// ********************************************************************** // PUCRS/Escola PolitŽcnica // COMPUTA‚ÌO GRçFICA // // Programa b‡sico para criar aplicacoes 2D em OpenGL // // Marcio Sarroglia Pinho // pinho@pucrs.br // ********************************************************************** #include #include #include using namespace std; #ifdef WIN32 #include #include "gl\glut.h" static DWORD last_idle_time; #else #include static struct timeval last_idle_time; #endif #ifdef __APPLE__ #include #endif GLfloat AspectRatio, AngY=0; // ********************************************************************** // void DefineLuz(void) // // // ********************************************************************** void DefineLuz(void) { // Define cores para um objeto dourado GLfloat LuzAmbiente[] = {0.24725f, 0.1995f, 0.07f } ; GLfloat LuzDifusa[] = {0.75164f, 0.60648f, 0.22648f, 1.0f }; GLfloat LuzEspecular[] = {0.626281f, 0.555802f, 0.366065f, 1.0f }; GLfloat PosicaoLuz0[] = {3.0f, 3.0f, 0.0f, 1.0f }; GLfloat PosicaoLuz1[] = {-3.0f, -3.0f, 0.0f, 1.0f }; GLfloat Especularidade[] = {1.0f, 1.0f, 1.0f, 1.0f }; // **************** Fonte de Luz 0 glEnable ( GL_COLOR_MATERIAL ); // Habilita o uso de iluminação glEnable(GL_LIGHTING); // Ativa o uso da luz ambiente glLightModelfv(GL_LIGHT_MODEL_AMBIENT, LuzAmbiente); // Define os parametros da Luz número Zero glLightfv(GL_LIGHT0, GL_AMBIENT, LuzAmbiente); glLightfv(GL_LIGHT0, GL_DIFFUSE, LuzDifusa ); glLightfv(GL_LIGHT0, GL_SPECULAR, LuzEspecular ); glLightfv(GL_LIGHT0, GL_POSITION, PosicaoLuz0 ); glEnable(GL_LIGHT0); // Ativa o "Color Tracking" glEnable(GL_COLOR_MATERIAL); // Define a reflectancia do material glMaterialfv(GL_FRONT,GL_SPECULAR, Especularidade); // Define a concentração do brilho. // Quanto maior o valor do Segundo parametro, mais // concentrado será o brilho. (Valores válidos: de 0 a 128) glMateriali(GL_FRONT,GL_SHININESS,51); // **************** Fonte de Luz 1 // Ativa o uso da luz ambiente glLightModelfv(GL_LIGHT_MODEL_AMBIENT, LuzAmbiente); // Define os parametros da Luz número Zero glLightfv(GL_LIGHT1, GL_AMBIENT, LuzAmbiente); glLightfv(GL_LIGHT1, GL_DIFFUSE, LuzDifusa ); glLightfv(GL_LIGHT1, GL_SPECULAR, LuzEspecular ); glLightfv(GL_LIGHT1, GL_POSITION, PosicaoLuz1 ); glEnable(GL_LIGHT1); // Ativa o "Color Tracking" glEnable(GL_COLOR_MATERIAL); // Define a reflectancia do material glMaterialfv(GL_FRONT,GL_SPECULAR, Especularidade); // Define a concentração do brilho. // Quanto maior o valor do Segundo parametro, mais // concentrado será o brilho. (Valores válidos: de 0 a 128) glMateriali(GL_FRONT,GL_SHININESS,20); } // ********************************************************************** // void init(void) // Inicializa os parâmetros globais de OpenGL // // ********************************************************************** void init(void) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Fundo de tela preto glShadeModel(GL_SMOOTH); glColorMaterial ( GL_FRONT, GL_AMBIENT_AND_DIFFUSE ); glEnable(GL_DEPTH_TEST); glEnable ( GL_CULL_FACE ); // Obtem o tempo inicial #ifdef WIN32 last_idle_time = GetTickCount(); #else gettimeofday (&last_idle_time, NULL); #endif } // ********************************************************************** // void PosicUser() // // // ********************************************************************** void PosicUser() { // Set the clipping volume glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90,AspectRatio,0.01,200); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, 0, 0,0,-8, 0.0f,1.0f,0.0f); } // ********************************************************************** // void reshape( int w, int h ) // trata o redimensionamento da janela OpenGL // // ********************************************************************** void reshape( 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; AspectRatio = 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); PosicUser(); } // ********************************************************************** // void DesenhaCubo() // // // ********************************************************************** void DesenhaCubo() { glBegin ( GL_QUADS ); // Front Face glNormal3f(0,0,1); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glNormal3f(0,0,-1); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glNormal3f(0,1,0); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glNormal3f(0,-1,0); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glNormal3f(1,0,0); glVertex3f( 1.0f, -1.0f, -1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glNormal3f(-1,0,0); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); } // ********************************************************************** // void display( void ) // // // ********************************************************************** void display( void ) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); DefineLuz(); PosicUser(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslatef ( 1.0f, 0.0f, -5.0f ); glRotatef(AngY,0,1,0); glColor3f(0.5f,0.3f,0.0f); DesenhaCubo(); glPopMatrix(); glPushMatrix(); glTranslatef ( -1.0f, 2.0f, -8.0f ); glRotatef(AngY,0,1,0); glColor3f(0.5f,0.3f,0.0f); DesenhaCubo(); glPopMatrix(); glutSwapBuffers(); } // ********************************************************************** // void animate ( unsigned char key, int x, int y ) // // // ********************************************************************** void animate() { static float dt; static float AccumTime=0; #ifdef _WIN32 DWORD time_now; time_now = GetTickCount(); dt = (float) (time_now - last_idle_time) / 1000.0; #else // Figure out time elapsed since last call to idle function struct timeval time_now; gettimeofday(&time_now, NULL); dt = (float)(time_now.tv_sec - last_idle_time.tv_sec) + 1.0e-6*(time_now.tv_usec - last_idle_time.tv_usec); #endif AccumTime +=dt; if (AccumTime >=3) // imprime o FPS a cada 3 segundos { cout << 1.0/dt << " FPS"<< endl; AccumTime = 0; } //cout << "AccumTime: " << AccumTime << endl; // Anima cubos AngY++; // Sa;va o tempo para o pr—ximo ciclo de rendering last_idle_time = time_now; //if (GetAsyncKeyState(32) & 0x8000) != 0) // cout << "Espaco Pressionado" << endl; // Redesenha glutPostRedisplay(); } // ********************************************************************** // void keyboard ( unsigned char key, int x, int y ) // // // ********************************************************************** void keyboard ( unsigned char key, int x, int y ) { switch ( key ) { case 27: // Termina o programa qdo exit ( 0 ); // a tecla ESC for pressionada break; default: cout << key; break; } } // ********************************************************************** // void arrow_keys ( int a_keys, int x, int y ) // // // ********************************************************************** void arrow_keys ( int a_keys, int x, int y ) { switch ( a_keys ) { case GLUT_KEY_UP: // When Up Arrow Is Pressed... glutFullScreen ( ); // Go Into Full Screen Mode break; case GLUT_KEY_DOWN: // When Down Arrow Is Pressed... glutInitWindowSize ( 700, 500 ); break; default: break; } } // ********************************************************************** // void main ( int argc, char** argv ) // // // ********************************************************************** int main ( int argc, char** argv ) { glutInit ( &argc, argv ); glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB );// | GLUT_STEREO);// | GLUT_DOUBLE | GLUT_RGBA ); //glutInitDisplayMode (GLUT_RGB | GLUT_DEPTH | GLUT_STEREO);// | GLUT_DOUBLE | GLUT_RGBA ); glutInitWindowPosition (0,0); glutInitWindowSize ( 700, 500 ); glutCreateWindow ( "Computacao Grafica - Exemplo Basico 3D" ); init (); system("pwd"); glutDisplayFunc ( display ); glutReshapeFunc ( reshape ); glutKeyboardFunc ( keyboard ); glutSpecialFunc ( arrow_keys ); glutIdleFunc ( animate ); glutMainLoop ( ); return 0; }