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// // This code was created by Jeff Molofee '99 // (ported to Linux/GLUT by Richard Campbell '99) // // If you've found this code useful, please let me know. // // Visit me at www.demonews.com/hosted/nehe // (email Richard Campbell at ulmont@bellsouth.net) // #include <GL/glut.h> // Header File For The GLUT Library #include <GL/gl.h> // Header File For The OpenGL32 Library #include <GL/glu.h> // Header File For The GLu32 Library #include <unistd.h> // Header File For sleeping. /* ASCII code for the escape key. */ #define ESCAPE 27 /* The number of our GLUT window */ int window; /* rotation angle for the triangle. */ float rtri = 0.0f; /* rotation angle for the quadrilateral. */ float rquad = 0.0f; /* A general OpenGL initialization function. Sets all of the initial parameters. */ void InitGL(int Width, int Height) // We call this right after our OpenGL // window is created. { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background // Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ void ReSizeGLScene(int Width, int Height) { if (Height==0) // Prevent A Divide By Zero If The Window Is Too Small Height=1; glViewport(0, 0, Width, Height); // Reset The Current Viewport And // Perspective Transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And // The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis // draw a triangle (in smooth coloring mode) glBegin(GL_POLYGON); // start drawing a polygon glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // we're done with the polygon (smooth // color interpolation) glLoadIdentity(); // make sure we're no longer rotated. glTranslatef(1.5f,0.0f,-6.0f); // Move Right 3 Units, and back into the // screen 6.0 glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis // draw a square (quadrilateral) glColor3f(0.5f,0.5f,1.0f); // set color to a blue shade. glBegin(GL_QUADS); // start drawing a polygon (4 sided) glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // done with the polygon rtri+=15.0f; // Increase The Rotation Variable For The Triangle rquad-=15.0f; // Decrease The Rotation Variable For The Quad // swap the buffers to display, since double buffering is used. glutSwapBuffers(); } /* The function called whenever a key is pressed. */ void keyPressed(unsigned char key, int x, int y) { /* sleep to avoid thrashing this procedure */ usleep(100); /* If escape is pressed, kill everything. */ if (key == ESCAPE) { /* shut down our window */ glutDestroyWindow(window); /* exit the program...normal termination. */ exit(0); } } int main(int argc, char **argv) { /* Initialize GLUT state - glut will take any command line arguments that pertain to it or X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */ glutInit(&argc, argv); /* Select type of Display mode: Double buffer RGBA color Alpha components supported Depth buffer */ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH); /* get a 640 x 480 window */ glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen */ glutInitWindowPosition(0, 0); /* Open a window */ window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); /* Register the function to do all our OpenGL drawing. */ glutDisplayFunc(&DrawGLScene); /* Go fullscreen. This is as soon as possible. */ glutFullScreen(); /* Even if there are no events, redraw our gl scene. */ glutIdleFunc(&DrawGLScene); /* Register the function called when our window is resized. */ glutReshapeFunc(&ReSizeGLScene); /* Register the function called when the keyboard is pressed. */ glutKeyboardFunc(&keyPressed); /* Initialize our window. */ InitGL(640, 480); /* Start Event Processing Engine */ glutMainLoop(); return 1; }
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