环境同上一篇,为VC++2008.
// Bounce.cpp
// Bounce a Block around the screen
#include <GLTools.h> // OpenGL toolkit
#include <GLShaderManager.h>
#ifdef __APPLE__
#include <glut/glut.h>
#else
#define FREEGLUT_STATIC
#include <GL/glut.h>
#endif
GLBatch squareBatch;
GLShaderManager shaderManager;
GLfloat blockSize = 0.1f;
GLfloat vVerts[] = { -blockSize - 0.5f, -blockSize, 0.0f,
blockSize - 0.5f, -blockSize, 0.0f,
blockSize - 0.5f, blockSize, 0.0f,
-blockSize - 0.5f, blockSize, 0.0f};
///
// This function does any needed initialization on the rendering context.
// This is the first opportunity to do any OpenGL related tasks.
void SetupRC()
{
// Black background
glClearColor(0.0f, 0.0f, 1.0f, 1.0f );
shaderManager.InitializeStockShaders();
// Load up a triangle
squareBatch.Begin(GL_TRIANGLE_FAN, 4);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
}
// Respond to arrow keys by moving the camera frame of reference
void BounceFunction(void)
{
static GLfloat xDir = 1.0f;
static GLfloat yDir = 1.0f;
GLfloat stepSize = 0.005f;
GLfloat blockX = vVerts[0]; // Upper left X
GLfloat blockY = vVerts[7]; // Upper left Y
blockY += stepSize * yDir;
blockX += stepSize * xDir;
// Collision detection
if(blockX < -1.0f) { blockX = -1.0f; xDir *= -1.0f; }
if(blockX > (1.0f - blockSize * 2)) { blockX = 1.0f - blockSize * 2; xDir *= -1.0f; }
if(blockY < -1.0f + blockSize * 2) { blockY = -1.0f + blockSize * 2; yDir *= -1.0f; }
if(blockY > 1.0f) { blockY = 1.0f; yDir *= -1.0f; }
// Recalculate vertex positions
vVerts[0] = blockX;
vVerts[1] = blockY - blockSize*2;
vVerts[3] = blockX + blockSize*2;
vVerts[4] = blockY - blockSize*2;
vVerts[6] = blockX + blockSize*2;
vVerts[7] = blockY;
vVerts[9] = blockX;
vVerts[10] = blockY;
squareBatch.CopyVertexData3f(vVerts);
}
///
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
squareBatch.Draw();
// Flush drawing commands
glutSwapBuffers();
BounceFunction();
glutPostRedisplay(); // Redraw
}
///
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
}
///
// Main entry point for GLUT based programs
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Bouncing Block");
GLenum err = glewInit();
if (GLEW_OK != err)
{
// Problem: glewInit failed, something is seriously wrong.
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return 1;
}
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}