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main.cpp
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main.cpp
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#include "Player.h"
#define TIMER_WAIT 33
int WindowPositionX = 100;
int WindowPositionY = 100;
int WindowWidth = 800;
int WindowHeight = 600;
char WindowTitle[] = "test3";
double CurrentTime = 0.0;
double LastTime = 0.0;
double CurrentCount = 0.0;
double LastCount = 0.0;
int FrameCount = 0;
float Fps = 0.0f;
Player *p1;
void Initialize();
void Close();
void Display();
void Idle();
void Reshape(int x, int y);
void Mouse(int button, int state, int x, int y);
void Motion(int x, int y);
void PassiveMotion(int x, int y);
void Keyboard(unsigned char key, int x, int y);
void KeyboardUp(unsigned char key, int x, int y);
void Special(int key, int x, int y);
void SpecialUp(int key, int x, int y);
void Render2D();
void Render3D();
void glutRenderText(void* bitmapfont, char* text);
void glutToggleFullScreen();
void Timer(int value);
//----------------------------------------------------------------------------------------------------
// Name : main()
// Desc : アプリケーションのエントリーポイント
//----------------------------------------------------------------------------------------------------
int main( int argc, char **argv ){
// GLUTコールバック関数などの設定
glutInit(&argc, argv);
glutInitWindowPosition(WindowPositionX, WindowPositionY);
glutInitWindowSize(WindowWidth, WindowHeight);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(WindowTitle);
glutDisplayFunc(Display);
glutCloseFunc(Close); //ウィンドウが閉じられたとき
glutReshapeFunc(Reshape);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutPassiveMotionFunc(PassiveMotion);
glutKeyboardFunc(Keyboard);
glutKeyboardUpFunc(KeyboardUp);
glutSpecialFunc(Special);
glutSpecialUpFunc(SpecialUp);
Initialize(); // OpenGL初期化
glutTimerFunc( TIMER_WAIT, Timer, 0);
// glutIdleFunc(Idle);
glutMainLoop(); // メインループ
return 0;
}
//----------------------------------------------------------------------------------------------------
// Name : Initialize()
// Desc : 初期化処理
//----------------------------------------------------------------------------------------------------
void Initialize(){
const GLubyte *version = glGetString(GL_VERSION);
const GLubyte *vender = glGetString(GL_VENDOR);
const GLubyte *renderer = glGetString(GL_RENDERER);
printf("OpenGL %s\n", version);
printf("%s\n", vender);
printf("%s\n", renderer);
// バックバッファをクリアする色の指定
glClearColor(0.0, 0.0, 0.3, 1.0);
// 深度テストON
glEnable(GL_DEPTH_TEST);
// ライティング
float pos[4] = { 0.0f, 10.0f, 10.0f, 1.0f };
float amb[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
float dif[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float spe[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, spe);
glEnable(GL_NORMALIZE);//法線の正規化
glutIgnoreKeyRepeat(GL_TRUE);//キーリピートを無視
mqoInit();
p1 = new Player();
// ウィンドウを表示
glutShowWindow();
}
//---------------------------------------------------------------------------------------------------
// Name : Idle()
// Desc : アイドリング時の処理
//---------------------------------------------------------------------------------------------------
void Idle(){
// 暇な時に再描画
glutPostRedisplay();
}
void Timer(int value){
glutTimerFunc( TIMER_WAIT, Timer, 0);
Display(); //次フレームの描画
}
//---------------------------------------------------------------------------------------------------
// Name : Reshape()
// Desc : サイズ変更
//---------------------------------------------------------------------------------------------------
void Reshape(int x, int y){
// ウィンドウサイズを保存
WindowWidth = x;
WindowHeight = y;
// サイズチェック
if ( WindowWidth < 1 ) WindowWidth = 1;
if ( WindowHeight < 1 ) WindowHeight = 1;
// ビューポートの設定
glViewport(0, 0, WindowWidth, WindowHeight);
// 射影行列の設定
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)WindowWidth/(double)WindowHeight, 0.1, 1000.0);
}
//--------------------------------------------------------------------------------------------------
// Name : Render2D()
// Desc : 2次元シーンの描画
//--------------------------------------------------------------------------------------------------
void Render2D(){
bool isLighting = false;
// 時間計測とFPS算出
CurrentCount = glutGet(GLUT_ELAPSED_TIME);
CurrentTime = (CurrentCount - LastCount)/1000.0;
FrameCount++;
if ( (CurrentTime - LastTime )>= 1.0 )
{
Fps = FrameCount/(CurrentTime - LastTime);
printf("%.3f FPS\n", Fps);
FrameCount = 0;
LastTime = CurrentTime;
}
// 3D → 2D
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, WindowWidth, WindowHeight, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
if ( glIsEnabled(GL_LIGHTING) )
{
isLighting = true;
glDisable(GL_LIGHTING);
}
// 文字の描画
p1->Render2D();
if ( !glIsEnabled(GL_LIGHTING) )
{
if ( isLighting )
glEnable(GL_LIGHTING);
}
// 2D → 3D
glPopMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
//--------------------------------------------------------------------------------------------------
// Name : Render3D()
// Desc : 3次元シーンの描画
//--------------------------------------------------------------------------------------------------
void Render3D(){
p1->Render3D();
}
//---------------------------------------------------------------------------------------------------
// Name : Display()
// Desc : ウィンドウへの描画
//---------------------------------------------------------------------------------------------------
void Display(){
// バックバッファをクリア
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// モデルビュー行列の設定
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//
glPushMatrix();
// 3Dシーンの描画
Render3D();
// 2Dシーンの描画
Render2D();
//
glPopMatrix();
// ダブルバッファ
glutSwapBuffers();
}
//---------------------------------------------------------------------------------------------------
// Name : Mouse()
// Desc : マウス処理
//---------------------------------------------------------------------------------------------------
void Mouse(int button, int state, int x, int y){
switch ( button )
{
case GLUT_LEFT_BUTTON:
switch ( state )
{
case GLUT_DOWN:
break;
case GLUT_UP:
break;
}
break;
case GLUT_MIDDLE_BUTTON:
switch ( state )
{
case GLUT_DOWN:
break;
case GLUT_UP:
break;
}
break;
case GLUT_RIGHT_BUTTON:
switch ( state )
{
case GLUT_DOWN:
break;
case GLUT_UP:
break;
}
break;
default:
break;
}
}
//--------------------------------------------------------------------------------------------------
// Name : Motion()
// Desc : マウスドラッグ時
//-------------------------------------------------------------------------------------------------
void Motion(int x, int y){
}
//--------------------------------------------------------------------------------------------------
// Name : PassiveMotion()
// Desc : マウス移動時
//--------------------------------------------------------------------------------------------------
void PassiveMotion(int x, int y){
}
//--------------------------------------------------------------------------------------------------
// Name : Keyboard()
// Desc : キーボード処理
//--------------------------------------------------------------------------------------------------
void Keyboard(unsigned char key, int x, int y){
p1->KeyStateSet((int)key,true);
switch ( key )
{
case '\033':
exit(0);
break;
default:
break;
}
}
void KeyboardUp(unsigned char key,int x,int y){
p1->KeyStateSet((int)key,false);
}
//--------------------------------------------------------------------------------------------------
// Name : Special()
// Desc : 特殊キー処理
//--------------------------------------------------------------------------------------------------
void Special(int key, int x, int y){
p1->KeyStateSet(key,true);
switch ( key )
{
case GLUT_KEY_F1:
glutToggleFullScreen();
break;
case GLUT_KEY_F2:
break;
case GLUT_KEY_F3:
break;
case GLUT_KEY_F4:
break;
case GLUT_KEY_F5:
break;
case GLUT_KEY_F6:
break;
case GLUT_KEY_F7:
break;
case GLUT_KEY_F8:
break;
case GLUT_KEY_F9:
break;
case GLUT_KEY_F10:
break;
case GLUT_KEY_F11:
break;
case GLUT_KEY_F12:
break;
case GLUT_KEY_LEFT:
break;
case GLUT_KEY_RIGHT:
break;
case GLUT_KEY_UP:
break;
case GLUT_KEY_DOWN:
break;
case GLUT_KEY_PAGE_UP:
break;
case GLUT_KEY_PAGE_DOWN:
break;
case GLUT_KEY_HOME:
break;
case GLUT_KEY_END:
break;
case GLUT_KEY_INSERT:
break;
}
}
void SpecialUp(int key,int x,int y){
p1->KeyStateSet(key,false);
}
//--------------------------------------------------------------------------------------------------
// Name : Close()
// Desc : 後片付け
//--------------------------------------------------------------------------------------------------
void Close(){
delete p1;
mqoCleanup();
}
//--------------------------------------------------------------------------------------------------
// Name : glutRenderText()
// Desc : ASCII文字列の描画
//--------------------------------------------------------------------------------------------------
void glutRenderText(void* bitmapfont, char*text){
for ( int i=0; i<(int)strlen(text); i++ )
glutBitmapCharacter(bitmapfont, (int)text[i]);
}
//--------------------------------------------------------------------------------------------------
// Name : glutToggleFullScreen()
// Desc : フルスクリーンとウィンドウモードの切り替え
//--------------------------------------------------------------------------------------------------
void glutToggleFullScreen(){
static bool FullScreenMode = false;
static int beforeWidth = WindowWidth;
static int beforeHeight = WindowHeight;
static int beforePositionX = glutGet(GLUT_WINDOW_X);
static int beforePositionY = glutGet(GLUT_WINDOW_Y);
FullScreenMode ? FullScreenMode = false : FullScreenMode = true;
if( FullScreenMode ){
beforeWidth = WindowWidth;
beforeHeight = WindowHeight;
beforePositionX = glutGet(GLUT_WINDOW_X);
beforePositionY = glutGet(GLUT_WINDOW_Y);
glutFullScreen();
}else{
glutPositionWindow(beforePositionX, beforePositionY);
glutReshapeWindow(beforeWidth, beforeHeight);
glutShowWindow();
}
}