fysxasteroids/engine/libraries/oglft/tests/demo4.cpp

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2010-11-15 00:06:44 +01:00
/*
* demo4.cpp: Fourth Demo of the OGLFT library
* Copyright (C) 2002 lignum Computing, Inc. <oglft@lignumcomputing.com>
* $Id: demo3.cpp,v 1.4 2002/03/26 12:48:43 allen Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <iostream>
using namespace std;
#include <GL/glut.h>
#include <config.h>
#include <OGLFT.h> // Note: this will depend on where you've installed OGLFT
// Declare a Face variable of the desired style
OGLFT::Monochrome* monochrome;
void init ( const char* filename )
{
// Create a new face given the font filename and a size
monochrome = new OGLFT::Monochrome( filename, 36 );
// Always check to make sure the face was properly constructed
if ( monochrome == 0 || !monochrome->isValid() ) {
cerr << "Could not construct face from " << filename << endl;
return;
}
// Set the face color to red
monochrome->setForegroundColor( 1., 0., 0. );
// monochrome->setHorizontalJustification( OGLFT::Face::CENTER );
// For the raster styles, it is essential that the pixel store
// unpacking alignment be set to 1
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
// Set the window's background color
glClearColor( .75, .75, .75, 1. );
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
GLfloat material[4] = { 0., 0., 1., 1. };
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, material );
}
static GLint viewport[4];
static GLdouble modelview[16];
static GLdouble projection[16];
static void reshape ( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glGetIntegerv( GL_VIEWPORT, viewport );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
}
static void display ( void )
{
// First clear the window ...
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
OGLFT::BBox bbox = monochrome->measure( "gHelloj!" );
OGLFT::BBox bbox_raw = monochrome->measureRaw( "gHelloj!" );
GLdouble x0, y0, z0;
gluUnProject( 0., 0., 0., modelview, projection, viewport, &x0, &y0, &z0 );
GLdouble x1, y1, z1;
gluUnProject( bbox_raw.x_min_, bbox_raw.y_min_, 0.,
modelview, projection, viewport, &x1, &y1, &z1 );
GLdouble x2, y2, z2;
gluUnProject( bbox_raw.x_max_, bbox_raw.y_min_, 0.,
modelview, projection, viewport, &x2, &y2, &z2 );
GLdouble x3, y3, z3;
gluUnProject( bbox_raw.x_max_, bbox_raw.y_max_, 0.,
modelview, projection, viewport, &x3, &y3, &z3 );
GLdouble x4, y4, z4;
gluUnProject( bbox_raw.x_min_, bbox_raw.y_max_, 0.,
modelview, projection, viewport, &x4, &y4, &z4 );
glColor3f( 0., .5, 0. );
glPushMatrix();
glTranslated( .25-x0, 0.25-y0, 0.25-z0 );
glBegin( GL_QUADS );
glVertex3d( x1, y1, z1 );
glVertex3d( x2, y2, z2 );
glVertex3d( x3, y3, z3 );
glVertex3d( x4, y4, z4 );
glEnd();
glPopMatrix();
// ... then draw the string
monochrome->draw( 0.25, 0.25, 0.25, "gHelloj!" );
#if 0
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glutSolidCube( .5 );
glDisable( GL_LIGHT0 );
glDisable( GL_LIGHTING );
#endif
glutSwapBuffers();
}
enum { NONE, SPIN, PAN } action = NONE;
int old_x, old_y;
static void mouse ( int button, int state, int x, int y )
{
if ( state == GLUT_UP )
action = NONE;
else if ( button == GLUT_LEFT_BUTTON ) {
action = SPIN;
old_x = x;
old_y = y;
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
}
else if ( button == GLUT_MIDDLE_BUTTON ) {
action = PAN;
old_x = x;
old_y = y;
}
else if ( button == GLUT_RIGHT_BUTTON ) {
glLoadIdentity();
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glutPostRedisplay();
}
}
static void motion ( int x, int y )
{
int mdx = x - old_x, mdy = y - old_y;
switch ( action ) {
case SPIN: {
GLfloat position[] = {0, 0, 1, 0};
glLoadIdentity();
glLightfv( GL_LIGHT0, GL_POSITION, position );
glLoadMatrixd( modelview );
glRotated( mdy, modelview[0], modelview[4], modelview[8] );
glRotated( mdx, modelview[1], modelview[5], modelview[9] );
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
}
break;
case PAN: {
GLint viewport[4];
glGetIntegerv( GL_VIEWPORT, viewport );
GLdouble dx = 2. * (GLdouble)mdx / viewport[2];
GLdouble dy = 2. * (GLdouble)(-mdy) / viewport[3];
glTranslated( dx, dy, 0 );
}
}
old_x = x; old_y = y;
glutPostRedisplay();
}
int main ( int argc, char* argv[] )
{
// Check to be sure the user specified something as a font file name
if ( argc != 2 ) {
cerr << "usage: " << argv[0] << " fontfile" << endl;
return 1;
}
// Standard GLUT setup commands
glutInit( &argc, argv );
glutInitWindowSize( 500, 500 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow( argv[0] );
init( argv[1] );
glutReshapeFunc( reshape );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutMainLoop();
return 0;
}