195 lines
4.2 KiB
C++
195 lines
4.2 KiB
C++
#include <SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <math.h>
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#define WIDTH 1024
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#define HEIGHT 768
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void color(float r, float g, float b)
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{
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glColor4fv(
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(float []){r, g, b, 1.0f});
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}
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void cube()
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{
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glNormal3f(0.0f, 0.0f, -1.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glVertex3f( 1.0f, 1.0f, -1.0f);
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glVertex3f( 1.0f, -1.0f, -1.0f);
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glNormal3f(0.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glVertex3f( 1.0f, -1.0f, -1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, -1.0f);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glNormal3f(1.0f, 0.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, -1.0f);
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glVertex3f( 1.0f, 1.0f, -1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glEnd();
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}
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const float freq = 6.4f;
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void legs(float t, bool i)
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{
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float x[2] = { 0.19f, -0.19f };
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glPushMatrix();
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glTranslatef(x[i], -0.1f, 0.0f);
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glRotatef(cosf(t)*10.0f, 1.0f, 0.0f, 0.0f);
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glTranslatef(0.0f, -0.7f, 0.0f);
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glScalef(0.1f, 0.4f, 0.1f);
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cube();
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glPopMatrix();
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}
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void arms(float t, bool i)
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{
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float x[2] = { 0.24f, -0.24f };
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float r[2] = { -40.0f, 40.0f };
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glPushMatrix();
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glTranslatef(x[i], 0.4f, 0.0f);
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glRotatef(cosf(t)*15.0f+r[i], 0.0f, 0.0f, 1.0f);
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glTranslatef(0.0f, 0.3f, 0.0f);
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glScalef(0.1f, 0.3f, 0.1f);
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cube();
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glPopMatrix();
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}
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void robot(float t)
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{
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// head
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//color(1.0f, 1.0f, 1.0f);
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glPushMatrix();
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glTranslatef(0.0f, 0.71f+0.05f*fabsf(sinf(t)), 0.04f);
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glRotatef(-5.0f+10.0f*fabsf(cosf(t)), 1.0f, 0.0f, 0.0f);
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glScalef(0.2f, 0.2f, 0.2f);
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cube();
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glPopMatrix();
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// body
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//color(0.5f, 0.5f, 1.0f);
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glPushMatrix();
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glTranslatef(0.0f, 0.05f*fabsf(sinf(t)), 0.0f);
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glRotatef(-2.5f+5.0f*fabsf(cosf(t)), 0.0f, 1.0f, 0.0f);
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glScalef(0.3f, 0.5f, 0.17f);
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cube();
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glPopMatrix();
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// arms
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//color(1.0f, 0.5f, 0.5f);
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glPushMatrix();
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arms(t, false);
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arms(t, true);
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glPopMatrix();
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// legs
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//color(0.5f, 1.0f, 0.5f);
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glPushMatrix();
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legs(t, false);
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legs(t+(M_PI/2.0f)*freq, true);
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glPopMatrix();
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}
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int main()
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{
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bool running = true;
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SDL_Event event;
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SDL_Surface * screen;
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float time;
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float rotation = 0.0f;
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bool mousedown = false;
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SDL_Init(SDL_INIT_EVERYTHING);
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screen = SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL);
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SDL_WM_SetCaption("Robot !", "");
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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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gluPerspective(45.0f, (float)WIDTH/(float)HEIGHT, 0.01f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_POLYGON_SMOOTH);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, (float []) { 0.1f, 0.1f, 0.1f, 1.0f } );
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glLightfv(GL_LIGHT0, GL_DIFFUSE, (float []) { 0.1f, 0.1f, 0.1f, 1.0f } );
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glLightfv(GL_LIGHT0, GL_POSITION, (float []) { 2.0f, 4.0f, -2.0f } );
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unsigned int tick = SDL_GetTicks();
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while ( running ) {
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while ( SDL_PollEvent(& event) ) {
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if ( event.type == SDL_QUIT )
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running = false;
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else if ( event.type == SDL_KEYDOWN ) {
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if ( event.key.keysym.sym == SDLK_ESCAPE )
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running = false;
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} else if ( event.type == SDL_MOUSEBUTTONDOWN ) {
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mousedown = true;
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} else if ( event.type == SDL_MOUSEBUTTONUP ) {
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mousedown = false;
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} else if ( event.type == SDL_MOUSEMOTION ) {
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if ( mousedown )
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rotation += event.motion.xrel;
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}
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}
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glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -4.0f);
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glRotatef(15.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(rotation, 0.0f, 1.0f, 0.0f);
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robot(time * freq);
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SDL_GL_SwapBuffers();
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time = ((float) SDL_GetTicks() - (float) tick) / 1000.0f;
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}
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SDL_Quit();
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return 0;
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}
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