add templates
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#include <stdio.h>
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#ifdef __cplusplus
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#define ASM_FUNC extern "C"
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#else
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#define ASM_FUNC
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#endif
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/*
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在cpp中使用extern "C"声明函数,以避免编译时其函数名被修饰(mangle),
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导致链接失败
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*/
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ASM_FUNC int maxofthree(int, int, int);
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ASM_FUNC int add3(int, int, int);
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int main() {
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printf("%d\n", add3(1, -4, -7));
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printf("%d\n", add3(1, 2, 3));
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printf("%d\n", add3(2, -6, 1));
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printf("------\n");
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printf("%d\n", maxofthree(1, -4, -7));
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printf("%d\n", maxofthree(2, -6, 1));
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printf("%d\n", maxofthree(2, 3, 1));
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printf("%d\n", maxofthree(-2, 4, 3));
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printf("%d\n", maxofthree(2, -6, 5));
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printf("%d\n", maxofthree(2, 4, 6));
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return 0;
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}
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.text
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.globl maxofthree
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.globl add3
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maxofthree:
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#因为参数均为32位整型(int),所以使用ecx,eax等寄存器而非rcx,rax
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mov %ecx, %eax # 将参数x(在ecx中)放到函数返回值(eax)中
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cmp %edx, %eax # 比较x(eax)和y(edx)
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cmovl %edx, %eax # 如果x小于y,将y设置为返回值
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cmp %r8d, %eax # 比较xy中最大值(eax)和z
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cmovl %r8d, %eax # 如果比z小,将z设置为返回值
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ret # 返回eax中的结果
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add3:
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mov %ecx, %eax
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add %edx, %eax
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add %r8d, %eax
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ret
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#include <windows.h>
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/* 在这里处理所有的窗口消息(包括输入) */
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LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) {
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switch(Message) {
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/* 销毁(关闭)窗口时,让主线程退出 */
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case WM_DESTROY: {
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PostQuitMessage(0);
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break;
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}
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/* 使用默认的输出过程来处理所有其他消息 */
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default:
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return DefWindowProc(hwnd, Message, wParam, lParam);
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}
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return 0;
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}
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/* Win32 GUI程序的“main”函数:程序从这里开始执行 */
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
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WNDCLASSEX wc; /* 用于设置窗口的属性 */
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HWND hwnd; /* 我们的窗口句柄(H代表handle(句柄),WND代表windows(窗口)) */
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MSG msg; /* 用于临时保存收到的消息 */
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/* 先将整个结构全部置零,然后再设置需要的字段 */
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memset(&wc,0,sizeof(wc));
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.lpfnWndProc = WndProc; /* This is where we will send messages to */
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wc.hInstance = hInstance;
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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/* COLOR_WINDOWS+1为白色。Ctrl+鼠标左键点击COLOR_WINDOW可以查看它的定义 */
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wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
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wc.lpszClassName = "WindowClass";
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wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); /* 加载标准图标 */
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wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); /* 加载标准图标 */
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if(!RegisterClassEx(&wc)) {
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MessageBox(NULL, "Window Registration Failed!","Error!",MB_ICONEXCLAMATION|MB_OK);
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return 0;
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}
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hwnd = CreateWindowEx(WS_EX_CLIENTEDGE,"WindowClass","Caption",WS_VISIBLE|WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, /* x */
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CW_USEDEFAULT, /* y */
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640, /* 窗口宽度 */
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480, /* 窗口高度 */
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NULL,NULL,hInstance,NULL);
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if(hwnd == NULL) {
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MessageBox(NULL, "Window Creation Failed!","Error!",MB_ICONEXCLAMATION|MB_OK);
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return 0;
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}
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/*
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这里是我们程序的核心部分。所有的消息(包括输入)都通过这个循环
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调用WndProc函数处理。注意GetMessage会程序暂时休眠,直到它收到
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任意消息为止。所以这个循环不会导致过高的占用CPU。
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*/
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while(GetMessage(&msg, NULL, 0, 0) > 0) { /* 如果没有发生错误,且收到了任意消息... */
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TranslateMessage(&msg); /* 将消息中的键盘码转换为对应的字符 */
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DispatchMessage(&msg); /* 调用WndProc函数处理消息 */
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}
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return msg.wParam;
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}
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#include <stdio.h>
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int add(int x,int y) {
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int result;
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asm (
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"movl %%eax, %1 \n"
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"addl %%eax, %2 \n"
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"movl %0, %%eax \n"
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:"=r"(result) //汇编代码中使用的输出变量
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:"r"(x),"r"(y) //汇编代码中使用的输入变量
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:"eax" //汇编代码中写入的寄存器
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);
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return result;
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}
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int main() {
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int a,b,c;
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scanf("%d,%d",&a,&b);
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c=a+b;
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printf("%d\n",c);
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return 0;
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}
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#include <iostream>
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// GLEW 使用静态链接,注意函数选项中的相关链接参数
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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#include "shader.h"
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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// 窗口大小
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const GLuint WIDTH = 800, HEIGHT = 600;
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// main函数,程序从这里开始执行
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int main()
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{
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// 初始化GLFW
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glfwInit();
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// 设置GLFW必要选项
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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// 创建GLFW窗口对象
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// 设置必要的回调函数
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glfwSetKeyCallback(window, key_callback);
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// 让GLEW使用现代方式来获取函数指针和扩展
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glewExperimental = GL_TRUE;
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// 初始化GLEW,设置OpenGL函数指针
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glewInit();
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// 设置视图尺寸
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glViewport(0, 0, WIDTH, HEIGHT);
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// 读取shader文件,并编译,见shader.h代码
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Shader ourShader("shader.vs", "shader.frag");
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// 一维数组,每六个代表一个顶点属性,前三个代表位置属性,后三个代表颜色属性
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GLfloat vertices[] = {
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// Positions // Colors
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom Left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // Top
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};
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GLuint VBO, VAO;//声明顶点缓冲,声明顶点数组用于管理顶点数据
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glGenVertexArrays(1, &VAO);//创建顶点数组,返回一个独一无二的整数,标识数组
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glGenBuffers(1, &VBO);//创建顶点缓冲,返回一个独一无二的整数,标识缓冲区
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glBindVertexArray(VAO);//绑定顶点数组
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glBindBuffer(GL_ARRAY_BUFFER, VBO);//绑定顶点缓冲
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//指定顶点数组的数据源为vertices,第四个参数代表显卡如何管理给定的数据,GL_STATIC_DRWA代表几乎不会改变
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// 指定顶点属性的解析方式。即,如何从顶点缓冲获取相应的顶点属性和相应的颜色属性。或者说,顶点着色器中如何知道去哪个顶点属性分量重着色呢
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//对每一个顶点而言,属性有2种,一是位置属性,而是颜色属性,因此每六个浮点数决定了一个顶点的位置和颜色
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//顶点着色器中使用layout(location = 0)定义了position顶点属性的位置值(Location),因此第一个参数,代表属性分量的索引
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//参数二:顶点位置属性的维度,参数三:属性向量的数据类型,参数四:是否标准化;参数五,顶点位置属性的总字节长度,参数六:在缓冲数组中的偏移量,即起始位置
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);//启用属性0,因为默认是禁用的
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// 参数一,对应顶点着色器中的layout (location = 1) in vec3 color;参数六:说明颜色属性的偏移量在三个浮点数后,与上文vertices一致
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);//启用属性1.
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//顶点数组对象(Vertex Array Object, VAO)的好处就是,当配置顶点属性指针时,你只需要将上面的代码调用执行一次,之后再绘制物体的时候只需要绑定相应的VAO就行了。如下文循环中的绑定再解绑
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glBindVertexArray(0); // 解绑 VAO
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// 游戏主循环
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while (!glfwWindowShouldClose(window))
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{
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// 检查事件,调用相应的回调函数,如下文的key_callback函数
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glfwPollEvents();
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// 渲染
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// 清除颜色缓冲区(the colorbuffer)
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);//渲染颜色到后台缓冲
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glClear(GL_COLOR_BUFFER_BIT);//清除前台缓冲
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// 绘制三角形
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ourShader.Use();//启用着色器程序
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glBindVertexArray(VAO);//每次循环都调用,绑定函数绑定VAO
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);//解绑
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// 交换屏幕缓冲区(the screen buffers)
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glfwSwapBuffers(window);
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}
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// 正确释放所有不再需要的资源
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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// 终止GLFW,清理所有GLFW使用的资源
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glfwTerminate();
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return 0;
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}
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// 当键盘按键被按下/释放时,该函数被调用
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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#ifndef SHADER_H
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#define SHADER_H
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <GL/glew.h>
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class Shader
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{
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public:
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GLuint Program;
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Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
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{
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// 1. 读取顶点(vertex)/片段(fragment)源文件
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// 确保ifstream对象能够抛出异常:
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vShaderFile.exceptions(std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::badbit);
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try
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{
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// 打开文件
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// 将文件内容读取成字符流
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// 关闭文件
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vShaderFile.close();
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fShaderFile.close();
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// 将字符流转换为string字符串
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const GLchar* vShaderCode = vertexCode.c_str();
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const GLchar * fShaderCode = fragmentCode.c_str();
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// 2. 编译着色器(shaders)
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GLuint vertex, fragment;
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GLint success;
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GLchar infoLog[512];
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// 顶点着色器(Vertex Shader)
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vertex = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
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glShaderSource(vertex, 1, &vShaderCode, NULL);//指定源代码
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glCompileShader(vertex);//编译着色器
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// 输出编译错误
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);//查看是否编译成功
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if (!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// 片段着色器(Fragment Shader)
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fragment = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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// 输出编译错误
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// 着色器程序(Shader Program)
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this->Program = glCreateProgram();//创建着色程序
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glAttachShader(this->Program, vertex);//关联顶点着色器
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glAttachShader(this->Program, fragment);//关联片段着色器
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glLinkProgram(this->Program);//链接编译器
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// 输出链接错误
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glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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// 链接入程序后不再需要这些着色器了,删除它们。
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// 使用当前着色器
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void Use()
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{
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glUseProgram(this->Program);
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}
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};
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#endif
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#version 330 core
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layout (location = 0) in vec3 position;//in 代表输入向量, location,与下面的顶点属性描述有关。
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layout (location = 1) in vec3 color;
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out vec3 ourColor;//out 代表输出3维向量,作为片段着色器的输入,见下文
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void main()
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{
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gl_Position = vec4(position, 1.0f);
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ourColor = color;
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}
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#include <raylib.h>
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#include <rdrawing.h>
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#include <math.h>
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#define RAYGUI_IMPLEMENTATION
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#include <raygui.h>
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/**
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* @brief 计算基圆、外旋轮半径和笔尖在外旋轮中位置
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*
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* @param baseL 基圆相对半径
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* @param outerL 外旋轮相对半径
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* @param pointL 笔尖在外旋轮中相对位置
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* @param pBaseR 基圆实际半径
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* @param pOuterR 外旋轮实际半径
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* @param pPointR 笔尖在滚动圆中实际位置
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*/
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void updateRadius(int baseL, int outerL, int pointL, int *pBaseR, int *pOuterR, int *pPointR) {
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int totalL=baseL+outerL;
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if (pointL>outerL)
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totalL+=pointL;
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else
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totalL+=outerL;
|
||||
int totalR = 420;
|
||||
int remainder = totalR % totalL;
|
||||
if (remainder!=0) {
|
||||
if (remainder < totalL / 2) {
|
||||
totalR -= remainder;
|
||||
} else {
|
||||
totalR += ( totalL - remainder);
|
||||
}
|
||||
}
|
||||
*pBaseR = (totalR) / totalL * baseL;
|
||||
*pOuterR = (totalR) / totalL * outerL;
|
||||
*pPointR = (totalR) / totalL * pointL;
|
||||
}
|
||||
|
||||
|
||||
int main() {
|
||||
int baseL=2; //默认基圆相对半径
|
||||
int outerL=13; //默认外旋轮相对半径
|
||||
int pointL=3; //默认笔尖在滚动圆中相对位置
|
||||
int baseR,outerR,pointR;
|
||||
int cx=450,cy=450;
|
||||
int speed = 1;
|
||||
|
||||
Color trackColor = BLUE;
|
||||
updateRadius(baseL, outerL, pointL, &baseR, &outerR, & pointR);
|
||||
|
||||
//初始化绘图窗口
|
||||
InitWindow(1300,900,"Epitrochoid");
|
||||
SetTraceLogLevel(LOG_WARNING);
|
||||
SetTargetFPS(60);
|
||||
|
||||
//读取字体文件
|
||||
char guichars[]="外旋轮基圆笔尖半径速度颜色清除: 0123456789xABCDEF";
|
||||
// 将字符串中的字符逐一转换成Unicode码点,得到码点表
|
||||
int codepointsCount;
|
||||
int *codepoints=LoadCodepoints(guichars,&codepointsCount);
|
||||
// 读取仅含码点表中各字符的字体
|
||||
Font font = LoadFontEx("c:\\windows\\fonts\\simhei.ttf",20,codepoints,codepointsCount);
|
||||
// 释放码点表
|
||||
UnloadCodepoints(codepoints);
|
||||
|
||||
|
||||
//设置GUI控件的字体和大小
|
||||
GuiSetFont(font);
|
||||
GuiSetStyle(DEFAULT,TEXT_SIZE,20);
|
||||
|
||||
// 轨迹图层
|
||||
Image trackImage=GenImageColor(900,900,WHITE);
|
||||
// 绘制图层边框
|
||||
ImageFillRectangleEx(&trackImage,0,0,900,900,LIGHTGRAY);
|
||||
ImageFillRectangleEx(&trackImage,5,5,890,890,WHITE);
|
||||
|
||||
//转动圆图层
|
||||
Image circlesImage = GenImageColor(900,900,BLANK);
|
||||
float r=0;
|
||||
int lastx,lasty;
|
||||
lasty=cy;
|
||||
lastx=cx+(baseR+outerR-pointR);
|
||||
int frameCount = 0;
|
||||
|
||||
//主绘图循环
|
||||
while(!WindowShouldClose()) { //窗口未被关闭
|
||||
//使用raygui绘制控制面板
|
||||
int newOuterL = GuiSliderBar((Rectangle){ 90, 20, 180, 30 },"外旋轮半径",TextFormat("%i", (int)outerL), outerL, 1, 50);
|
||||
int newBaseL = GuiSliderBar((Rectangle){ 90, 60, 180, 30 },"基圆半径",TextFormat("%i", (int)baseL), baseL, 1, 50);
|
||||
int newPointL = GuiSliderBar((Rectangle){ 90, 100, 180, 30 },"笔尖半径",TextFormat("%i", (int)pointL), pointL, 1, 50);
|
||||
speed = GuiSliderBar((Rectangle){ 90, 150, 180, 30 },"速度",TextFormat("%i", (int)speed), speed, 1, 50);
|
||||
GuiLabel((Rectangle){ 20, 220, 180, 30 },TextFormat("颜色: 0x%02X%02X%02X",(int)(trackColor.r), (int)(trackColor.g),(int)(trackColor.b)));
|
||||
trackColor= GuiColorPicker((Rectangle){ 50, 250, 196, 192 }, NULL, trackColor);
|
||||
int doClear = GuiButton((Rectangle){ 120, 700, 80, 30 },"清除");
|
||||
if (newOuterL!=outerL || newBaseL!=baseL || newPointL!=pointL) {
|
||||
//圆参数有变化,清除轨迹图层
|
||||
if (newOuterL!=outerL)
|
||||
pointL=newOuterL;
|
||||
else
|
||||
pointL=newPointL;
|
||||
outerL=newOuterL;
|
||||
baseL=newBaseL;
|
||||
updateRadius(baseL, outerL, pointL, &baseR, &outerR, & pointR);
|
||||
lasty=cy;
|
||||
lastx=cx+(baseR+outerR-pointR);
|
||||
r=0;
|
||||
ImageClearBackground(&trackImage,WHITE);
|
||||
ImageFillRectangleEx(&trackImage,0,0,900,900,LIGHTGRAY);
|
||||
ImageFillRectangleEx(&trackImage,5,5,890,890,WHITE);
|
||||
} else if (doClear) {
|
||||
//按下了清除按钮,清除轨迹图层
|
||||
ImageClearBackground(&trackImage,WHITE);
|
||||
ImageFillRectangleEx(&trackImage,0,0,900,900,LIGHTGRAY);
|
||||
ImageFillRectangleEx(&trackImage,5,5,890,890,WHITE);
|
||||
}
|
||||
|
||||
//更新圆位置
|
||||
r+=0.01;
|
||||
float outerCX=cx+ (baseR+outerR)*cos(r);
|
||||
float outerCY=cy+ (baseR+outerR)*sin(r);
|
||||
float theta = r * (baseL+outerL) / outerL;
|
||||
int x=round(outerCX - pointR * cos(theta));
|
||||
int y=round(outerCY - pointR * sin(theta));
|
||||
|
||||
//更新轨迹
|
||||
ImageDrawLineEx(&trackImage,lastx,lasty,x,y,3,trackColor);
|
||||
|
||||
frameCount++;
|
||||
if (frameCount>=speed) {
|
||||
//更新转动圆图层中各圆的位置
|
||||
ImageClearBackground(&circlesImage,BLANK);
|
||||
|
||||
ImageDrawCircleEx(&circlesImage,cx,cy,baseR,1,LIGHTRED);
|
||||
ImageDrawCircleEx(&circlesImage,outerCX,outerCY,outerR,1,LIGHTSLATEGRAY);
|
||||
ImageDrawLineEx(&circlesImage,cx,cy,outerCX,outerCY,1,LIGHTRED);
|
||||
ImageDrawLineEx(&circlesImage,x,y,outerCX,outerCY,1,LIGHTSLATEGRAY);
|
||||
ImageDrawPointEx(&circlesImage,x,y,7,RED);
|
||||
|
||||
//将图层绘制到屏幕中(GPU绘图)
|
||||
Texture trackTexture = LoadTextureFromImage(trackImage);
|
||||
Texture circlesTexture = LoadTextureFromImage(circlesImage);
|
||||
BeginDrawing();
|
||||
ClearBackground(WHITE);
|
||||
DrawTexture(trackTexture,300,0,WHITE);
|
||||
DrawTexture(circlesTexture,300,0,WHITE);
|
||||
EndDrawing();
|
||||
UnloadTexture(circlesTexture);
|
||||
UnloadTexture(trackTexture);
|
||||
frameCount=0;
|
||||
}
|
||||
|
||||
lastx=x;
|
||||
lasty=y;
|
||||
}
|
||||
|
||||
//释放图层资源
|
||||
UnloadImage(circlesImage);
|
||||
UnloadImage(trackImage);
|
||||
//关闭窗口
|
||||
CloseWindow();
|
||||
}
|
Loading…
Reference in New Issue