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#include <stdlib.h> #include <stdio.h> #include <string.h> #include <math.h> #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> #include <SDL2/SDL_opengles.h> static SDL_Window *window; static SDL_GLContext context; int move_me; float posX = 0, posY = 0; float rotX = 0, rotY = 0; static void AspectAdjust(int w, int h) { float aspectAdjust; aspectAdjust = (4.0f / 3.0f) / ((float)w / h); glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-2.0, 2.0, -2.0 * aspectAdjust, 2.0 * aspectAdjust, -20.0, 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glShadeModel(GL_SMOOTH); } // sphere function - from google search (copy-paste) void renderSphere(float cx, float cy, float cz, float r, int p) { float theta1 = 0.0, theta2 = 0.0, theta3 = 0.0; float ex = 0.0f, ey = 0.0f, ez = 0.0f; float px = 0.0f, py = 0.0f, pz = 0.0f; GLfloat vertices[p*6+6], normals[p*6+6], texCoords[p*4+4]; if( r < 0 ) r = -r; if( p < 0 ) p = -p; for(int i = 0; i < p/2; ++i) { theta1 = i * (M_PI*2) / p - M_PI_2; theta2 = (i + 1) * (M_PI*2) / p - M_PI_2; for(int j = 0; j <= p; ++j) { theta3 = j * (M_PI*2) / p; ex = cosf(theta2) * cosf(theta3); ey = sinf(theta2); ez = cosf(theta2) * sinf(theta3); px = cx + r * ex; py = cy + r * ey; pz = cz + r * ez; vertices[(6*j)+(0%6)] = px; vertices[(6*j)+(1%6)] = py; vertices[(6*j)+(2%6)] = pz; normals[(6*j)+(0%6)] = ex; normals[(6*j)+(1%6)] = ey; normals[(6*j)+(2%6)] = ez; texCoords[(4*j)+(0%4)] = -(j/(float)p); texCoords[(4*j)+(1%4)] = 2*(i+1)/(float)p; ex = cosf(theta1) * cosf(theta3); ey = sinf(theta1); ez = cosf(theta1) * sinf(theta3); px = cx + r * ex; py = cy + r * ey; pz = cz + r * ez; vertices[(6*j)+(3%6)] = px; vertices[(6*j)+(4%6)] = py; vertices[(6*j)+(5%6)] = pz; normals[(6*j)+(3%6)] = ex; normals[(6*j)+(4%6)] = ey; normals[(6*j)+(5%6)] = ez; texCoords[(4*j)+(2%4)] = -(j/(float)p); texCoords[(4*j)+(3%4)] = 2*i/(float)p; } glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, (p+1)*2); } } static void Render() { static GLubyte color[] = { 120, 120, 120, 0, }; /* Do our drawing, too. */ glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColorPointer(4, GL_UNSIGNED_BYTE, 0, color); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // draw the sphere renderSphere(0.0f, 0.0f, 0.0f, 0.5f, 50); glMatrixMode(GL_MODELVIEW); glRotatef(rotX, -0.5 ,1.0 ,0.0); } int main(int argc, char *argv[]) { int done; SDL_DisplayMode mode; SDL_Event event; if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { SDL_Log("Unable to initialize SDL"); return 1; } SDL_GetDesktopDisplayMode(0, &mode); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0); // Create our window centered window = SDL_CreateWindow("GLES example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mode.w, mode.h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN); // Create our opengl context and attach it to our window context = SDL_GL_CreateContext(window); SDL_GL_MakeCurrent(window, context); SDL_GL_SetSwapInterval(1); AspectAdjust(mode.w, mode.h); bool run = true; while (run) { /* Check for events */ while (SDL_PollEvent(&event)) { /* if (event.type == SDL_MOUSEMOTION) { posX = event.motion.x ; } */ switch (event.type) { case SDL_QUIT: run = false; break; // touch the screen , rotate the object case SDL_MOUSEBUTTONDOWN: { rotX = 0.5; } break; case SDL_MOUSEBUTTONUP: { rotX = 0; } break; //-------------------------------------- case SDL_KEYDOWN: // exit if (event.key.keysym.scancode == SDL_SCANCODE_AC_BACK) { done = false; } break; case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_RESIZED: /* Change view port to the new window dimensions */ AspectAdjust(event.window.data1, event.window.data2); /* Update window content */ Render(); SDL_GL_SwapWindow(window); break; } } } // Main loop Render(); SDL_RenderPresent(renderer); SDL_GL_SwapWindow(window); } SDL_GL_DeleteContext(context); SDL_DestroyWindow(window); SDL_Quit(); return 0; } |
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/*
if (event.type == SDL_MOUSEMOTION)
{
posX = event.motion.x ;
}
*/
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Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »iSmokiieZz« (24.08.2014, 16:27)
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//glColorPointer(4, GL_UNSIGNED_BYTE, 0, color); //glEnableClientState(GL_COLOR_ARRAY); |
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