最終更新: mikk_ni3_92 2007年10月26日(金) 19:22:53履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> 軌跡の描画 >> 軌跡の描画2
#include <cmath>
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void mouse(int button, int state,int x, int y);
void idle(void);
inline void DRAW_XYZ();
inline void CALC_AND_PLOT(double step);
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(400,400);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
}
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()
{
glLoadIdentity();
gluLookAt(5.0, 6.0, 7.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
DRAW_XYZ();
glEnable(GL_DEPTH_TEST);
glColor3d(0.7,0.1,0.5);
CALC_AND_PLOT(5);
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
double r;
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
r=0;
}
void mouse(int button, int state, int x, int y)
{
switch (button) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) {
glutIdleFunc(idle);
}
else {
glutIdleFunc(0);
}
break;
default:
break;
}
}
void idle(void)
{
glutPostRedisplay();
}
/**********[ここから各種関数]***********************/
inline 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();
}
inline void CALC_AND_PLOT(double step)
{
#define PI_OVER_180 0.0174532925
static double x, y;
double u=0, v=0;
glPointSize(3);
glBegin(GL_LINES);
x = 2*sin(2 * r * PI_OVER_180);
y = 2*sin(3 * r * PI_OVER_180);
if(r>0)//最初は描画しない
{
u = 2*sin(2 * (r+step) * PI_OVER_180);
v = 2*sin(3 * (r+step) * PI_OVER_180);
}
glVertex3d(x,y,0);
glVertex3d(u,v,0);
glEnd();
r+=step;
}
#include <cmath>
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void mouse(int button, int state,int x, int y);
void idle(void);
inline void DRAW_XYZ();
inline void CALC_AND_PLOT(double step);
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(400,400);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
}
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()
{
glLoadIdentity();
gluLookAt(5.0, 6.0, 7.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
DRAW_XYZ();
glEnable(GL_DEPTH_TEST);
glColor3d(0.7,0.1,0.5);
CALC_AND_PLOT(5);
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
}
double r;
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
r=0;
}
void mouse(int button, int state, int x, int y)
{
switch (button) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) {
glutIdleFunc(idle);
}
else {
glutIdleFunc(0);
}
break;
default:
break;
}
}
void idle(void)
{
glutPostRedisplay();
}
/**********[ここから各種関数]***********************/
inline 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();
}
inline void CALC_AND_PLOT(double step)
{
#define PI_OVER_180 0.0174532925
static double x, y;
double u=0, v=0;
glPointSize(3);
glBegin(GL_LINES);
x = 2*sin(2 * r * PI_OVER_180);
y = 2*sin(3 * r * PI_OVER_180);
if(r>0)//最初は描画しない
{
u = 2*sin(2 * (r+step) * PI_OVER_180);
v = 2*sin(3 * (r+step) * PI_OVER_180);
}
glVertex3d(x,y,0);
glVertex3d(u,v,0);
glEnd();
r+=step;
}