// --------------------------------- // Version: No Display Lists // Antonio Ramires Fernandes // www.lighthouse3d.com // --------------------------------- #include #include #include #include #include #include float angle=0.0; float x=0.0f,y=1.75f,z=5.0f; float lx=0.0f,ly=0.0f,lz=-1.0f; float ratio=1.0; int frame,time,timebase=0; char s[30]; void changeSize(int w, int h) { // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if(h == 0) h = 1; ratio = 1.0f * w / h; // Reset the coordinate system before modifying glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); // Set the clipping volume gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); } void initScene() { frame=0; glEnable(GL_DEPTH_TEST); } void drawSnowMan() { glColor3f(1.0f, 1.0f, 1.0f); // Draw Body glTranslatef(0.0f ,0.75f, 0.0f); glutSolidSphere(0.75f,20,20); // Draw Head glTranslatef(0.0f, 1.0f, 0.0f); glutSolidSphere(0.25f,20,20); // Draw Eyes glPushMatrix(); glColor3f(0.0f,0.0f,0.0f); glTranslatef(0.05f, 0.10f, 0.18f); glutSolidSphere(0.05f,10,10); glTranslatef(-0.1f, 0.0f, 0.0f); glutSolidSphere(0.05f,10,10); glPopMatrix(); // Draw Nose glColor3f(1.0f, 0.5f , 0.5f); glRotatef(0.0f,1.0f, 0.0f, 0.0f); glutSolidCone(0.08f,0.5f,10,2); } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw ground glColor3f(0.9f, 0.9f, 0.9f); glBegin(GL_QUADS); glVertex3f(-100.0f, 0.0f, -100.0f); glVertex3f(-100.0f, 0.0f, 100.0f); glVertex3f( 100.0f, 0.0f, 100.0f); glVertex3f( 100.0f, 0.0f, -100.0f); glEnd(); // Draw 36 SnowMen for(int i = -3; i < 3; i++) for(int j=-3; j < 3; j++) { glPushMatrix(); glTranslatef(i*10.0,0,j * 10.0); drawSnowMan(); glPopMatrix(); } frame++; time=glutGet(GLUT_ELAPSED_TIME); if (time - timebase > 1000) { sprintf_s(s,"FPS:%4.2f",frame*1000.0/(time-timebase)); glutSetWindowTitle(s); timebase = time; frame = 0; } glutSwapBuffers(); } void orientMe(float ang) { lx = sin(ang); lz = -cos(ang); glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); } void moveMeFlat(int i) { x = x + i*(lx)*0.1; z = z + i*(lz)*0.1; glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); } void inputKey(unsigned char c, int x, int y) { switch (c) { case 'a' : angle -= 0.01f;orientMe(angle);break; case 's' : angle +=0.01f;orientMe(angle);break; case 't' : moveMeFlat(1);break; case 'g' : moveMeFlat(-1);break; } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(300,300); glutCreateWindow("SnowMen"); initScene(); glutKeyboardFunc(inputKey); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); glutReshapeFunc(changeSize); glutMainLoop(); return(0); }