最終更新: mikk_ni3_92 2007年09月25日(火) 14:45:32履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> アキュムレーションバッファ
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void DRAW_WALL();
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH|GLUT_ACCUM);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static float light_pos[] = { 0.0, 3.0, 5.0, 1.0 };
static float red[] = { 0.8, 0.2, 0.2, 1.0 };
static float green[] = { 0.2, 0.8, 0.2, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT| GL_ACCUM_BUFFER_BIT);
glLoadIdentity();
gluLookAt(5.0, 6.0, 7.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green);
DRAW_WALL();
glPopMatrix();
for(int i= 0;i < 6;i++)
{
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glTranslatef(-0.1*i,0,0);
glutSolidSphere(0.5,20,20);
glPopMatrix();
glAccum(GL_ACCUM, 1.0/6);
}
glAccum(GL_RETURN, 1.0);
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
/**********[ここから各種関数]***********************/
void DRAW_WALL()
{
glBegin(GL_QUADS);
glVertex3d(-1,1,-1);
glVertex3d(-1,-1,-1);
glVertex3d(1,-1,-1);
glVertex3d(1,1,-1);
glEnd();
}
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void DRAW_WALL();
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH|GLUT_ACCUM);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
void display()
{
static float light_pos[] = { 0.0, 3.0, 5.0, 1.0 };
static float red[] = { 0.8, 0.2, 0.2, 1.0 };
static float green[] = { 0.2, 0.8, 0.2, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT| GL_ACCUM_BUFFER_BIT);
glLoadIdentity();
gluLookAt(5.0, 6.0, 7.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green);
DRAW_WALL();
glPopMatrix();
for(int i= 0;i < 6;i++)
{
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glTranslatef(-0.1*i,0,0);
glutSolidSphere(0.5,20,20);
glPopMatrix();
glAccum(GL_ACCUM, 1.0/6);
}
glAccum(GL_RETURN, 1.0);
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
/**********[ここから各種関数]***********************/
void DRAW_WALL()
{
glBegin(GL_QUADS);
glVertex3d(-1,1,-1);
glVertex3d(-1,-1,-1);
glVertex3d(1,-1,-1);
glVertex3d(1,1,-1);
glEnd();
}