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