Несколько окон в OpenGL?
Возможно ли иметь openGL в 2 окнах? как и в 2 разных окнах (допустим, первое - 640x480, а другое - 1024x768), отрисовывающих разные вещи (допустим, одно окно - редактор, а другое - отображение основного / обычного окна)
5 ответов
Если вы используете GLUT, вы можете использовать вызовы glutSetWindow() / glutGetWindow(), чтобы выбрать правильное окно (после создания их с помощью glutCreateSubWindow()). Однако иногда GLUT может не подходить для работы.
Если вы работаете в Windows, вам нужно заглянуть в wglMakeCurrent() и wglCreateContext(). На OS X есть aglSetCurrentContext() и так далее, и X11 требует glXMakeCurrent().
Эти функции активируют текущий контекст OpenGL, который вы можете визуализировать. Каждая библиотека для конкретной платформы имеет свои собственные способы создания окна и привязки к нему контекста OpenGL.
В Windows, после того, как вы приобрели HWND и HDC для окна (после вызова CreateWindow и GetDC). Вы обычно делаете что-то вроде этого, чтобы настроить OpenGL:
GLuint l_PixelFormat = 0;
// some pixel format descriptor that I generally use:
static PIXELFORMATDESCRIPTOR l_Pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1,
PFD_DRAW_TO_WINDOW + PFD_SUPPORT_OPENGL + PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, m_BitsPerPixel, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 16, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0};
if(!(l_PixelFormat = ChoosePixelFormat(m_hDC, &l_Pfd))){
throw std::runtime_error("No matching pixel format descriptor");
}
if(!SetPixelFormat(m_hDC, l_PixelFormat, &l_Pfd)){
throw std::runtime_error("Can't set the pixel format");
}
if(!(m_hRC = wglCreateContext(m_hDC))){
throw std::runtime_error("Can't create rendering context");
}
wglMakeCurrent(m_hDC, m_hRC);
Этот код используется для создания нескольких окон и привязки к нему OpenGL, а затем каждый раз, когда вы хотите нарисовать конкретное окно, вы должны вызывать wglMakeCurrent, прежде чем что-либо делать, и передавать параметры, соответствующие этому окну.
Как примечание, OpenGL позволяет вам обмениваться определенными данными между различными контекстами, однако, согласно спецификации, данные, которыми вы можете поделиться, довольно ограничены. Однако большинство ОС позволяют вам совместно использовать больше данных, чем указано в спецификации.
Да, это возможно. Для каждого окна вам нужно будет создать уникальный контекст устройства и контекст визуализации.
HDC hDC = GetDC( hWnd ); /* get the device context for a particular window */
/* snip */
HGLRC hRC;
hRC = wglCreateContext( hDC ); /* get a render context for the same window */
/* repeat with hDC2 and hRC2 with another window handle*/
Перед тем, как сделать GL-вызовы окна, вы должны вызвать wglMakeCurrent следующим образом:
wglMakeCurrent( hDC, hRC );
/* GL calls for first window */
wglMakeCurrent( NULL, NULL);
wglMakeCurrent( hDC2, hRC2 );
/* GL calls for second window */
wglMakeCurrent( NULL, NULL);
В Windows вы можете делиться объектами OpenGL, такими как текстуры и шейдеры, с помощью wglShareLists (). Обычно он делится всем, что вас волнует, несмотря на то, что говорит MSDN.
Я сделал несколько окон OpenGL в приложении MFC раньше. Вот класс, который может оказаться полезным: поскольку в потоке пользовательского интерфейса одновременно может быть только один текущий контекст рендеринга, я написал оболочку класса, чтобы упростить управление им.
SaveRestoreRC.h
// this class helps to manage multiple RCs using an RAII design pattern
class CSaveRestoreRC { public: HDC oldDC; HGLRC oldRC; CSaveRestoreRC(HDC hDC, HGLRC hRC); ~CSaveRestoreRC(void); };
SaveRestoreRC.cpp:
CSaveRestoreRC::CSaveRestoreRC(HDC hDC, HGLRC hRC) { ASSERT( hDC ); ASSERT( hRC ); oldDC = wglGetCurrentDC(); oldRC = wglGetCurrentContext(); BOOL result = wglMakeCurrent( hDC, hRC ); ASSERT( result ); } CSaveRestoreRC::~CSaveRestoreRC(void) { if( !oldRC ) return; ASSERT( oldDC ); BOOL result = wglMakeCurrent( oldDC, oldRC ); ASSERT( result ); }
Теперь выведите класс из CWnd и добавьте эти переменные-члены:
class COpenGLControl : public CWnd { // used to interface OpenGL with Windows HDC hdc; HGLRC hrc; // ... int COpenGLControl::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (CWnd::OnCreate(lpCreateStruct) == -1) return -1; // Get device context only once. hdc = GetDC()->m_hDC; // ... ChoosePixelFormat, SetPixelFormat, etc. here. // Create the OpenGL Rendering Context. hrc = wglCreateContext(hdc); ASSERT( hrc );
Затем в каждой функции-члене, где вы вызываете ЛЮБЫЕ команды OpenGL, используйте CSaveRestoreRC, чтобы ваш текущий контекст рендеринга не испортился.
void COpenGLControl::UpdateCamera() { CSaveRestoreRC c(hdc, hrc); // Map the OpenGL device coordinates. glViewport(0, 0, renderingWindow.Width(), renderingWindow.Height()); // Do your other OpenGL stuff here // ... // the CSaveRestoreRC destructor will automatically put the correct render context back, // even if you call other functions. Of course, put another CSaveRestoreRC there too. }
Если вам нравится использовать только библиотеку перенасыщения, посмотрите код Эрика Стрингера.
// Glutdualwindow.c
// By Eric Stringer 2002
// Simple examples of OpenGL and Glut usage.
// Keyboard input
// 'v' = view ortho/perspective
// 'l' = lighting on/off
#include <windows.h> // This header file will be needed for some windows compilers
//#include <GL/gl.h> // gl.h and glu.h also maybe needed for some compilers
//#include <GL/glu.h>
#include <GL/glut.h> // glut (gl utility toolkit) basic windows functions, keyboard, mouse.
#include <stdio.h> // standard (I/O library)
#include <stdlib.h> // standard library (set of standard C functions
#include <math.h> // Math library (Higher math functions )
// lighting
GLfloat LightAmbient[]= { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat LightDiffuse[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[]= { 5.0f, 5.0f, -10.0f, 1.0f };
GLfloat mat_specular[] = { 0.2, 0.2, 0.2, 1.0 };
int window_1, window_2;
static int view_state = 0, light_state = 0;
int spin;
int shape;
// I use this to put text on the screen
void Sprint( int x, int y, char *st)
{
int l,i;
l=strlen( st ); // see how many characters are in text string.
glRasterPos2i( x, y); // location to start printing text
for( i=0; i < l; i++) // loop until i is greater then l
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, st[i]); // Print a character on the screen
}
}
// This creates the spinning of the cube.
static void TimeEvent(int te)
{
spin++; // increase cube rotation by 1
if (spin > 360) spin = 0; // if over 360 degress, start back at zero.
glutSetWindow( window_1 );
glutPostRedisplay(); // Update screen with new rotation data
glutSetWindow( window_2 );
glutPostRedisplay(); // Update screen with new rotation data
glutTimerFunc( 100, TimeEvent, 1); // Reset our timmer.
}
// Setup our Opengl world, called once at startup.
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0); // When screen cleared, use black.
glShadeModel (GL_SMOOTH); // How the object color will be rendered smooth or flat
glEnable(GL_DEPTH_TEST); // Check depth when rendering
// Lighting is added to scene
glLightfv(GL_LIGHT1 ,GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1 ,GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1 ,GL_POSITION, LightPosition);
glEnable(GL_LIGHTING); // Turn on lighting
glEnable(GL_LIGHT1); // Turn on light 1
}
// Draw our world
void display_1(void)
{
char *p;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen
glMatrixMode (GL_PROJECTION); // Tell opengl that we are doing project matrix work
glLoadIdentity(); // Clear the matrix
glOrtho(-8.0, 8.0, -8.0, 8.0, 0.0, 30.0); // Setup an Ortho view
glMatrixMode(GL_MODELVIEW); // Tell opengl that we are doing model matrix work. (drawing)
glLoadIdentity(); // Clear the model matrix
glColor3f(1.0, 1.0, 1.0);
if (shape == 0) Sprint(-3, -7 ,"Solid Cube");
if (shape == 1) Sprint(-3, -7 ,"Solid Cone");
if (shape == 2) Sprint(-3, -7 ,"Solid Sphere");
if (shape == 3) Sprint(-3, -7 ,"Solid Torus");
if (shape == 4) Sprint(-3, -7 ,"Solid Dodecahedron");
if (shape == 5) Sprint(-3, -7 ,"Solid Octahedron");
if (shape == 6) Sprint(-3, -7 ,"Solid Tetrahedron");
if (shape == 7) Sprint(-3, -7 ,"Solid Icosahedron");
if (shape == 8) Sprint(-3, -7 ,"Solid Teapot");
// Setup view, and print view state on screen
if (view_state == 1)
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Perspective view");
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 1, 30);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}else
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Ortho view");
}
glColor3f( 0.0, 0.0, 1.0); // Cube color
// Lighting on/off
if (light_state == 1)
{
glDisable(GL_LIGHTING); // Turn off lighting
glDisable(GL_COLOR_MATERIAL); // Turn off material, which needs lighting to work
}else
{
glEnable(GL_LIGHTING); // Turn on lighting
glEnable(GL_COLOR_MATERIAL); // Turn on material settings
glColorMaterial(GL_FRONT, GL_AMBIENT);
glColor4f(0.65, 0.65, 0.65, 0.4);
glColorMaterial(GL_FRONT, GL_EMISSION);
glColor4f(0.10, 0.10, 0.10, 0.0);
glColorMaterial(GL_FRONT, GL_SPECULAR);
glColor4f(0.5, 0.5, 0.5, 0.4);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glColor4f(0.85, 0.85, 0.85, 0.4);
}
gluLookAt( 0, 0, 20, 0, 0, 0, 0, 1, 0);
//glRotatef( 45, 1.0, 1.0, 0.0); // rotate cube
glRotatef( spin++, 1.0, 1.0, 1.0); // spin cube
if (shape == 0) glutSolidCube(10); // Draw a cube
if (shape == 1) glutSolidCone(5,10, 16,16); // Draw a Cone
if (shape == 2) glutSolidSphere(5, 16,16 ); // Draw a Sphere
if (shape == 3) glutSolidTorus( 2.5, 5, 16, 16);
if (shape == 4)
{
glScalef( 3.5, 3.5, 3.5);
glutSolidDodecahedron();
}
if (shape == 5)
{
glScalef( 5.0, 5.0, 5.0);
glutSolidOctahedron();
}
if (shape == 6)
{
glScalef( 5.0, 5.0, 5.0);
glutSolidTetrahedron();
}
if (shape == 7)
{
glScalef( 5.0, 5.0, 5.0);
glutSolidIcosahedron();
}
if (shape == 8) glutSolidTeapot( 5 );
glutSwapBuffers();
}
void display_2(void)
{
char *p;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen
glMatrixMode (GL_PROJECTION); // Tell opengl that we are doing project matrix work
glLoadIdentity(); // Clear the matrix
glOrtho(-8.0, 8.0, -8.0, 8.0, 0.0, 30.0); // Setup an Ortho view
glMatrixMode(GL_MODELVIEW); // Tell opengl that we are doing model matrix work. (drawing)
glLoadIdentity(); // Clear the model matrix
glColor3f(1.0, 1.0, 1.0);
if (shape == 0) Sprint(-3, -7 ,"Wire Cube");
if (shape == 1) Sprint(-3, -7 ,"Wire Cone");
if (shape == 2) Sprint(-3, -7 ,"Wire Sphere");
if (shape == 3) Sprint(-3, -7 ,"Wire Torus");
if (shape == 4) Sprint(-3, -7 ,"Wire Dodecahedron");
if (shape == 5) Sprint(-3, -7 ,"Wire Octahedron");
if (shape == 6) Sprint(-3, -7 ,"Wire Tetrahedron");
if (shape == 7) Sprint(-3, -7 ,"Wire Icosahedron");
if (shape == 8) Sprint(-3, -7 ,"Wire Teapot");
// Setup view, and print view state on screen
if (view_state == 1)
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Perspective view");
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 1, 30);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}else
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Ortho view");
}
glColor3f( 0.0, 0.0, 1.0); // Cube color
// Lighting on/off
if (light_state == 1)
{
glDisable(GL_LIGHTING); // Turn off lighting
glDisable(GL_COLOR_MATERIAL); // Turn off material, which needs lighting to work
}else
{
glEnable(GL_LIGHTING); // Turn on lighting
glEnable(GL_COLOR_MATERIAL); // Turn on material settings
glColorMaterial(GL_FRONT, GL_AMBIENT);
glColor4f(0.65, 0.65, 0.65, 0.4);
glColorMaterial(GL_FRONT, GL_EMISSION);
glColor4f(0.10, 0.10, 0.10, 0.0);
glColorMaterial(GL_FRONT, GL_SPECULAR);
glColor4f(0.5, 0.5, 0.5, 0.4);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glColor4f(0.85, 0.85, 0.85, 0.4);
}
gluLookAt( 0, 0, 20, 0, 0, 0, 0, 1, 0);
//glRotatef( 45, 1.0, 1.0, 0.0); // rotate cube
glRotatef( spin++, 1.0, 1.0, 1.0); // spin cube
if (shape == 0) glutWireCube(10); // Draw a cube
if (shape == 1) glutWireCone(5,10, 16,16); // Draw a Cone
if (shape == 2) glutWireSphere(5, 16,16 ); // Draw a Sphere
if (shape == 3) glutWireTorus( 2.5, 5, 16, 16);
if (shape == 4)
{
glScalef( 3.5, 3.5, 3.5);
glutSolidDodecahedron();
}
if (shape == 5)
{
glScalef( 5.0, 5.0, 5.0);
glutWireOctahedron();
}
if (shape == 6)
{
glScalef( 5.0, 5.0, 5.0);
glutWireTetrahedron();
}
if (shape == 7)
{
glScalef( 5.0, 5.0, 5.0);
glutWireIcosahedron();
}
if (shape == 8) glutWireTeapot( 5 );
glutSwapBuffers();
}
// This is called when the window has been resized.
void reshape_1 (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
}
// This is called when the window has been resized.
void reshape_2 (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
}
// Read the keyboard
void keyboard (unsigned char key, int x, int y)
{
switch (key)
{
case 'v':
case 'V':
view_state = abs(view_state -1);
break;
case 'l':
case 'L':
light_state = abs(light_state -1);
break;
case 's':
case 'S':
shape++;
break;
case 27:
exit(0); // exit program when [ESC] key presseed
break;
default:
break;
}
if (shape > 8) shape = 0;
}
// Main program
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (10, 10);
glutTimerFunc( 10, TimeEvent, 1);
window_1 = glutCreateWindow (argv[0]);
glutSetWindowTitle("GlutWindow 1");
init ();
glutDisplayFunc(display_1);
glutReshapeFunc(reshape_1);
glutKeyboardFunc(keyboard);
window_2 = glutCreateWindow (argv[0]);
glutSetWindowTitle("GlutWindow 2");
init ();
glutDisplayFunc(display_2);
glutReshapeFunc(reshape_2);
glutMainLoop();
return 0;
}
// Glutdualwindow.c
// By Eric Stringer 2002
// Simple examples of OpenGL and Glut usage.
// Keyboard input
// 'v' = view ortho/perspective
// 'l' = lighting on/off
#include <windows.h> // This header file will be needed for some windows compilers
//#include <GL/gl.h> // gl.h and glu.h also maybe needed for some compilers
//#include <GL/glu.h>
#include <GL/glut.h> // glut (gl utility toolkit) basic windows functions, keyboard, mouse.
#include <stdio.h> // standard (I/O library)
#include <stdlib.h> // standard library (set of standard C functions
#include <math.h> // Math library (Higher math functions )
// lighting
GLfloat LightAmbient[]= { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat LightDiffuse[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[]= { 5.0f, 5.0f, -10.0f, 1.0f };
GLfloat mat_specular[] = { 0.2, 0.2, 0.2, 1.0 };
int window_1, window_2;
static int view_state = 0, light_state = 0;
int spin;
int shape;
// I use this to put text on the screen
void Sprint( int x, int y, char *st)
{
int l,i;
l=strlen( st ); // see how many characters are in text string.
glRasterPos2i( x, y); // location to start printing text
for( i=0; i < l; i++) // loop until i is greater then l
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, st[i]); // Print a character on the screen
}
}
// This creates the spinning of the cube.
static void TimeEvent(int te)
{
spin++; // increase cube rotation by 1
if (spin > 360) spin = 0; // if over 360 degress, start back at zero.
glutSetWindow( window_1 );
glutPostRedisplay(); // Update screen with new rotation data
glutSetWindow( window_2 );
glutPostRedisplay(); // Update screen with new rotation data
glutTimerFunc( 100, TimeEvent, 1); // Reset our timmer.
}
// Setup our Opengl world, called once at startup.
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0); // When screen cleared, use black.
glShadeModel (GL_SMOOTH); // How the object color will be rendered smooth or flat
glEnable(GL_DEPTH_TEST); // Check depth when rendering
// Lighting is added to scene
glLightfv(GL_LIGHT1 ,GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1 ,GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1 ,GL_POSITION, LightPosition);
glEnable(GL_LIGHTING); // Turn on lighting
glEnable(GL_LIGHT1); // Turn on light 1
}
// Draw our world
void display_1(void)
{
char *p;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen
glMatrixMode (GL_PROJECTION); // Tell opengl that we are doing project matrix work
glLoadIdentity(); // Clear the matrix
glOrtho(-8.0, 8.0, -8.0, 8.0, 0.0, 30.0); // Setup an Ortho view
glMatrixMode(GL_MODELVIEW); // Tell opengl that we are doing model matrix work. (drawing)
glLoadIdentity(); // Clear the model matrix
glColor3f(1.0, 1.0, 1.0);
if (shape == 0) Sprint(-3, -7 ,"Solid Cube");
if (shape == 1) Sprint(-3, -7 ,"Solid Cone");
if (shape == 2) Sprint(-3, -7 ,"Solid Sphere");
if (shape == 3) Sprint(-3, -7 ,"Solid Torus");
if (shape == 4) Sprint(-3, -7 ,"Solid Dodecahedron");
if (shape == 5) Sprint(-3, -7 ,"Solid Octahedron");
if (shape == 6) Sprint(-3, -7 ,"Solid Tetrahedron");
if (shape == 7) Sprint(-3, -7 ,"Solid Icosahedron");
if (shape == 8) Sprint(-3, -7 ,"Solid Teapot");
// Setup view, and print view state on screen
if (view_state == 1)
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Perspective view");
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 1, 30);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}else
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Ortho view");
}
glColor3f( 0.0, 0.0, 1.0); // Cube color
// Lighting on/off
if (light_state == 1)
{
glDisable(GL_LIGHTING); // Turn off lighting
glDisable(GL_COLOR_MATERIAL); // Turn off material, which needs lighting to work
}else
{
glEnable(GL_LIGHTING); // Turn on lighting
glEnable(GL_COLOR_MATERIAL); // Turn on material settings
glColorMaterial(GL_FRONT, GL_AMBIENT);
glColor4f(0.65, 0.65, 0.65, 0.4);
glColorMaterial(GL_FRONT, GL_EMISSION);
glColor4f(0.10, 0.10, 0.10, 0.0);
glColorMaterial(GL_FRONT, GL_SPECULAR);
glColor4f(0.5, 0.5, 0.5, 0.4);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glColor4f(0.85, 0.85, 0.85, 0.4);
}
gluLookAt( 0, 0, 20, 0, 0, 0, 0, 1, 0);
//glRotatef( 45, 1.0, 1.0, 0.0); // rotate cube
glRotatef( spin++, 1.0, 1.0, 1.0); // spin cube
if (shape == 0) glutSolidCube(10); // Draw a cube
if (shape == 1) glutSolidCone(5,10, 16,16); // Draw a Cone
if (shape == 2) glutSolidSphere(5, 16,16 ); // Draw a Sphere
if (shape == 3) glutSolidTorus( 2.5, 5, 16, 16);
if (shape == 4)
{
glScalef( 3.5, 3.5, 3.5);
glutSolidDodecahedron();
}
if (shape == 5)
{
glScalef( 5.0, 5.0, 5.0);
glutSolidOctahedron();
}
if (shape == 6)
{
glScalef( 5.0, 5.0, 5.0);
glutSolidTetrahedron();
}
if (shape == 7)
{
glScalef( 5.0, 5.0, 5.0);
glutSolidIcosahedron();
}
if (shape == 8) glutSolidTeapot( 5 );
glutSwapBuffers();
}
void display_2(void)
{
char *p;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the screen
glMatrixMode (GL_PROJECTION); // Tell opengl that we are doing project matrix work
glLoadIdentity(); // Clear the matrix
glOrtho(-8.0, 8.0, -8.0, 8.0, 0.0, 30.0); // Setup an Ortho view
glMatrixMode(GL_MODELVIEW); // Tell opengl that we are doing model matrix work. (drawing)
glLoadIdentity(); // Clear the model matrix
glColor3f(1.0, 1.0, 1.0);
if (shape == 0) Sprint(-3, -7 ,"Wire Cube");
if (shape == 1) Sprint(-3, -7 ,"Wire Cone");
if (shape == 2) Sprint(-3, -7 ,"Wire Sphere");
if (shape == 3) Sprint(-3, -7 ,"Wire Torus");
if (shape == 4) Sprint(-3, -7 ,"Wire Dodecahedron");
if (shape == 5) Sprint(-3, -7 ,"Wire Octahedron");
if (shape == 6) Sprint(-3, -7 ,"Wire Tetrahedron");
if (shape == 7) Sprint(-3, -7 ,"Wire Icosahedron");
if (shape == 8) Sprint(-3, -7 ,"Wire Teapot");
// Setup view, and print view state on screen
if (view_state == 1)
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Perspective view");
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 1, 30);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}else
{
glColor3f( 1.0, 1.0, 1.0);
Sprint(-2, 4, "Ortho view");
}
glColor3f( 0.0, 0.0, 1.0); // Cube color
// Lighting on/off
if (light_state == 1)
{
glDisable(GL_LIGHTING); // Turn off lighting
glDisable(GL_COLOR_MATERIAL); // Turn off material, which needs lighting to work
}else
{
glEnable(GL_LIGHTING); // Turn on lighting
glEnable(GL_COLOR_MATERIAL); // Turn on material settings
glColorMaterial(GL_FRONT, GL_AMBIENT);
glColor4f(0.65, 0.65, 0.65, 0.4);
glColorMaterial(GL_FRONT, GL_EMISSION);
glColor4f(0.10, 0.10, 0.10, 0.0);
glColorMaterial(GL_FRONT, GL_SPECULAR);
glColor4f(0.5, 0.5, 0.5, 0.4);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glColor4f(0.85, 0.85, 0.85, 0.4);
}
gluLookAt( 0, 0, 20, 0, 0, 0, 0, 1, 0);
//glRotatef( 45, 1.0, 1.0, 0.0); // rotate cube
glRotatef( spin++, 1.0, 1.0, 1.0); // spin cube
if (shape == 0) glutWireCube(10); // Draw a cube
if (shape == 1) glutWireCone(5,10, 16,16); // Draw a Cone
if (shape == 2) glutWireSphere(5, 16,16 ); // Draw a Sphere
if (shape == 3) glutWireTorus( 2.5, 5, 16, 16);
if (shape == 4)
{
glScalef( 3.5, 3.5, 3.5);
glutSolidDodecahedron();
}
if (shape == 5)
{
glScalef( 5.0, 5.0, 5.0);
glutWireOctahedron();
}
if (shape == 6)
{
glScalef( 5.0, 5.0, 5.0);
glutWireTetrahedron();
}
if (shape == 7)
{
glScalef( 5.0, 5.0, 5.0);
glutWireIcosahedron();
}
if (shape == 8) glutWireTeapot( 5 );
glutSwapBuffers();
}
// This is called when the window has been resized.
void reshape_1 (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
}
// This is called when the window has been resized.
void reshape_2 (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
}
// Read the keyboard
void keyboard (unsigned char key, int x, int y)
{
switch (key)
{
case 'v':
case 'V':
view_state = abs(view_state -1);
break;
case 'l':
case 'L':
light_state = abs(light_state -1);
break;
case 's':
case 'S':
shape++;
break;
case 27:
exit(0); // exit program when [ESC] key presseed
break;
default:
break;
}
if (shape > 8) shape = 0;
}
// Main program
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (10, 10);
glutTimerFunc( 10, TimeEvent, 1);
window_1 = glutCreateWindow (argv[0]);
glutSetWindowTitle("GlutWindow 1");
init ();
glutDisplayFunc(display_1);
glutReshapeFunc(reshape_1);
glutKeyboardFunc(keyboard);
window_2 = glutCreateWindow (argv[0]);
glutSetWindowTitle("GlutWindow 2");
init ();
glutDisplayFunc(display_2);
glutReshapeFunc(reshape_2);
glutMainLoop();
return 0;
}
Я запустил пример кода в Windows 7, но мне пришлось заменить одну строку glutIntit на
glutInit(&argc, argv);