/* flat and non-flat assemblies of triangles */ #include #include GLfloat vertices[][3] = { { -1.5, -0.5, 0 }, { -0.5, -0.5, 0 }, { -0.5, 0.5, 0 }, { -1.5, 0.5, 0 }, { -1, 0, 1.0 }, { 1.5, -0.5, 0 }, { 0.5, -0.5, 0 }, { 0.5, 0.5, 0 }, { 1.5, 0.5, 0 }, {1, 0, 0}}; GLfloat colors[][3] = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 }, { 1.0, 1.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 1.0, 0.0, 1.0 }, { 1.0, 1.0, 1.0 }, { 0.0, 1.0, 1.0 } }; void polygon(int col, int a, int b, int c) { glBegin(GL_POLYGON); glColor3fv(colors[col]); glVertex3fv(vertices[a]); glVertex3fv(vertices[b]); glVertex3fv(vertices[c]); glEnd(); } void colorcube() { glEnableClientState(GL_VERTEX_ARRAY); polygon(1, 0, 1, 4); polygon(2, 1, 2, 4); polygon(3, 2, 3, 4); polygon(4, 3, 0, 4); polygon(1, 5, 6, 9); polygon(2, 6, 7, 9); polygon(3, 7, 8, 9); polygon(4, 8, 5, 9); } static GLfloat theta[] = { 0.0, 0.0, 0.0 }; static GLint axis = 2; static GLdouble viewer[] = { 0.0, 0.0, 5.0 }; /* initial viewer location */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* update viewer position in model-view matrix */ glLoadIdentity(); gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); /* rotate cube */ glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glFlush(); glutSwapBuffers(); } void mouse(int btn, int state, int x, int y) { if (btn == GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if (btn == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if (btn == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; theta[axis] += 2.0; if (theta[axis] > 360.0) theta[axis] -= 360.0; display(); } void keys(unsigned char key, int x, int y) { /* use x, X, y, Y, z, and Z keys to move viewer */ if (key == 'x') viewer[0] -= 1.0; if (key == 'X') viewer[0] += 1.0; if (key == 'y') viewer[1] -= 1.0; if (key == 'Y') viewer[1] += 1.0; if (key == 'z') viewer[2] -= 1.0; if (key == 'Z') viewer[2] += 1.0; display(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // use a perspective view /* if (w <= h) glFrustum(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, 2.0, 20.0); else glFrustum(-2.0, 2.0, -2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, 2.0, 20.0); */ /* or we can use gluPerspective */ /* gluPerspective(45.0, w/h, 1.0, 10.0); */ // or use an orthographic view glOrtho(-2.0, 2.0, -2.0, 2.0, 2.0, 20.0); glMatrixMode(GL_MODELVIEW); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutMouseFunc(mouse); glutKeyboardFunc(keys); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glutMainLoop(); return 0; }