x window opengl program

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Adopted from MSDN An X Window System OpenGL Program


/*
* Example of an X Window System OpenGL program.
* OpenGL code is taken from auxdemo.c in the Platform SDK
*/
#include
#include
#include
#include
#include
#include
#include

/* X globals, defines, and prototypes */
Display *dpy;
Window glwin;
static int attributes[] = {GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None};

#define SWAPBUFFERS glXSwapBuffers(dpy, glwin)
#define BLACK_INDEX 0
#define RED_INDEX 1
#define GREEN_INDEX 2
#define BLUE_INDEX 4
#define WIDTH 300
#define HEIGHT 200

/* OpenGL globals, defines, and prototypes */
GLfloat latitude, longitude, latinc, longinc;
GLdouble radius;

#define GLOBE 1
#define CYLINDER 2
#define CONE 3

GLvoid resize(GLsizei, GLsizei);
GLvoid initializeGL(GLsizei, GLsizei);
GLvoid drawScene(GLvoid);
void polarView( GLdouble, GLdouble, GLdouble, GLdouble);

static Bool WaitForMapNotify(Display *d, XEvent *e, char *arg)
{
if ((e->type == MapNotify) && (e->xmap.window == (Window)arg)) {
return GL_TRUE;
}
return GL_FALSE;
}

void
main(int argc, char **argv)
{
XVisualInfo *vi;
Colormap cmap;
XSetWindowAttributes swa;
GLXContext cx;
XEvent event;
GLboolean needRedraw = GL_FALSE, recalcModelView = GL_TRUE;
int dummy;

dpy = XOpenDisplay(NULL);
if (dpy == NULL){
fprintf(stderr, "could not open display\n");
exit(1);
}

if(!glXQueryExtension(dpy, &dummy, &dummy)){
fprintf(stderr, "could not open display");
exit(1);
}

/* find an OpenGL-capable Color Index visual with depth buffer */
vi = glXChooseVisual(dpy, DefaultScreen(dpy), attributes);
if (vi == NULL) {
fprintf(stderr, "could not get visual\n");
exit(1);
}

/* create an OpenGL rendering context */
cx = glXCreateContext(dpy, vi, None, GL_TRUE);
if (cx == NULL) {
fprintf(stderr, "could not create rendering context\n");
exit(1);
}

/* create an X colormap since probably not using default visual */
cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
vi->visual, AllocNone);
swa.colormap = cmap;
swa.border_pixel = 0;
swa.event_mask = ExposureMask | KeyPressMask | StructureNotifyMask;
glwin = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 0, 0, WIDTH,
HEIGHT, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &swa);
XSetStandardProperties(dpy, glwin, "xogl", "xogl", None, argv,
argc, NULL);

glXMakeCurrent(dpy, glwin, cx);

XMapWindow(dpy, glwin);
XIfEvent(dpy, &event, WaitForMapNotify, (char *)glwin);

initializeGL(WIDTH, HEIGHT);
resize(WIDTH, HEIGHT);

/* Animation loop */
while (1) {
KeySym key;

while (XPending(dpy)) {
XNextEvent(dpy, &event);
switch (event.type) {
case KeyPress:
XLookupString((XKeyEvent *)&event, NULL, 0, &key, NULL);
switch (key) {
case XK_Left:
longinc += 0.5;
break;
case XK_Right:
longinc -= 0.5;
break;
case XK_Up:
latinc += 0.5;
break;
case XK_Down:
latinc -= 0.5;
break;
}
break;
case ConfigureNotify:
resize(event.xconfigure.width, event.xconfigure.height);
break;
}
}
drawScene();
}
}

/* OpenGL code */

GLvoid resize( GLsizei width, GLsizei height )
{
GLfloat aspect;

glViewport( 0, 0, width, height );

aspect = (GLfloat) width / height;

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0, aspect, 3.0, 7.0 );
glMatrixMode( GL_MODELVIEW );
}

GLvoid createObjects()
{
GLUquadricObj *quadObj;

glNewList(GLOBE, GL_COMPILE);
quadObj = gluNewQuadric ();
gluQuadricDrawStyle (quadObj, GLU_LINE);
gluSphere (quadObj, 1.5, 16, 16);
glEndList();

glNewList(CONE, GL_COMPILE);
quadObj = gluNewQuadric ();
gluQuadricDrawStyle (quadObj, GLU_FILL);
gluQuadricNormals (quadObj, GLU_SMOOTH);
gluCylinder(quadObj, 0.3, 0.0, 0.6, 15, 10);
glEndList();

glNewList(CYLINDER, GL_COMPILE);
glPushMatrix ();
glRotatef ((GLfloat)90.0, (GLfloat)1.0, (GLfloat)0.0, (GLfloat)0.0);
glTranslatef ((GLfloat)0.0, (GLfloat)0.0, (GLfloat)-1.0);
quadObj = gluNewQuadric ();
gluQuadricDrawStyle (quadObj, GLU_FILL);
gluQuadricNormals (quadObj, GLU_SMOOTH);
gluCylinder (quadObj, 0.3, 0.3, 0.6, 12, 2);
glPopMatrix ();
glEndList();
}

GLvoid initializeGL(GLsizei width, GLsizei height)
{
GLfloat maxObjectSize, aspect;
GLdouble near_plane, far_plane;

glClearIndex( (GLfloat)BLACK_INDEX);
glClearDepth( 1.0 );

glEnable(GL_DEPTH_TEST);

glMatrixMode( GL_PROJECTION );
aspect = (GLfloat) width / height;
gluPerspective( 45.0, aspect, 3.0, 7.0 );
glMatrixMode( GL_MODELVIEW );

near_plane = 3.0;
far_plane = 7.0;
maxObjectSize = 3.0F;
radius = near_plane + maxObjectSize/2.0;

latitude = 0.0F;
longitude = 0.0F;
latinc = 6.0F;
longinc = 2.5F;

createObjects();
}

void polarView(GLdouble radius, GLdouble twist, GLdouble latitude,
GLdouble longitude)
{
glTranslated(0.0, 0.0, -radius);
glRotated(-twist, 0.0, 0.0, 1.0);
glRotated(-latitude, 1.0, 0.0, 0.0);
glRotated(longitude, 0.0, 0.0, 1.0);

}

GLvoid drawScene(GLvoid)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

glPushMatrix();

latitude += latinc;
longitude += longinc;

polarView( radius, 0, latitude, longitude );

glIndexi(RED_INDEX);
glCallList(CONE);

glIndexi(BLUE_INDEX);
glCallList(GLOBE);

glIndexi(GREEN_INDEX);
glPushMatrix();
glTranslatef(0.8F, -0.65F, 0.0F);
glRotatef(30.0F, 1.0F, 0.5F, 1.0F);
glCallList(CYLINDER);
glPopMatrix();

glPopMatrix();

SWAPBUFFERS;
}

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