最終更新: mikk_ni3_92 2007年10月01日(月) 10:45:24履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> 点と法線 >> 点と法線2
点を打って面を作成し、法線を設定せよ。
ただし、以下の条件を満たすこと。
条件:
「↑」「↓」: z方向
「→」「←」: x方向
「u」「d」: y方向
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void DRAW_XYZ();
void DRAW_POINT();
void myMouseFunc(int button,int state,int x,int y);
void myMouseMotion(int x,int y);
void SpecialKey(int key, int x, int y);
void keyboard(unsigned char key, int x, int y);
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(250,250);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(myMouseFunc);
glutMotionFunc(myMouseMotion);
glutSpecialFunc(SpecialKey);
glutKeyboardFunc(keyboard);
}
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]****************************************/
double lx=0;
double ly=0;
double lz=0;
double xAngle = 0.0, yAngle = 0.0;
void display()
{
static GLfloat red[] = { 0.8, 0.2, 0.2, 1.0 };
GLfloat light_pos[] = {lx,ly,lz, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotated(xAngle,1,0,0);
glRotated(yAngle,0,1,0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
DRAW_XYZ();
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
DRAW_POINT();
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glPointSize(10);
glBegin(GL_POINTS);
glColor3d(0,1,0);//x
glVertex3d(lx,ly,lz);
glEnd();
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);
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
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();
}
void SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_UP:
lz -= 0.2;
break;
case GLUT_KEY_DOWN:
lz+=0.2;
break;
case GLUT_KEY_RIGHT:
lx +=0.2;
break;
case GLUT_KEY_LEFT:
lx -=0.2;
break;
default:
break;
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
switch(key)
{
case 'u':
ly +=0.2;
break;
case 'd':
ly-=0.2;
break;
}
glutPostRedisplay();
}
/**********[ここから、各種関数]***********************/
void DRAW_XYZ()
{
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glLineWidth(0.5);
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();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void DRAW_POINT()
{
glPointSize(1.5);
glBegin(GL_POINTS);
for(int y = 0;y<60;y++)
{
for(int x = 0;x<60;x++)
{
glNormal3d(0,0,1);
glVertex3d((double)x/59,(double)y/59,0);
}
}
glEnd();
}
点を打って面を作成し、法線を設定せよ。
ただし、以下の条件を満たすこと。
条件:
- 全ての点の法線は同じ向き。
- マウスで視点を変更できる。
- キーボードで光源を移動させる。
「↑」「↓」: z方向
「→」「←」: x方向
「u」「d」: y方向
- 光源の位置を、点を打つことで表示せよ
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
void display();
void reshape(int w, int h);
void DRAW_XYZ();
void DRAW_POINT();
void myMouseFunc(int button,int state,int x,int y);
void myMouseMotion(int x,int y);
void SpecialKey(int key, int x, int y);
void keyboard(unsigned char key, int x, int y);
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(250,250);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(myMouseFunc);
glutMotionFunc(myMouseMotion);
glutSpecialFunc(SpecialKey);
glutKeyboardFunc(keyboard);
}
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]****************************************/
double lx=0;
double ly=0;
double lz=0;
double xAngle = 0.0, yAngle = 0.0;
void display()
{
static GLfloat red[] = { 0.8, 0.2, 0.2, 1.0 };
GLfloat light_pos[] = {lx,ly,lz, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotated(xAngle,1,0,0);
glRotated(yAngle,0,1,0);
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
DRAW_XYZ();
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
DRAW_POINT();
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glPointSize(10);
glBegin(GL_POINTS);
glColor3d(0,1,0);//x
glVertex3d(lx,ly,lz);
glEnd();
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);
gluLookAt(3.0, 4.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
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();
}
void SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_UP:
lz -= 0.2;
break;
case GLUT_KEY_DOWN:
lz+=0.2;
break;
case GLUT_KEY_RIGHT:
lx +=0.2;
break;
case GLUT_KEY_LEFT:
lx -=0.2;
break;
default:
break;
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
switch(key)
{
case 'u':
ly +=0.2;
break;
case 'd':
ly-=0.2;
break;
}
glutPostRedisplay();
}
/**********[ここから、各種関数]***********************/
void DRAW_XYZ()
{
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glLineWidth(0.5);
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();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void DRAW_POINT()
{
glPointSize(1.5);
glBegin(GL_POINTS);
for(int y = 0;y<60;y++)
{
for(int x = 0;x<60;x++)
{
glNormal3d(0,0,1);
glVertex3d((double)x/59,(double)y/59,0);
}
}
glEnd();
}