#title OpenGL스터디_실습 코드 Describe [OpenGL스터디_실습 코드] here [[TableOfContents]] skyLibrary_include ---- ---- = Intro = * '''이곳에 소스는 저의 github에도 올릴 예정이니 일일히 복붙하기 귀찮으신분들은 "https://github.com/skyLibrary/OpenGL_Practice"에서 받아가세요.''' * 코드를 실행해보시려면 OpenGL 설정하는것을 제대로 하시고 해야합니다. (링크 라이브러리 설정) * glut을 쓰고 있으니 이에 대한 설정을 하셔야 코드를 실행하실 수 있습니다. = chapter 2. OpenGL 맛보기 = == 사각형 애니메이션(RecAnime) == {{{ #include #include #include GLfloat x1 = 0.0f; GLfloat y1 = 0.0f; GLfloat rsize = 25; GLfloat xstep = 1.0f; GLfloat ystep = 1.0f; GLfloat windowWidth; GLfloat windowHeight; //callback for rendering void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0f, 0.0f, 0.0f); glRectf(x1, y1, x1+rsize, y1-rsize); glutSwapBuffers(); } //callback for timer void TimerFunction(int value) { //if rectangle collision to window x-axis wall, then reverse it's x-axis direction if(x1 > windowWidth - rsize || x1 < -windowWidth) xstep = -xstep; //if rectangle collision to window y-axis wall, then reverse it's y-axis direction if(y1 >windowHeight || y1 < -windowHeight + rsize ) ystep = -ystep; x1 += xstep; y1 += ystep; if(x1 > windowWidth - rsize + xstep) x1 = windowWidth - rsize - 1; else if(x1 < -(windowWidth + xstep)) x1 = -windowWidth - 1; if(y1 > (windowHeight + ystep)) y1 = windowHeight - 1; else if(y1 < -(windowHeight - rsize +ystep)) y1 = -windowHeight + rsize - 1; glutPostRedisplay(); glutTimerFunc(33, TimerFunction, 1); } void SetupRC() { glClearColor(0.0f, 0.0f, 1.0f, 1.0f); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if(h==0) h = 1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w/(GLfloat)h; if(w<=h) { windowWidth = 100; windowHeight = 100/aspectRatio; glOrtho(-100.0, 100.0, -windowHeight, windowHeight, 1.0, -1.0); } else { windowWidth = 100*aspectRatio; windowHeight = 100; glOrtho(-windowWidth, windowWidth, -100.0, 100.0, 1.0, -1.0); } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void main(void) { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(800, 600); glutCreateWindow("simple -> GLRect -> Bounce"); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutTimerFunc(33, TimerFunction, 1); SetupRC(); glutMainLoop(); } }}} = chapter 3. 공간 내의 드로윙, 지오메트리와 버퍼 = == 나선모양으로 찍힌 점 크기 조절 및 안티알리어싱 적용 == {{{ /* @skyLibrary * Title : spiral shape pointing * How to use : * 1. use up, down, left, right key in your key board. then its direction of viewpoint will be changed. * Purpose : * just practice OpenGL. * */ #include #include #include #include //pie in math. #define GL_PI 3.1415f static GLfloat xRot = 0.0f; static GLfloat yRot = 0.0f; //callback for rendering void RenderScene(void) { GLfloat x,y,z,angle; GLfloat sizes[2]; GLfloat step; GLfloat curSize; glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); //get point size range and its interval. glGetFloatv(GL_POINT_SIZE_RANGE, sizes); glGetFloatv(GL_POINT_SIZE_GRANULARITY, &step); curSize = sizes[0]; z=-50.0f; for(angle = 0.0f; angle <= (2.0f*GL_PI)*3.0f; angle += 0.1f) { x = 50.0f*cos(angle); y = 50.0f*sin(angle); //set point size glPointSize(curSize); //set antializing glEnable(GL_POINT_SMOOTH); // Specify the point and move the Z value up a little glBegin(GL_POINTS); glVertex3f(x, y, z); glEnd(); z += 0.5f; curSize += step; } // Done drawing points // Restore transformations glPopMatrix(); // Flush drawing commands glutSwapBuffers(); } //angle change in case of finding key event command. void SpecialKeys(int key, int x, int y) { if(key == GLUT_KEY_UP) xRot-= 5.0f; if(key == GLUT_KEY_DOWN) xRot += 5.0f; if(key == GLUT_KEY_LEFT) yRot -= 5.0f; if(key == GLUT_KEY_RIGHT) yRot += 5.0f; if(key > 356.0f) xRot = 0.0f; if(key < -1.0f) xRot = 355.0f; if(key > 356.0f) yRot = 0.0f; if(key < -1.0f) yRot = 355.0f; // Refresh the Window glutPostRedisplay(); } //register background color and base drawing color. void SetupRC() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); } //change window size event function void ChangeSize(GLsizei w, GLsizei h) { GLfloat nRange = 100.0f; if(h==0) h = 1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w<=h) { glOrtho(-nRange, nRange, -nRange*h/w, nRange*h/w, nRange, -nRange); } else { glOrtho( -nRange*w/h, nRange*w/h, -nRange, nRange, nRange, -nRange); } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //entry point void main(void) { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("Points"); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); glutReshapeFunc(ChangeSize); SetupRC(); glutMainLoop(); } }}} == 외곽선 내곽선을 구분짓는 상태적용 및 별 드로윙 == {{{ /* * @skyLibrary * Title : star drawing in 3D program * Date : 2013/7/7 ~ 2013/7/7 * How to use : * 1. use up, down, left, right key in your key board to move star in that way. * 2. click mouse right button and you can change the star shape statements by click each menu item. * Purpose : * just practice OpenGL. */ #include #define SOLID_MODE 1 #define LINE_MODE 2 #define POINT_MODE 3 int iMode = SOLID_MODE; GLboolean bEdgeFlag = true; static GLfloat xRot = 0.0f; static GLfloat yRot = 0.0f; void RenderScene() { glClear(GL_COLOR_BUFFER_BIT); if(iMode == LINE_MODE) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); if(iMode == POINT_MODE) glPolygonMode(GL_FRONT_AND_BACK,GL_POINT); if(iMode == SOLID_MODE) glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); //start drawing triangle glBegin(GL_TRIANGLES); //setup kind of line which is outter line or not. glEdgeFlag(bEdgeFlag); glVertex2f(-20.0f, 0.0f); glEdgeFlag(TRUE); glVertex2f(20.0f, 0.0f); glVertex2f(0.0f, 40.0f); glVertex2f(-20.0f,0.0f); glVertex2f(-60.0f,-20.0f); glEdgeFlag(bEdgeFlag); glVertex2f(-20.0f,-40.0f); glEdgeFlag(TRUE); glVertex2f(-20.0f,-40.0f); glVertex2f(0.0f, -80.0f); glEdgeFlag(bEdgeFlag); glVertex2f(20.0f, -40.0f); glEdgeFlag(TRUE); glVertex2f(20.0f, -40.0f); glVertex2f(60.0f, -20.0f); glEdgeFlag(bEdgeFlag); glVertex2f(20.0f, 0.0f); glEdgeFlag(TRUE); // Center square as two triangles glEdgeFlag(bEdgeFlag); glVertex2f(-20.0f, 0.0f); glVertex2f(-20.0f,-40.0f); glVertex2f(20.0f, 0.0f); glVertex2f(-20.0f,-40.0f); glVertex2f(20.0f, -40.0f); glVertex2f(20.0f, 0.0f); glEdgeFlag(TRUE); glEnd(); glPopMatrix(); glutSwapBuffers(); } //menu event function void ClickMenu(int value) { switch(value) { case 1: iMode = SOLID_MODE; break; case 2: iMode = LINE_MODE; break; case 3: iMode = POINT_MODE; break; case 4: bEdgeFlag = true; break; case 5: default: bEdgeFlag = false; break; } //repaint by calling callback function glutPostRedisplay(); } //key event function void SpecialKeys(int key, int x, int y) { if(key == GLUT_KEY_DOWN) { xRot += 5.0f; } else if(key == GLUT_KEY_UP) { xRot -= 5.0f; } else if(key == GLUT_KEY_LEFT) { yRot += 5.0f; } else if(key == GLUT_KEY_RIGHT) { yRot -= 5.0f; } if(key > 365.0f) xRot = 0.0f; if(key < -1.0f) xRot = 355.0f; if(key > 356.0f) yRot = 0.0f; if(key < -1.0f) yRot = 355.0f; //repaint by calling callback function glutPostRedisplay(); } //register backgroung color & base drawing color void SetupRC() { glClearColor( 0.0f, 0.0f, 0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); //glShadeModel(GL_FLAT); //glFrontFace(GL_CCW); } void ChangeSize(int w, int h) { GLfloat nRange = 100.0f; // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset projection matrix stack glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w <= h) glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange); else glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange); // Reset Model view matrix stack glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void main() { int nModeMenu; int nEdgeMenu; int nMainMenu; //register glut mode & create window glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("star"); //make Mode sub menu nModeMenu = glutCreateMenu(ClickMenu); glutAddMenuEntry("Solid", 1); glutAddMenuEntry("Outline", 2); glutAddMenuEntry("Points", 3); //make Edge boolean sub menu nEdgeMenu = glutCreateMenu(ClickMenu); glutAddMenuEntry("On", 4); glutAddMenuEntry("Off", 5); //make main menu that add Mode menu and Edge Menu nMainMenu = glutCreateMenu(ClickMenu); glutAddSubMenu("Mode", nModeMenu); glutAddSubMenu("Edge", nEdgeMenu); glutAttachMenu(GLUT_RIGHT_BUTTON); //register callback function & event function glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); glutDisplayFunc(RenderScene); SetupRC(); glutMainLoop(); } }}} == 스텐실을 사용한 물결흠이 새겨진 사각형 애니메이션 그리기 == {{{ /* * @skyLibrary * Title : stencil pattern program * Date : 2013/7/7 ~ 2013/7/7 * How to use : * just look. * Purpose : * just practice OpenGL. */ #include #include //rectangle start origin and it's one side size. GLfloat x = 0.0f; GLfloat y = 0.0f; GLfloat rsize = 25; //rectangle movment way GLfloat xStep = 1.0f; GLfloat yStep = 1.0f; //exectly half of width and height GLfloat windowWidth; GLfloat windowHeight; //rectangle color RGB GLfloat fR = 1.0f; GLfloat fG = 0.0f; GLfloat fB = 0.0f; //redering function //-> draw stencil part and rectangle part void RenderScene() { GLdouble dRadian = 0.1; glClearStencil(0.0f); glEnable(GL_STENCIL_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_NEVER, 0.0f, 0.0f); glStencilOp(GL_INCR, GL_INCR, GL_INCR); glBegin(GL_LINE_STRIP); for(GLdouble angle = 0.0; angle < 400.0; angle += 0.1) { int t_x = sin(angle)*dRadian; int t_y = cos(angle)*dRadian; glVertex2f(t_x, t_y); dRadian *= 1.002; } glEnd(); glStencilFunc(GL_NOTEQUAL, 1.0f, 1.0f); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glColor3f(fR,fG,fB); glRectf(x, y, x + rsize, y - rsize); glutSwapBuffers(); } //inner event Timer function. //-> make inner event and manage dynamic data exception(bound exception + clipping exception). void Timer(int value) { //if rectangle coordinate is out of window, then reverse it's movement. if(x > windowWidth - rsize || x < -windowWidth) xStep = -xStep; if(y < -windowHeight + rsize || y > windowHeight) yStep = -yStep; x += xStep; y += yStep; //clipping exception management. //it manage in case that window is resized by user so, clipping area x, y is smaller than window area x or y. if(x > windowWidth - rsize + xStep) x = windowWidth - rsize - 1; else if(x < -windowWidth - xStep) x = - windowWidth - 1; if(y > windowHeight + yStep) y = windowHeight - 1; else if(y < -windowHeight + rsize - yStep) y = -windowHeight + rsize - 1; //change rectangle RGB color fR += 0.1f; if(fR > 5.0f) { fR = 0.0f; fG += 0.2f; } if(fG > 3.0f) { fG = 0.0f; fB = 0.3f; } if(fB > 2.5f) { fB = 0.0f; } glutPostRedisplay(); glutTimerFunc(33, Timer, 1); } //register background color and base drawing color. void SetupRC() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glColor3f(1.0f, 0.0f, 0.0f); } //window resizing event function //->resize viewport and clipping area void ChangeSize(int width, int height) { GLfloat nRange = 100.0f; if(height == 0) height = 1; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(width <= height) { windowWidth = 100; windowHeight = nRange*height/width; glOrtho (-nRange, nRange, -windowHeight, windowHeight, -nRange, nRange); } else { windowHeight = 100; windowWidth = nRange*width/height; glOrtho (-windowWidth, windowWidth, -nRange, nRange, -nRange, nRange); } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //program entry int main() { //register GLUT_STENCIL(because of stencil buffer), if you want to use stensil function. glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_STENCIL); glutCreateWindow("Stencil"); glutDisplayFunc(RenderScene); glutTimerFunc(33, Timer, 1); glutReshapeFunc(ChangeSize); SetupRC(); glutMainLoop(); return 1; } }}} = Chapter4. 지오메트리 변환과 파이프라인 = == 토러스(Torus) == == 액터와 카메라를 통한 3D시점 변경 ==