最終更新: mikk_ni3_92 2007年10月02日(火) 17:20:19履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> ディスプレイリスト2 >> ディスプレイリスト2.5
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void myMouseFunc(int button,int state,int x,int y);
void myMouseMotion(int x,int y);
void DRAW_XYZ();
inline void BuildList();
inline void MAKE_CUBE();
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(myMouseFunc);
glutMotionFunc(myMouseMotion);
}
int list;//display list
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
BuildList();
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
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]****************************************/
double xAngle = 0.0, yAngle = 0.0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(20.0, 20.0, 25.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotated(xAngle,1,0,0);
glRotated(yAngle,0,1,0);
DRAW_XYZ();
glEnable(GL_DEPTH_TEST);
int x,y,z;
for(z = 0;z < 10;z++)
{
for(y = 0;y < 10;y++)
{
for(x = 0;x < 10;x++)
{
glPushMatrix();
glTranslated(x,y,z);
glCallList(list);
glPopMatrix();
}
x = 0;
}
y = 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);
}
int xStart,yStart;
bool mouseFlag = GL_FALSE;
void myMouseFunc(int button,int state,int x,int y)
{
if(button == GLUT_LEFT_BUTTON &&state == GLUT_DOWN)
{
xStart = x;
yStart = y;
mouseFlag = GL_TRUE;
}
else
{
mouseFlag = GL_FALSE;
}
}
void myMouseMotion(int x,int y)
{
int xdis,ydis;
double a = 0.5;
if(mouseFlag == GL_FALSE)return;
xdis = x - xStart;
ydis = y - yStart;
xAngle += (double)ydis * a;
yAngle += (double)xdis * a;
xStart = x;
yStart = y;
glutPostRedisplay();
}
/***********[ここから各種関数]*********************/
inline void BuildList()
{
list=glGenLists(1);
glNewList(list,GL_COMPILE);
glColor4d(1,0,0,0.1);
glEnable(GL_BLEND);
MAKE_CUBE();
glDisable(GL_BLEND);
glEndList();
}
inline void MAKE_CUBE()
{
glBegin(GL_QUADS);
glVertex3d(0 ,0, 0);
glVertex3d(1 ,0, 0);
glVertex3d(1 ,0 ,1);
glVertex3d(0, 0 ,1);
glVertex3d(0 ,0, 0);
glVertex3d(0, 0 ,1);
glVertex3d(0 ,1 ,1);
glVertex3d(0 ,1 ,0);
glVertex3d(0 ,0, 1);
glVertex3d(1, 0 ,1);
glVertex3d(1 ,1 ,1);
glVertex3d(0 ,1 ,1);
glVertex3d(0 ,0, 0);
glVertex3d(0 ,1 ,0);
glVertex3d(1 ,1 ,0);
glVertex3d(1, 0 ,0);
glVertex3d(1 ,0, 0);
glVertex3d(1 ,1 ,0);
glVertex3d(1 ,1 ,1);
glVertex3d(1, 0 ,1);
glVertex3d(0 ,1, 0);
glVertex3d(0 ,1 ,1);
glVertex3d(1 ,1 ,1);
glVertex3d(1, 1 ,0);
glEnd();
}
void DRAW_XYZ()
{
glBegin(GL_LINES);
glColor3d(0,1,0);//x
glVertex2d(-100,0);
glVertex2d(100, 0);
glColor3d(1,0,0);//y
glVertex2d(0,0);
glVertex2d(0,100);
glColor3d(0,0,1);//z
glVertex3d(0,0,-100);
glVertex3d(0,0, 100);
glEnd();
}
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void myMouseFunc(int button,int state,int x,int y);
void myMouseMotion(int x,int y);
void DRAW_XYZ();
inline void BuildList();
inline void MAKE_CUBE();
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(200,200);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(myMouseFunc);
glutMotionFunc(myMouseMotion);
}
int list;//display list
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
BuildList();
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
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]****************************************/
double xAngle = 0.0, yAngle = 0.0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(20.0, 20.0, 25.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotated(xAngle,1,0,0);
glRotated(yAngle,0,1,0);
DRAW_XYZ();
glEnable(GL_DEPTH_TEST);
int x,y,z;
for(z = 0;z < 10;z++)
{
for(y = 0;y < 10;y++)
{
for(x = 0;x < 10;x++)
{
glPushMatrix();
glTranslated(x,y,z);
glCallList(list);
glPopMatrix();
}
x = 0;
}
y = 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);
}
int xStart,yStart;
bool mouseFlag = GL_FALSE;
void myMouseFunc(int button,int state,int x,int y)
{
if(button == GLUT_LEFT_BUTTON &&state == GLUT_DOWN)
{
xStart = x;
yStart = y;
mouseFlag = GL_TRUE;
}
else
{
mouseFlag = GL_FALSE;
}
}
void myMouseMotion(int x,int y)
{
int xdis,ydis;
double a = 0.5;
if(mouseFlag == GL_FALSE)return;
xdis = x - xStart;
ydis = y - yStart;
xAngle += (double)ydis * a;
yAngle += (double)xdis * a;
xStart = x;
yStart = y;
glutPostRedisplay();
}
/***********[ここから各種関数]*********************/
inline void BuildList()
{
list=glGenLists(1);
glNewList(list,GL_COMPILE);
glColor4d(1,0,0,0.1);
glEnable(GL_BLEND);
MAKE_CUBE();
glDisable(GL_BLEND);
glEndList();
}
inline void MAKE_CUBE()
{
glBegin(GL_QUADS);
glVertex3d(0 ,0, 0);
glVertex3d(1 ,0, 0);
glVertex3d(1 ,0 ,1);
glVertex3d(0, 0 ,1);
glVertex3d(0 ,0, 0);
glVertex3d(0, 0 ,1);
glVertex3d(0 ,1 ,1);
glVertex3d(0 ,1 ,0);
glVertex3d(0 ,0, 1);
glVertex3d(1, 0 ,1);
glVertex3d(1 ,1 ,1);
glVertex3d(0 ,1 ,1);
glVertex3d(0 ,0, 0);
glVertex3d(0 ,1 ,0);
glVertex3d(1 ,1 ,0);
glVertex3d(1, 0 ,0);
glVertex3d(1 ,0, 0);
glVertex3d(1 ,1 ,0);
glVertex3d(1 ,1 ,1);
glVertex3d(1, 0 ,1);
glVertex3d(0 ,1, 0);
glVertex3d(0 ,1 ,1);
glVertex3d(1 ,1 ,1);
glVertex3d(1, 1 ,0);
glEnd();
}
void DRAW_XYZ()
{
glBegin(GL_LINES);
glColor3d(0,1,0);//x
glVertex2d(-100,0);
glVertex2d(100, 0);
glColor3d(1,0,0);//y
glVertex2d(0,0);
glVertex2d(0,100);
glColor3d(0,0,1);//z
glVertex3d(0,0,-100);
glVertex3d(0,0, 100);
glEnd();
}