#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
#include <gl/glew.h>
#include <GL/freeglut/freeglut.h>
#include "lodepng.h"
#define WIDTH 320
#define HEIGHT 240
//赤
GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
//回転用
float angleY=0.0f;
float angleX=0.0f;
bool flag=false;
class PNG{
public:
LodePNG_Decoder decoder;
unsigned char* buffer;
unsigned char* image;
size_t buffersize, imagesize;
int Width,Height;
GLuint texture;
PNG(char* FileName);
void DrawBillBoard(float x,float y,float z,float sizeX,float sizeY);
void DrawPolygon(float x,float y,float z,float sizeX,float sizeY);
};
PNG::PNG(char* FileName)
{
LodePNG_Decoder_init(&decoder);
LodePNG_loadFile(&buffer, &buffersize, FileName);
LodePNG_decode(&decoder, &image, &imagesize, buffer,
buffersize);
Width = decoder.infoPng.width;
Height = decoder.infoPng.height;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void PNG::DrawBillBoard(float x,float y,float z,float sizeX,float sizeY)
{
GLdouble v[16];
glPushMatrix();
glPushMatrix();
glTranslated(x, y, z);
glGetDoublev(GL_MODELVIEW_MATRIX, v);
glPopMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glEnable( GL_TEXTURE_RECTANGLE_EXT );//拡張機能を使う
glBindTexture( GL_TEXTURE_RECTANGLE_EXT, texture );
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA,Width, Height, 0,GL_RGBA,
GL_UNSIGNED_BYTE, image);
glBegin(GL_POLYGON);
glTexCoord2i(0, Height); glVertex3d( v[12]-sizeX, v[13]-sizeY,
v[14]);//左下
glTexCoord2i(0, 0); glVertex3d( v[12]-sizeX, v[13]+sizeY,
v[14]);//左上
glTexCoord2i(Width, 0); glVertex3d( v[12]+sizeX, v[13]+sizeY,
v[14]);//右上
glTexCoord2i(Width, Height);glVertex3d( v[12]+sizeX, v[13]-sizeY,
v[14]);//右下
glEnd();
glDisable( GL_TEXTURE_RECTANGLE_EXT );
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
void PNG::DrawPolygon(float x,float y,float z,float sizeX,float sizeY)
{
glEnable(GL_TEXTURE_2D);
glEnable( GL_TEXTURE_RECTANGLE_EXT );//拡張機能を使う
glBindTexture( GL_TEXTURE_RECTANGLE_EXT, texture );
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA,Width, Height, 0,GL_RGBA,
GL_UNSIGNED_BYTE, image);
glBegin(GL_POLYGON);
glTexCoord2i(0, Height); glVertex3d( x+sizeX, y-3, z+sizeY);//左下
glTexCoord2i(0, 0); glVertex3d( x+sizeX, y-3, z-sizeY);//左上
glTexCoord2i(Width, 0); glVertex3d( x-sizeX, y-3, z-sizeY);//右上
glTexCoord2i(Width, Height);glVertex3d( x-sizeX, y-3, z+sizeY);//右下
glEnd();
glDisable( GL_TEXTURE_RECTANGLE_EXT );
glDisable(GL_TEXTURE_2D);
}
PNG *Map;
PNG *Tree;
// 初期化
void init(void)
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Map = new PNG("map.png");
Tree = new PNG("tree.png");
}
void idle(void)
{
if(flag){angleX-=0.1f;}else{angleX+=0.1f;}
if(angleX>10.0f)flag=true;
if(angleX<-10.0f)flag=false;
angleY+=0.5f;
Sleep(1);
glutPostRedisplay();
}
// 画面表示
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)
gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 5000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//視点の設定
gluLookAt(0.0,5.0,-50.0, //カメラの座標
0.0,0.0,0.0, // 注視点の座標
0.0,1.0,0.0); // 画面の上方向を指すベクトル
glRotatef(angleY, 0.0, 1.0, 0.0);
glRotatef(angleX, 1.0, 0.0, 1.0);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
Map->DrawPolygon(0.0,0.0,0.0,20.0,20.0);
Tree->DrawBillBoard(0.0,0.0,10.0,3.0,3.0);
Tree->DrawBillBoard(0.0,0.0,-10.0,3.0,3.0);
Tree->DrawBillBoard(-10.0,0.0,0.0,3.0,3.0);
Tree->DrawBillBoard(10.0,0.0,0.0,3.0,3.0);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInitWindowPosition(100, 100);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("ビルボード");
glutDisplayFunc(display);
glutIdleFunc(idle);
init();
glutMainLoop();
return 0;
}
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