fysxasteroids/engine/libraries/oglft/tests/tutorial3.cpp

283 lines
7.0 KiB
C++

/*
* tutorial3.cpp: Tutorial for the OGLFT library
* Copyright (C) 2002 lignum Computing, Inc. <oglft@lignumcomputing.com>
* $Id$
*
* 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>
#if defined(_MSC_VER)
#define _USE_MATH_DEFINES
#endif
#include <cmath>
#include <ctime>
#include <vector> // The STL vector
#include <algorithm> // The STL algorithms
#include <GL/glut.h>
#include <OGLFT.h> // Note: this will depend on where you've installed OGLFT
// A Face variable of the desired style
#ifndef OGLFT_NO_SOLID
OGLFT::Solid* solid;
#else // If Solid is not defined, use Filled instead
OGLFT::Filled* solid;
#endif
// The Bounding Box for the string
OGLFT::BBox bbox;
// A vector of OpenGL display list names
OGLFT::DisplayLists dlists;
// A vector of displacements defining the ocean
struct vertex {
float y;
float nx, ny;
};
std::vector< vertex > ocean_vertices;
void init ( const char* filename )
{
// Create a new face given the font filename and a size
#ifndef OGLFT_NO_SOLID
solid = new OGLFT::Solid( filename, 36 );
#else
solid = new OGLFT::Filled( filename, 36 );
#endif
// Always check to make sure the face was properly constructed
if ( solid == 0 || !solid->isValid() ) {
std::cerr << "Could not construct face from " << filename << std::endl;
return;
}
const float AMPLITUDE = 25.;
GLuint dlist = glGenLists( 2*13 );
// The per character display lists are executed before the glyph is
// rendered; so, the first display list must contain an absolute
// transformation, but the subsequent ones must contain relative
// transformations. However, we need complete sets of both transformations,
// starting with a place holder for the first (absolute) transformation
dlists.push_back( 0 );
// Next, generate a sequence of relative displacements
for ( int i=0; i<13; i++ ) {
float dy = AMPLITUDE * ( sinf( (i+1) * 2.f * (float)M_PI / 13.f ) -
sinf( i * 2.f * (float)M_PI / 13.f ) );
glNewList( dlist, GL_COMPILE );
glTranslatef( 0., dy, 0. );
glEndList();
dlists.push_back( dlist );
dlist++;
}
// Next, generate a sequence of absolute displacements
for ( int i=0; i<13; i++ ) {
float y = AMPLITUDE * sinf( i * 2.f * (float)M_PI / 13.f );
glNewList( dlist, GL_COMPILE );
glTranslatef( 0., y, 0. );
glEndList();
dlists.push_back( dlist );
dlist++;
}
// Finally, copy the first absolute displacement into the first element
// of the display list vector
dlists[0] = dlists[13+1];
// Use centered justification
solid->setHorizontalJustification( OGLFT::Face::CENTER );
#ifndef OGLFT_NO_SOLID
// Make the glyphs rather thick
solid->setDepth( 10. );
#endif
// Apply the per character display lists
solid->setCharacterDisplayLists( dlists );
// Get the size of the string before it is transformed
bbox = solid->measure( "Hello, World!" );
// Make it (sea) green
solid->setForegroundColor( 143.f/255.f, 188.f/255.f, 143.f/255.f );
// Set the window's background color
glClearColor( .5, .5, .5, 1. );
// Build an "ocean" for the characters to float upon (a higher resolution
// version of the absolute displacements which we'll cycle through)
for ( int i = 0; i <= 52; i++ ) {
float s = sinf( i * 2.f * (float)M_PI / 52.f );
float c = cosf( i * 2.f * (float)M_PI / 52.f );
vertex v;
v.y = AMPLITUDE * s;
v.nx = c;
v.ny = s;
ocean_vertices.push_back( v );
}
// Enable lighting and the depth test
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable( GL_COLOR_MATERIAL );
glEnable( GL_DEPTH_TEST );
}
static int offset = 0;
static void display ( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
solid->draw( 250., 250., "Hello, World!" );
glTranslatef( 254.f - ( bbox.x_max_ + bbox.x_min_ ) / 2.f, 255.f, 0.f );
glBegin( GL_QUAD_STRIP );
glColor3f( 0., 0., 1. );
for ( int i=0; i<=52; i++ ) {
float x = i * ( bbox.x_max_ - bbox.x_min_ ) / 52;
glNormal3f( ocean_vertices[(i+offset)%53].nx,
ocean_vertices[(i+offset)%53].ny,
0 );
glVertex3f( x, ocean_vertices[(i+offset)%53].y, -100. );
glVertex3f( x, ocean_vertices[(i+offset)%53].y, 100. );
}
offset = offset < 48 ? offset+4 : 0;
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static void reshape ( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, width, 0, height, -200, 200 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Rotate the model slightly out of the XY plane so it looks 3D
// (note we rotate the model instead of the view so that the lighting
// is fixed relative to the view instead of the model)
glTranslatef( width/2.f, height/2.f, 0.f );
glRotatef( 25.f, 1.f, 0.f, 0.f );
glRotatef( 25.f, 0.f, 1.f, 0.f );
glTranslatef( -width/2.f, -height/2.f, 0. );
}
static void idle ( void )
{
// Use the STL rotate algorithm to animate the transformation display lists.
// First, rotate the lists containing the relative displacements
OGLFT::DLI first = solid->characterDisplayLists().begin()+1;
OGLFT::DLI next = first + 1;
OGLFT::DLI last = first + 13;
rotate( first, next, last );
// Next, rotate the the lists containing the absolute displacements
first = solid->characterDisplayLists().begin() + 13 + 1;
next = first + 1;
last = first + 13;
rotate( first, next, last );
// Finally, copy the current absolute displacement into the leading element
solid->characterDisplayLists()[0] = solid->characterDisplayLists()[13+1];
glutPostRedisplay();
#if !defined(WIN32)
// Too fast even without acceleration
struct timespec request = { 0, 80000000 };
nanosleep( &request, 0 );
#else
Sleep( 800 );
#endif
}
static void key ( unsigned char c, int /*x*/, int /*y*/ )
{
switch ( c ) {
case 'q':
case 27:
exit( 0 );
}
}
int main ( int argc, char* argv[] )
{
// Check to be sure the user specified something as a font file name
if ( argc != 2 ) {
std::cerr << "usage: " << argv[0] << " fontfile" << std::endl;
return 1;
}
// Standard GLUT setup commands
glutInit( &argc, argv );
glutInitWindowSize( 500, 500 );
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
glutCreateWindow( argv[0] );
init( argv[1] );
glutReshapeFunc( reshape );
glutDisplayFunc( display );
glutKeyboardFunc( key );
glutIdleFunc( idle );
glutMainLoop();
return 0;
}