Files
bitbox/gfx/robot.cpp
2014-01-18 15:06:11 +01:00

265 lines
5.8 KiB
C++

#include <SDL.h>
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#define _USE_MATH_DEFINES
#include <math.h>
#define WIDTH 640
#define HEIGHT 480
inline void glRotateX(float angle) { glRotatef(angle, 1.0f, 0.0f, 0.0f); }
inline void glRotateY(float angle) { glRotatef(angle, 0.0f, 1.0f, 0.0f); }
inline void glRotateZ(float angle) { glRotatef(angle, 0.0f, 0.0f, 1.0f); }
void cube()
{
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glEnd();
}
float param = 0.5f;
float mod = 0.01f;
const float freq = 6.0f;
void legs(float t, float mul)
{
glPushMatrix();
glTranslatef(0.19f*mul, 0.0f, -0.015f);
glRotateX(cosf(t)*13.0f-2.5f);
glTranslatef(0.0f, -0.7f, 0.0f);
glPushMatrix();
glScalef(0.1f, 0.25f, 0.1f);
cube();
glPopMatrix();
float m = -min(0.0f, cosf(t+M_PI/2.0f));
glTranslatef(0.0f, m*0.15f - 0.52f, m*0.015f - 0.06f);
glRotateX(10.0f);
glPushMatrix();
glScalef(0.1f, 0.3f, 0.1f);
cube();
glPopMatrix();
glTranslatef(0.0f, -0.3f, 0.1f);
glPushMatrix();
glScalef(0.1f, 0.03f, 0.2f);
cube();
glPopMatrix();
glPopMatrix();
}
void arms(float t, float mul)
{
glPushMatrix();
glTranslatef(0.24f*mul, 0.4f, 0.0f);
glRotateZ(30.0f*mul);
glRotateX(cosf(t)*20.0f+180.0f);
glTranslatef(0.0f, 0.3f, 0.0f);
glPushMatrix();
glScalef(0.1f, 0.3f, 0.1f);
cube();
glPopMatrix();
glTranslatef(0.0f, 0.22f, 0.0f);
glRotateY(fabsf(cosf(t))*16.0f*mul); // mouvement sympa mais pas obligatoire du tout...
glRotateX(100.0f);
glRotateZ(165.0f*mul);
glTranslatef(0.0f, 0.21f, 0.0f);
glPushMatrix();
glScalef(0.09f, 0.27f, 0.09f);
cube();
glPopMatrix();
glPopMatrix();
}
void robot(float t)
{
// head
glPushMatrix();
glTranslatef(0.0f, 0.71f+0.05f*fabsf(sinf(t)), 0.04f);
glRotateX(-5.0f+10.0f*fabsf(cosf(t)));
glScalef(0.2f, 0.2f, 0.2f);
cube();
glPopMatrix();
// body
glPushMatrix();
glTranslatef(0.0f, 0.05f*fabsf(sinf(t)), 0.0f);
glRotateY(2.5f-5.0f*cosf(t)); // obligatoire...
glScalef(0.3f, 0.5f, 0.17f);
cube();
glPopMatrix();
// arms
glPushMatrix();
arms(t, -1.0f);
arms(t+(M_PI/2.0f)*freq, 1.0f);
glPopMatrix();
// legs
glPushMatrix();
legs(t, -1.0f);
legs(t+(M_PI/2.0f)*freq, 1.0f);
glPopMatrix();
}
void quad()
{
glVertex3f(-1, -1, 0);
glVertex3f( 1, -1, 0);
glVertex3f( 1, 1, 0);
glVertex3f(-1, 1, 0);
}
#define b(x) (x/255.0f)
void sonic(float t)
{
bool c = false;
for ( float y = -10.0f ; y < 11.0f ; y++ ) {
for ( float x = -10.0f ; x < 11.0f ; x++ ) {
if ( c )
glColor3f(b(215), b(100), b(10));
else
glColor3f(b(10), b(70), b(200));
c = !c;
// glTranslate3f();
// glRotatef(, 1, 0, 0);
// glRotatef(, 0, 1, 0);
quad();
}
c = !c;
}
}
#undef main
int main()
{
#if 0
bool running = true;
SDL_Event event;
SDL_Surface * screen;
float time = 0.0f;
float rotation = 0.0f;
bool mousedown = false;
SDL_Init(SDL_INIT_EVERYTHING);
screen = SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL);
SDL_WM_SetCaption("Robot !", "");
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)WIDTH/(float)HEIGHT, 0.01f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_POLYGON_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
static float ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
static float diffuse[] = { 0.1f, 0.1f, 0.1f, 1.0f };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
static float position[] = { 2.0f, 4.0f, -2.0f };
glLightfv(GL_LIGHT0, GL_POSITION, position);
unsigned int tick = SDL_GetTicks();
while ( running ) {
while ( SDL_PollEvent(& event) ) {
if ( event.type == SDL_QUIT )
running = false;
else if ( event.type == SDL_KEYDOWN ) {
if ( event.key.keysym.sym == SDLK_ESCAPE )
running = false;
} else if ( event.type == SDL_MOUSEBUTTONDOWN ) {
if ( event.button.button == 1 )
mousedown = true;
else if ( event.button.button == 4 ) {
param += mod;
printf("param = %f\n", param);
} else if ( event.button.button == 5 ) {
param -= mod;
printf("param = %f\n", param);
}
} else if ( event.type == SDL_MOUSEBUTTONUP ) {
if ( event.button.button == 1 )
mousedown = false;
} else if ( event.type == SDL_MOUSEMOTION ) {
if ( mousedown )
rotation += event.motion.xrel;
}
}
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glRotatef(15.0f, 1.0f, 0.0f, 0.0f);
glRotatef(rotation, 0.0f, 1.0f, 0.0f);
robot(time * freq);
SDL_GL_SwapBuffers();
time = ((float) SDL_GetTicks() - (float) tick) / 1000.0f;
}
SDL_Quit();
#endif
int a = 42;
printf("%d\n", (a ^ -1)+1);
system("pause");
return 0;
}