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HW01, 绘制了OpenGL的LOGO #39

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96 changes: 88 additions & 8 deletions src/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,85 @@
#include <iostream>
#include "Game.hpp"

static void render() {
glBegin(GL_TRIANGLES);
constexpr int n = 200;
constexpr float pi = 3.141592653589f;
float radius = 0.3f;
float inner_radius = 0.12f;
glColor3f(1.0f, 0.0f, 0.0f);
float shiftY = 1 / std::sqrtf(3.0f) * 0.7;
for (int i = 0; i < n; i++) {
if (i<n * 5 / 12 || i>n * 7 / 12)
{
float angle = i / (float)n * pi *
2;
float angle_next = (i + 1) /
(float)n * pi * 2;
glVertex3f(inner_radius *
sinf(angle), inner_radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(radius * sinf(angle),
radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(radius *
sinf(angle_next), radius * cosf(angle_next) + shiftY, 0.0f);
glVertex3f(inner_radius *
sinf(angle), inner_radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(inner_radius *
sinf(angle_next), inner_radius * cosf(angle_next) + shiftY, 0.0f);
glVertex3f(radius *
sinf(angle_next), radius * cosf(angle_next) + shiftY, 0.0f);
}
}
glColor3f(0.0f, 1.0f, 0.0f);
shiftY = -0.5f / std::sqrtf(3.0f) * 0.7;
float shiftX = -0.5 * 0.7;
for (int i = 0; i < n; i++) {
if (i<n * 1 / 12 || i>n * 3 / 12)
{
float angle = i / (float)n * pi *
2;
float angle_next = (i + 1) /
(float)n * pi * 2;
glVertex3f(inner_radius *
sinf(angle) + shiftX, inner_radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(radius * sinf(angle) +
shiftX, radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(radius *
sinf(angle_next) + shiftX, radius * cosf(angle_next) + shiftY, 0.0f);
glVertex3f(inner_radius *
sinf(angle) + shiftX, inner_radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(inner_radius *
sinf(angle_next) + shiftX, inner_radius * cosf(angle_next) + shiftY, 0.0f);
glVertex3f(radius *
sinf(angle_next) + shiftX, radius * cosf(angle_next) + shiftY, 0.0f);
}
}
glColor3f(0.0f, 0.0f, 1.0f);
shiftY = -0.5f / std::sqrtf(3.0f) * 0.7;
shiftX = 0.5 * 0.7;
for (int i = 0; i < n; i++) {
if (i > n * 1 / 12 && i < n
* 11 / 12) {
float angle = i / (float)n * pi *
2;
float angle_next = (i + 1) /
(float)n * pi * 2;
glVertex3f(inner_radius *
sinf(angle) + shiftX, inner_radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(radius * sinf(angle) +
shiftX, radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(radius *
sinf(angle_next) + shiftX, radius * cosf(angle_next) + shiftY, 0.0f);
glVertex3f(inner_radius *
sinf(angle) + shiftX, inner_radius * cosf(angle) + shiftY, 0.0f);
glVertex3f(inner_radius *
sinf(angle_next) + shiftX, inner_radius * cosf(angle_next) + shiftY, 0.0f);
glVertex3f(radius *
sinf(angle_next) + shiftX, radius * cosf(angle_next) + shiftY, 0.0f);
}
}
CHECK_GL(glEnd());
}
int main() {
// Initalize GLFW library
if (!glfwInit()) {
Expand Down Expand Up @@ -41,8 +120,7 @@ int main() {

// Create main window
constexpr char title[] = "Example";
GLFWwindow *window = glfwCreateWindow(1024, 768, title, NULL, NULL);

GLFWwindow *window = glfwCreateWindow(640, 640, title, NULL, NULL);
// Test if window creation succeed
if (!window) {
check_gl::opengl_show_glfw_error_diagnose();
Expand Down Expand Up @@ -87,16 +165,18 @@ int main() {
// Print diagnostic information
std::cerr << "OpenGL version: " << (const char *)glGetString(GL_VERSION) << '\n';

// Create game instance
auto &game = Game::get();
game.set_window(window);
//// Create game instance
//auto &game = Game::get();
//game.set_window(window);

// Initialize data structures
game.initialize();
//// Initialize data structures
//game.initialize();
// Start main game loop
while (!glfwWindowShouldClose(window)) {
CHECK_GL(glClear(GL_COLOR_BUFFER_BIT));
render();
// Render graphics
game.render();
//game.render();
// Update screen
glfwSwapBuffers(window);
glfwPollEvents();
Expand Down