// This code example is created for educational purpose // by Thorsten Thormaehlen (contact: www.thormae.de). // It is distributed without any warranty. #include // we use glut here as window manager #define _USE_MATH_DEFINES #include #include using namespace std; class Renderer { public: float t; int width, height; double nearPlane, farPlane; int depthBits; public: Renderer() : t(0.0), nearPlane(2.0), farPlane(20.0) {} public: void resize(int w, int h) { glViewport(0, 0, w, h); width = w; height = h; } void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (30.0, (float)width/(float)height, nearPlane, farPlane); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // camera orbits in the y=10 plane // and looks at origin double rad = M_PI / 180.0f * t; gluLookAt(10.0*cos(rad), 10.0 , 10.0*sin(rad), // eye 0.0, 0.0, 0.0, // look at 0.0, 1.0, 0.0); // up //draw cube at origin drawCube(); } void init() { glEnable(GL_DEPTH_TEST); glGetIntegerv (GL_DEPTH_BITS, &depthBits); } private: void drawCube() { glColor3f(1.0,0.0,0.0); glBegin(GL_POLYGON); 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(); glColor3f(0.0,1.0,0.0); glBegin(GL_POLYGON); 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(); glColor3f(0.0,0.0,1.0); glBegin(GL_POLYGON); 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(); glColor3f(1.0,1.0,0.0); glBegin(GL_POLYGON); 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(); glColor3f(1.0,1.0,1.0); glBegin(GL_POLYGON); 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(); glColor3f(0.0,1.0,1.0); glBegin(GL_POLYGON); 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(); } }; //this is a static pointer to a Renderer used in the glut callback functions static Renderer *renderer; //glut static callbacks start static void glutResize(int w, int h) { renderer->resize(w,h); } static void glutDisplay() { renderer->display(); glutSwapBuffers(); } static void timer(int v) { float offset = 1.0f; renderer->t += offset; glutDisplay(); glutTimerFunc(unsigned(20), timer, ++v); } static void glutKeyboard(unsigned char key, int x, int y) { bool redraw = false; switch(key) { case '1': renderer->nearPlane = 2.0; renderer->farPlane = 20.0; redraw = true; break; case '+': renderer->nearPlane *= 0.1; renderer->farPlane *= 10.0; redraw = true; break; case '-': renderer->nearPlane *= 10.0; renderer->farPlane *= 0.1; if(renderer->nearPlane > 2.0) renderer->nearPlane = 2.0; if(renderer->farPlane < 20.0) renderer->farPlane = 20.0; redraw = true; break; } if(redraw) { std::stringstream ss; ss << "Precision: " << renderer->depthBits << "bits Near: " << renderer->nearPlane <<" Far: " << renderer->farPlane; glutSetWindowTitle(ss.str().c_str()); glutDisplay(); } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(320, 320); glutCreateWindow("ZFighting: Press + and - key to change near and far plane"); glutDisplayFunc(glutDisplay); //glutIdleFunc(glutDisplay); glutReshapeFunc(glutResize); glutKeyboardFunc(glutKeyboard); renderer = new Renderer; renderer->init(); glutTimerFunc(unsigned(20), timer, 0); glutMainLoop(); }