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// -----------------------------------
// Version: Hierarchical Display lists
// Antonio Ramires Fernandes
// www.lighthouse3d.com/
// -----------------------------------
#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];
GLuint DLid;
GLuint createDL(void);
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() {
glEnable(GL_DEPTH_TEST);
DLid = createDL();
}
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);
}
GLuint createDL() {
GLuint snowManDL,loopDL;
snowManDL = glGenLists(1);
loopDL = glGenLists(1);
glNewList(snowManDL,GL_COMPILE);
drawSnowMan();
glEndList();
glNewList(loopDL,GL_COMPILE);
for(int i = -3; i < 3; i++)
for(int j=-3; j < 3; j++) {
glPushMatrix();
glTranslatef(i*10.0,0,j * 10.0);
glCallList(snowManDL);
glPopMatrix();
}
glEndList();
return(loopDL);
}
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
glCallList(DLid);
frame++;
time=glutGet(GLUT_ELAPSED_TIME);
if (time - timebase > 1000) {
sprintf(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);
}
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