
case 'R':
case 'r':
Key_r();
break;
case 's':
case 'S':
Key_s();
break;
case 27: // Escape key
exit(1);
}
}
// glutSpecialFunc is called below to set this function to handle
// all special key presses. See glut.h for the names of
// special keys.
static void SpecialKeyFunc( int Key, int x, int y )
{
switch ( Key ) {
case GLUT_KEY_UP:
Key_up();
break;
case GLUT_KEY_DOWN:
Key_down();
break;
}
}
static void Key_r(void)
{
if ( singleStep ) { // If ending single step mode
singleStep = GL_FALSE;
spinMode = GL_TRUE; // Restart animation
}
else {
spinMode = !spinMode; // Toggle animation on and off.
}
}
static void Key_s(void)
{
singleStep = GL_TRUE;
spinMode = GL_TRUE;
}
static void Key_up(void)
{
AnimateIncrement *= 2.0; // Double the animation time step
}
static void Key_down(void)
{
AnimateIncrement /= 2.0; // Halve the animation time step
}
/*
* Animate() handles the animation and the redrawing of the
* graphics window contents.
*/
static void Animate(void)
{
// Clear the redering window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (spinMode) {
// Update the animation state
HourOfDay += AnimateIncrement;
DayOfYear += AnimateIncrement/24.0;
HourOfDay = HourOfDay - ((int)(HourOfDay/24))*24;
DayOfYear = DayOfYear - ((int)(DayOfYear/365))*365;
}
// Clear the current matrix (Modelview)
glLoadIdentity();
// Back off eight units to be able to view from the origin.
glTranslatef ( 0.0, 0.0, -8.0 );
// Rotate the plane of the elliptic
// (rotate the model's plane about the x axis by fifteen degrees)
glRotatef( 15.0, 1.0, 0.0, 0.0 );
// Draw the sun -- as a yellow, wireframe sphere
glColor3f( 1.0, 1.0, 0.0 );
glutWireSphere( 1.0, 15, 15 );
// Draw the Earth
// First position it around the sun
// Use DayOfYear to determine its position
glRotatef( 360.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 4.0, 0.0, 0.0 );
glPushMatrix(); // Save matrix state
// Second, rotate the earth on its axis.
// Use HourOfDay to determine its rotation.
glRotatef( 360.0*HourOfDay/24.0, 0.0, 1.0, 0.0 );
// Third, draw the earth as a wireframe sphere.
glColor3f( 0.2, 0.2, 1.0 );
glutWireSphere( 0.4, 10, 10);
glPopMatrix(); // Restore matrix state
// Draw the moon.
// Use DayOfYear to control its rotation around the earth
glRotatef( 360.0*12.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 0.7, 0.0, 0.0 );
glColor3f( 0.3, 0.7, 0.3 );
glutWireSphere( 0.1, 5, 5 );
// Flush the pipeline, and swap the buffers
glFlush();
glutSwapBuffers();
if ( singleStep ) {
spinMode = GL_FALSE;
}
glutPostRedisplay(); // Request a re-draw for animation purposes
}
// Initialize OpenGL's rendering modes
void OpenGLInit(void)
{
glShadeModel( GL_FLAT );
glClearColor( 0.0, 0.0, 0.0, 0.0 );
glClearDepth( 1.0 );
glEnable( GL_DEPTH_TEST );
}
// ResizeWindow is called when the window is resized
static void ResizeWindow(int w, int h)
{
float aspectRatio;
h = (h == 0) ? 1 : h;
w = (w == 0) ? 1 : w;
glViewport( 0, 0, w, h ); // View port uses whole window
aspectRatio = (float)w/(float)h;
// Set up the projection view matrix (not very well!)
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspectRatio, 1.0, 30.0 );
// Select the Modelview matrix
glMatrixMode( GL_MODELVIEW );
}
// Main routine
// Set up OpenGL, hook up callbacks, and start the main loop
int main( int argc, char** argv )
{
// Need to double buffer for animation
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// Create and position the graphics window
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 600, 360 );
glutCreateWindow( "Solar System Demo" );
// Initialize OpenGL.
OpenGLInit();
// Set up callback functions for key presses
glutKeyboardFunc( KeyPressFunc );
glutSpecialFunc( SpecialKeyFunc );
// Set up the callback function for resizing windows
glutReshapeFunc( ResizeWindow );
// Callback for graphics image redrawing
glutDisplayFunc( Animate );
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // Compiler requires this to be here. (Never reached)
}
#包括
#包括
#包括
void OpenGLInit(void);
静态void动画(void);
静态无效键(无效);
静态无效键(无效);
静态无效键向上(无效);
静态无效键_向下(无效);
静态空隙大小调整窗口(int w,int h);
静态void KeyPressFunc(无符号字符键,int x,int y);
静态void SpecialKeyFunc(int键,int x,int y);
静态盂自旋模式=GL_真;
静态肩胛盂单步=GL_假;
//这三个变量控制动画的状态和速度。
静态浮动时间=0.0天;
年静态浮动日=0.0;
静态浮点动画增量=24.0;//动画的时间步长(小时)
//下面调用glutKeyboardFunc将此函数设置为句柄
//所有正常按键。
静态void KeyPressFunc(无符号字符键,整数x,整数y)
{
开关(钥匙){
案例“R”:
案例“r”:
键_r();
打破
案例s:
案例S:
键_s();
打破
案例27://逃生钥匙
出口(1);
}
}
//下面调用glutSpecialFunc将此函数设置为处理
//所有特殊按键。请参见glut.h以了解
//特殊钥匙。
静态void SpecialKeyFunc(int键、int x、int y)
{
开关(钥匙){
案例过多关键点:
键向上();
打破
案例过量键关闭:
按键向下();
打破
}
}
静态无效键(无效)
{
if(单步){//if结束单步模式
单步=GL_假;
spinMode=GL_TRUE;//重新启动动画
}
否则{
spinMode=!spinMode;//打开和关闭动画。
}
}
静态无效键(无效)
{
singleStep=GL_TRUE;
spinMode=GL_TRUE;
}
静态无效键向上(无效)
{
AnimateIncrement*=2.0;//动画时间步长加倍
}
静态无效键向下(无效)
{
AnimateIncrement/=2.0;//将动画时间步长减半
}
/*
*Animate()处理动画和图像的重绘
*图形窗口内容。
*/
静态空心动画(空心)
{
//清除重新装饰的窗户
glClear(GL_颜色_缓冲_位| GL_深度_缓冲_位);
如果(旋转模式){
//更新动画状态
HourOfDay+=动画增量;
DayOfYear+=动画增量/24.0;
houroday=houroday-((int)(houroday/24))*24;
DayOfYear=DayOfYear-((int)(DayOfYear/365))*365;
}
//清除当前矩阵(Modelview)
glLoadIdentity();
//后退八个单位,以便能够从原点查看。
glTranslatef(0.0,0.0,-8.0);
//旋转椭圆曲线的平面
//(将模型平面绕x轴旋转十五度)
glRotatef(15.0,1.0,0.0,0.0);
//把太阳画成一个黄色的线框球体
GL3F(1.0,1.0,0.0);
(1.0,15,15);
//画地球
//首先把它放在太阳周围
//使用DayOfYear确定其位置
glRotatef(360.0*DayOfYear/365.0,0.0,1.0,0.0);
glTranslatef(4.0,0.0,0.0);
glPushMatrix();//保存矩阵状态
//第二,绕地轴旋转地球。
//使用HourOfDay确定其旋转。
glRotatef(360.0*小时/天/24.0,0.0,1.0,0.0);
//第三,将地球绘制为线框球体。
GL3F(0.2,0.2,1.0);
球状(0.4,10,10);
glPopMatrix();//还原矩阵状态
//画月亮。
//使用DayOfYear控制其绕地球旋转
glRotatef(360.0*12.0*DayOfYear/365.0,0.0,1.0,0.0);
glTranslatef(0.7,0.0,0.0);
GL3F(0.3,0.7,0.3);
(0.1,5,5);
//刷新管道,并交换缓冲区
glFlush();
glutSwapBuffers();
如果(单步){
spinMode=GL_假;
}
glutPostRedisplay();//为动画目的请求重新绘制
}
//初始化OpenGL的渲染模式
void OpenGLInit(void)
{
glShadeModel(GLU平面);
glClearColor(0.0,0.0,0.0,0.0);
glClearDepth(1.0);
glEnable(GLU深度试验);
}
//调整窗口大小时调用ResizeWindow
静态无效大小调整窗口(int w,int h)
{
浮体;
h=(h==0)?1:h;
w=(w==0)?1:w;
glViewport(0,0,w,h);//视图端口使用整个窗口
aspectRatio=(浮动)w/(浮动)h;
//设置投影视图矩阵(不是很好!)
glMatrixMode(GL_投影);
glLoadIdentity();
gluPerspective(60.0,aspectRatio,1.0,30.0);
//选择Modelview矩阵
glMatrixMode(GLU模型视图);
}
//主要程序
//设置OpenGL,连接回调,并启动主循环
int main(int argc,字符**argv)
{
//需要为动画增加两倍缓冲区
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_双精度| GLUT_RGB | GLUT_深度);
//创建并定位图形窗口
glutInitWindowPosition(0,0);
glutInitWindowSize(600360);
glutCreateWindow(“太阳系演示”);
//初始化OpenGL。
OpenGLInit();
//设置按键的回调函数
键盘功能(按键功能);
glutSpecialFunc(SpecialKeyFunc);
//设置用于调整窗口大小的回调函数
GLUTEFUNC(调整窗口大小);
//用于图形图像重画的回调
glutDisplayFunc(动画);
//启动主循环。glutMainLoop永远不会返回。
glutMainLoop();
return(0);//编译器要求它在这里。(从未到达)
}
下面的代码绘制了文本“Hello world”,并且也起作用:
#include <iostream>
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
void drawBitmapText(char *string,float x,float y,float z)
{
char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != '\0'; c++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_10, *c);
}
}
void drawStrokeText(char*string,int x,int y,int z)
{
char *c;
glPushMatrix();
glTranslatef(x, y+8,z);
// glScalef(0.09f,-0.08f,z);
for (c=string; *c != '\0'; c++)
{
glutStrokeCharacter(GLUT_STROKE_ROMAN , *c);
}
glPopMatrix();
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,w,h,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(0,1,0);
drawBitmapText("Hello world",200,200,0);
glutSwapBuffers();
}
// Main routine
// Set up OpenGL, hook up callbacks, and start the main loop
int main( int argc, char** argv )
{
// Need to double buffer for animation
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// Create and position the graphics window
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 600, 360 );
glutCreateWindow( "Solar System Demo" );
glutDisplayFunc(render);
glutIdleFunc(render);
glutReshapeFunc(reshape);
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // Compiler requires this to be here. (Never reached)
}
#包括
#包括
#包括
void drawBitmapText(字符*字符串、浮点x、浮点y、浮点z)
{
char*c;
glRasterPos3f(x,y,z);
对于(c=string;*c!='\0';
#include <iostream>
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
void OpenGLInit(void);
static void Animate(void );
static void Key_r(void );
static void Key_s(void );
static void Key_up(void );
static void Key_down(void );
static void ResizeWindow(int w, int h);
static void KeyPressFunc( unsigned char Key, int x, int y );
static void SpecialKeyFunc( int Key, int x, int y );
static GLenum spinMode = GL_TRUE;
static GLenum singleStep = GL_FALSE;
// These three variables control the animation's state and speed.
static float HourOfDay = 0.0;
static float DayOfYear = 0.0;
static float AnimateIncrement = 24.0; // Time step for animation (hours)
// glutKeyboardFunc is called below to set this function to handle
// all normal key presses.
static void KeyPressFunc( unsigned char Key, int x, int y )
{
switch ( Key ) {
case 'R':
case 'r':
Key_r();
break;
case 's':
case 'S':
Key_s();
break;
case 27: // Escape key
exit(1);
}
}
// glutSpecialFunc is called below to set this function to handle
// all special key presses. See glut.h for the names of
// special keys.
static void SpecialKeyFunc( int Key, int x, int y )
{
switch ( Key ) {
case GLUT_KEY_UP:
Key_up();
break;
case GLUT_KEY_DOWN:
Key_down();
break;
}
}
static void Key_r(void)
{
if ( singleStep ) { // If ending single step mode
singleStep = GL_FALSE;
spinMode = GL_TRUE; // Restart animation
}
else {
spinMode = !spinMode; // Toggle animation on and off.
}
}
static void Key_s(void)
{
singleStep = GL_TRUE;
spinMode = GL_TRUE;
}
static void Key_up(void)
{
AnimateIncrement *= 2.0; // Double the animation time step
}
static void Key_down(void)
{
AnimateIncrement /= 2.0; // Halve the animation time step
}
/*
* Animate() handles the animation and the redrawing of the
* graphics window contents.
*/
static void Animate(void)
{
// Clear the redering window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (spinMode) {
// Update the animation state
HourOfDay += AnimateIncrement;
DayOfYear += AnimateIncrement/24.0;
HourOfDay = HourOfDay - ((int)(HourOfDay/24))*24;
DayOfYear = DayOfYear - ((int)(DayOfYear/365))*365;
}
// Clear the current matrix (Modelview)
glLoadIdentity();
// Back off eight units to be able to view from the origin.
glTranslatef ( 0.0, 0.0, -8.0 );
// Rotate the plane of the elliptic
// (rotate the model's plane about the x axis by fifteen degrees)
glRotatef( 15.0, 1.0, 0.0, 0.0 );
// Draw the sun -- as a yellow, wireframe sphere
glColor3f( 1.0, 1.0, 0.0 );
glutWireSphere( 1.0, 15, 15 );
// Draw the Earth
// First position it around the sun
// Use DayOfYear to determine its position
glRotatef( 360.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 4.0, 0.0, 0.0 );
glPushMatrix(); // Save matrix state
// Second, rotate the earth on its axis.
// Use HourOfDay to determine its rotation.
glRotatef( 360.0*HourOfDay/24.0, 0.0, 1.0, 0.0 );
// Third, draw the earth as a wireframe sphere.
glColor3f( 0.2, 0.2, 1.0 );
glutWireSphere( 0.4, 10, 10);
glPopMatrix(); // Restore matrix state
// Draw the moon.
// Use DayOfYear to control its rotation around the earth
glRotatef( 360.0*12.0*DayOfYear/365.0, 0.0, 1.0, 0.0 );
glTranslatef( 0.7, 0.0, 0.0 );
glColor3f( 0.3, 0.7, 0.3 );
glutWireSphere( 0.1, 5, 5 );
// Flush the pipeline, and swap the buffers
glFlush();
glutSwapBuffers();
if ( singleStep ) {
spinMode = GL_FALSE;
}
glutPostRedisplay(); // Request a re-draw for animation purposes
}
// Initialize OpenGL's rendering modes
void OpenGLInit(void)
{
glShadeModel( GL_FLAT );
glClearColor( 0.0, 0.0, 0.0, 0.0 );
glClearDepth( 1.0 );
glEnable( GL_DEPTH_TEST );
}
// ResizeWindow is called when the window is resized
static void ResizeWindow(int w, int h)
{
float aspectRatio;
h = (h == 0) ? 1 : h;
w = (w == 0) ? 1 : w;
glViewport( 0, 0, w, h ); // View port uses whole window
aspectRatio = (float)w/(float)h;
// Set up the projection view matrix (not very well!)
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60.0, aspectRatio, 1.0, 30.0 );
// Select the Modelview matrix
glMatrixMode( GL_MODELVIEW );
}
void drawBitmapText(char *string,float x,float y,float z)
{
char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != '\0'; c++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_10, *c);
}
}
void drawStrokeText(char*string,int x,int y,int z)
{
char *c;
glPushMatrix();
glTranslatef(x, y+8,z);
// glScalef(0.09f,-0.08f,z);
for (c=string; *c != '\0'; c++)
{
glutStrokeCharacter(GLUT_STROKE_ROMAN , *c);
}
glPopMatrix();
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,w,h,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void render(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(0,1,0);
drawBitmapText("Hello world",200,200,0);
glutSwapBuffers();
}
// Main routine
// Set up OpenGL, hook up callbacks, and start the main loop
int main( int argc, char** argv )
{
// Need to double buffer for animation
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// Create and position the graphics window
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 600, 360 );
glutCreateWindow( "Solar System Demo" );
// Initialize OpenGL.
OpenGLInit();
// Set up callback functions for key presses
glutKeyboardFunc( KeyPressFunc );
glutSpecialFunc( SpecialKeyFunc );
// Set up the callback function for resizing windows
glutReshapeFunc( ResizeWindow );
// Callback for graphics image redrawing
glutDisplayFunc( Animate );
glutDisplayFunc(render);
glutIdleFunc(render);
glutReshapeFunc(reshape);
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // Compiler requires this to be here. (Never reached)
}
glutKeyboardFunc( KeyPressFunc );
glutSpecialFunc( SpecialKeyFunc );
glutReshapeFunc( ResizeWindow );
glutDisplayFunc( Animate );
glutDisplayFunc(render);
glutIdleFunc(render);