Make basic glut renderer work
This commit is contained in:
parent
739d1da36f
commit
c179b1049f
1 changed files with 36 additions and 14 deletions
|
@ -15,15 +15,20 @@ void GlutRender::init(int* argc, char** argv,
|
|||
int wid, int hei, const char* win_name)
|
||||
{
|
||||
glutInit(argc, argv);
|
||||
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
|
||||
glutInitDisplayMode(GLUT_DOUBLE);
|
||||
glutInitWindowSize(wid, hei);
|
||||
glutCreateWindow(win_name);
|
||||
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
glShadeModel(GL_FLAT);
|
||||
|
||||
glutDisplayFunc(display_handle);
|
||||
glutReshapeFunc(reshape_handle);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Background color
|
||||
glClearDepth(1.0f); // Set background depth to farthest
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glShadeModel(GL_SMOOTH); // Enable smooth shading
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
|
||||
}
|
||||
|
||||
void GlutRender::cleanup() {
|
||||
|
@ -38,29 +43,46 @@ void GlutRender::remove_mesh(const Mesh* mesh) {
|
|||
}
|
||||
|
||||
void GlutRender::run() {
|
||||
glutMainLoop();
|
||||
}
|
||||
|
||||
void GlutRender::reshape(int wid, int hei) {
|
||||
glViewport(0, 0, (GLsizei) wid, (GLsizei) hei);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0.0, (GLdouble) wid, 0.0, (GLdouble) hei);
|
||||
if (hei == 0)
|
||||
hei = 1;
|
||||
GLfloat aspect = (GLfloat)wid / (GLfloat)hei;
|
||||
|
||||
glViewport(0, 0, wid, hei);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
// Enable perspective projection with fovy, aspect, zNear and zFar
|
||||
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
|
||||
}
|
||||
|
||||
void GlutRender::display() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
for(const Mesh* mesh: meshes) {
|
||||
glLoadIdentity();
|
||||
glTranslatef(.0f, .0f, -6.0f);
|
||||
|
||||
const std::vector<Point>& points = mesh->get_vertices();
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
for(const Face& face: mesh->get_faces()) {
|
||||
const Point& p0 = face.pt(0, points),
|
||||
p1 = face.pt(2, points),
|
||||
p1 = face.pt(1, points),
|
||||
p2 = face.pt(2, points);
|
||||
glBegin(GL_TRIANGLES);
|
||||
glVertex3d(p0[0], p0[1], p0[2]);
|
||||
glVertex3d(p1[0], p1[1], p1[2]);
|
||||
glVertex3d(p2[0], p2[1], p2[2]);
|
||||
glEnd();
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(p0[0], p0[1], p0[2]);
|
||||
glVertex3f(p1[0], p1[1], p1[2]);
|
||||
glVertex3f(p2[0], p2[1], p2[2]);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void GlutRender::reshape_handle(int wid, int hei) {
|
||||
|
|
Loading…
Reference in a new issue