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particles.c
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#include <stdio.h>
#include <stdlib.h>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
//proto
void DrawStuff();
void Cube();
// variables statiques
double angle = 0;
int color = 0;
int drawMode = 0;
int redrawStuff = 1;
int rotateY = 0;
int rotateX = 0;
int rotateZ = 0;
int main(int argc, const char *argv[])
{
SDL_Init(SDL_INIT_VIDEO); // Init SDL
SDL_WM_SetCaption("OpenGL Test", NULL);
SDL_SetVideoMode(800, 600, 32, SDL_OPENGL);
int colorFlag = 0; // Flag
int angle_multiplier = 1; // valeur de départ vitesse angulaire
int continuer = 1; // Flag
Uint32 last_time = SDL_GetTicks(); //timers
Uint32 current_time, elapsed_time;
Uint32 start_time;
SDL_Event event; //évènements (clavier, souris…)
glMatrixMode( GL_PROJECTION ); //init GL
glLoadIdentity();
gluPerspective(45, (double)800/600,1,1000); // crade mais simple
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
DrawStuff(); // cube
for (;;) {
start_time = SDL_GetTicks(); // timer
if (color < 255 && colorFlag != 1) {
color++;
if (color == 254 && colorFlag != 1) {
colorFlag = 1;
}
}
else if (color > 1 && colorFlag == 1) {
color--;
if (color == 2 && colorFlag == 1) {
colorFlag = 0;
}
}
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT: // fermeture de la fenêtre
exit(0);
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE: // esc == quitte
exit(0);
break;
case SDLK_RETURN:
drawMode++;
if (drawMode > 2) {
drawMode = 0;
}
break;
case SDLK_TAB:
rotateY++;
if (rotateY > 1) {
rotateY = 0;
}
break;
case SDLK_BACKSPACE:
rotateX++;
if (rotateX > 1) {
rotateX = 0;
}
break;
case SDLK_SPACE:
rotateZ++;
if (rotateZ > 1) {
rotateZ = 0;
}
break;
case SDLK_a:
angle_multiplier++;
break;
case SDLK_r:
if (redrawStuff == 1) {
redrawStuff = 0;
}
else
{
redrawStuff = 1;
}
break;
case SDLK_z:
angle_multiplier--;
if (angle_multiplier == 0) {
angle_multiplier = 1;
}
break;
default:
break;
}
}
}
current_time = SDL_GetTicks(); // timers
elapsed_time = current_time - last_time;
last_time = current_time;
angle += 0.05 * elapsed_time * angle_multiplier; // valeur de rotation / frame
DrawStuff();
elapsed_time = SDL_GetTicks() - start_time;
if (elapsed_time < 15) {
SDL_Delay(15 - elapsed_time);
}
}
return EXIT_SUCCESS;
}
void DrawStuff()
{
if (redrawStuff != 0) {
// si redrawStuff est > 0 on refresh au VBL - rigolo en mode points
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glMatrixMode( GL_MODELVIEW ); // init GL Matrix
glLoadIdentity();
gluLookAt(3,4,2,0,0,0,0,0,1);
switch(rotateZ)
{
case 0:
glRotated(0,0,0,1);
break;
case 1:
glRotated(angle,0,0,1);
break;
default:
break;
}
switch(rotateX)
{
case 0:
glRotated(0,1,0,0);
break;
case 1:
glRotated(angle,1,0,0);
break;
}
switch(rotateY)
{
case 0:
glRotated(0,0,1,0);
break;
case 1:
glRotated(angle,0,1,0);
break;
}
switch(drawMode)
{
case 0:
glBegin(GL_QUADS);
break;
case 1:
glBegin(GL_LINE_STRIP);
break;
case 2:
glBegin(GL_POINTS);
break;
default:
glBegin(GL_LINE_STRIP);
break;
}
Cube();
glEnd();
glFlush();
SDL_GL_SwapBuffers();
}
void Cube()
{
//putain de cube ><
glColor3ub(color,0,0);
glVertex3d(1,1,1);
glColor3ub(48,color,48);
glVertex3d(1,1,-1);
glColor3ub(224,160,color);
glVertex3d(-1,1,-1);
glColor3ub(160,160,160);
glVertex3d(-1,1,1);
glColor3ub(color,0,0);
glVertex3d(1,1,1);
glColor3ub(48,48,color);
glVertex3d(1,1,-1);
glColor3ub(224,color,128);
glVertex3d(1,-1,-1);
glColor3ub(160,160,160);
glVertex3d(1,-1,1);
glColor3ub(color,0,0);
glVertex3d(1,1,1);
glColor3ub(color,color,color);
glVertex3d(1,-1,1);
glColor3ub(color,160,128);
glVertex3d(-1,-1,1);
glColor3ub(160,color,160);
glVertex3d(-1,1,1);
glColor3ub(color,0,0);
glVertex3d(-1,1,1);
glColor3ub(48,48,color);
glVertex3d(-1,1,-1);
glColor3ub(224,160,128);
glVertex3d(-1,-1,-1);
glColor3ub(160,color,160);
glVertex3d(-1,-1,1);
glColor3ub(color,color,color);
glVertex3d(-1,-1,1);
glColor3ub(48,48,48);
glVertex3d(1,-1,1);
glColor3ub(color,160,128);
glVertex3d(1,-1,-1);
glColor3ub(160,color,160);
glVertex3d(-1,-1,-1);
glColor3ub(color,0,0);
glVertex3d(-1,-1,-1);
glColor3ub(48,48,color);
glVertex3d(-1,1,-1);
glColor3ub(224,color,128);
glVertex3d(1,1,-1);
glColor3ub(color,160,160);
glVertex3d(1,-1,-1);
}