#include #include #include #include #include #include "texture.h" // Define a constant for the value of PI #define GL_PI 3.1415f GLuint texture1; static GLfloat xRot = 0.0; static GLfloat zRot = 0.0; static int N = 8; void ConeApprox(int n, double radius, double height) { int i; GLfloat angle; GLfloat f; if(n < 3) n = 3; glBegin(GL_TRIANGLE_FAN); glTexCoord2f( 0.5, 1.0 ); glVertex3f( 0.0, 0.0, height / 2.0 ); for( i = 0, angle = 0.0, f = 0.0; i <= n; i++, angle += 2.0 * GL_PI / n, f += 1.0 / n ) { glTexCoord2f( f, 0.0 ); glVertex3f ( radius * cos( angle ), radius * sin( angle ), -height / 2.0 ); } glEnd(); } // Called to draw scene void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // >> Modellezo programresz glPushMatrix(); glRotatef(xRot, 1.0, 0.0, 0.0); glRotatef(zRot, 0.0, 0.0, 1.0); glColor3f(1.0, 1.0, 1.0); ConeApprox(N, 10.0, 20.0); glPopMatrix(); // << Modellezo programresz // Flush drawing commands glutSwapBuffers(); } // This function does any needed initialization on the rendering // context. void SetupRC() { // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); glEnable(GL_DEPTH_TEST); texture1 = TextureLoad("kup_textura2.bmp", GL_FALSE, GL_LINEAR, GL_LINEAR, GL_REPEAT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture1); } void SpecialKeys(int key, int x, int y) { // ... int state; if(key == GLUT_KEY_UP) xRot-= 5.0f; if(key == GLUT_KEY_DOWN) xRot += 5.0f; if(key == GLUT_KEY_LEFT) zRot -= 5.0f; if(key == GLUT_KEY_RIGHT) zRot += 5.0f; if(xRot > 356.0f) xRot = 0.0f; if(xRot < -1.0f) xRot = 355.0f; if(zRot > 356.0f) zRot = 0.0f; if(zRot < -1.0f) zRot = 355.0f; if(key == GLUT_KEY_F1) N ++; if((key == GLUT_KEY_F2) && (N > 3)) N --; /* printf("Funkciobillentyu lenyomva, kodja %d, pozicio (%d,%d). ", key, x, y); state = glutGetModifiers(); if(state & GLUT_ACTIVE_SHIFT) printf("SHIFT lenyomva. "); if(state & GLUT_ACTIVE_CTRL) printf("CTRL lenyomva. "); if(state & GLUT_ACTIVE_ALT) printf("ALT lenyomva. "); printf("\n"); fflush(stdout); // Refresh the Window glutPostRedisplay(); */ } void Keyboard(unsigned char key, int x, int y) { // ... int state; /* printf("Billentyu lenyomva, kodja %c, pozicio (%d,%d). ", key, x, y); state = glutGetModifiers(); if(state & GLUT_ACTIVE_SHIFT) printf("SHIFT lenyomva. "); if(state & GLUT_ACTIVE_CTRL) printf("CTRL lenyomva. "); if(state & GLUT_ACTIVE_ALT) printf("ALT lenyomva. "); printf("\n"); fflush(stdout); glutPostRedisplay(); */ } void Timer(int value) { // printf("Timer esemeny (%d)\n", value); glutPostRedisplay(); glutTimerFunc(50, Timer, value + 1); } void Idle() { glutPostRedisplay(); } void ChangeSizeOrtho(int w, int h) { GLfloat nRange = 25.0f; // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset projection matrix stack glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w <= h) glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange); else glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange); // Reset Model view matrix stack glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void ChangeSizePerspective(GLsizei w, GLsizei h) { GLfloat fAspect; // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); fAspect = (GLfloat)w/(GLfloat)h; // Reset coordinate system glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Produce the perspective projection gluPerspective(60.0f, // fovy fAspect, // aspect 10.0, // zNear 100.0 // zFar ); gluLookAt(0.0, 0.0, 50.0, // eye 0.0, 0.0, 0.0, // center 0.0, 1.0, 0.0 // up ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main(int argc, char* argv[]) { // >> Inicializalas glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); //glutInitWindowSize(300, 300); glutCreateWindow("Texturazott kuppalast"); // << Inicializalas // >> Callback fuggvenyek glutReshapeFunc(ChangeSizeOrtho); // Parhuzamos vetites //glutReshapeFunc(ChangeSizePerspective); // Perspektiv vetites glutSpecialFunc(SpecialKeys); // glutKeyboardFunc(Keyboard); glutDisplayFunc(RenderScene); glutTimerFunc(1000, Timer, 1); // 1 mp mulva meghivodik a Timer() fuggveny //glutIdleFunc(Idle); // Idle(), ha nem tortenik semmi // << Callback fuggvenyek SetupRC(); glutMainLoop(); return 0; }