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#include <GL/glut.h>
#include <iostream>
#include <stdlib.h>
#include "render.h"
RenderRR *g_Render = NULL;
const int LARGEUR_FENETRE = 800;
const int HAUTEUR_FENETRE = 600;
int g_mx=0, g_my=0;
int g_w, g_h;
#define BUFFERSIZE 1024
#define CARREROUGE 1
#define TRIANGLEBLEU 2
GLuint selectBuf[BUFFERSIZE];
GLint hits;
int cursorX, cursorY;
int renderScene;
//fonctions ci-dessous servent pour afficher le texte
void reshape(GLint w, GLint h)
{
g_w = w;
g_h = h;
glViewport(0, 0, g_w, g_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (float)g_w / g_h, 1, 1000);
glMatrixMode(GL_MODELVIEW);
}
void mousestate(int button, int state, int mousex, int mousey)
{
if (button == GLUT_LEFT_BUTTON)
{
if (state == GLUT_DOWN)
{
cursorX = mousex;
cursorY = mousey;
void startPicking();
}
}
}
void startPicking(int cursorX, int cursorY)
{
GLint viewport[4];
float ratio;
glSelectBuffer(BUFFERSIZE,selectBuf);
glGetIntegerv(GL_VIEWPORT,viewport);
glRenderMode(GL_SELECT);
glInitNames();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPickMatrix(cursorX,viewport[3]-cursorY,5,5,viewport);
ratio = (viewport[2]+0.0) / viewport[3];
gluPerspective(45,ratio,0.1,1000);
glMatrixMode(GL_MODELVIEW);
}
void processHits2 (GLint hits, GLuint buffer[], int sw)
{
if(hits = 1)
{
renderScene=TRIANGLEBLEU;
}
else if(hits=2)
{
renderScene=CARREROUGE;
}
}
void stopPicking() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glFlush();
hits = glRenderMode(GL_RENDER);
if (hits != 0){
processHits2(hits,selectBuf,0);
}
}
void mousemotion(int x, int y)
{
g_mx = x;
g_my = y;
glutPostRedisplay();
}
//fonctions ci-dessous servent pour afficher le texte
void Graphique_SetOrthographicProjection()
{
//Sauvegarde de la matrice MODELVIEW
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Passer dans le mode projection
glMatrixMode(GL_PROJECTION);
//Sauvegarde de la matrice PROJECTION
glPushMatrix();
glLoadIdentity();
// Mettre en place une perspective orthogonale
gluOrtho2D(0,g_w, g_h, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Graphique_ResetPerspectiveProjection()
{
glMatrixMode(GL_PROJECTION);
//On remet la matrice de PROJECTION
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
//On remet la matrice de MODELVIEW
glPopMatrix();
}
void dessine_souris()
{
Graphique_SetOrthographicProjection();
glTranslatef(g_mx, g_my, 0.0f);
g_Render->Cursor();
Graphique_ResetPerspectiveProjection();
}
void display()
{
// Enleve la couleur
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
Graphique_SetOrthographicProjection();
g_Render->Menu(renderScene,LARGEUR_FENETRE,HAUTEUR_FENETRE);
Graphique_ResetPerspectiveProjection();
//Rendu de la souris
dessine_souris();
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
glutInitWindowSize (LARGEUR_FENETRE,HAUTEUR_FENETRE);
glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow ("Jeux");
glutSetCursor(GLUT_CURSOR_NONE);
glutDisplayFunc(display);
glutMouseFunc(mousestate);
glutMotionFunc(mousemotion);
glutPassiveMotionFunc(mousemotion);
glutReshapeFunc(reshape);
glutMainLoop();
return(0);
} |
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