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Copy pathProg10_ColorCubeSpin.cpp
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Prog10_ColorCubeSpin.cpp
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#include <stdlib.h>
#include <GL/glut.h>
#include <time.h>
GLfloat vertices[] = { -1.0,-1.0,-1.0, 1.0,-1.0,-1.0, 1.0,1.0,-1.0,-1.0,1.0,-1.0,
-1.0,-1.0,1.0, 1.0,-1.0,1.0,1.0,1.0,1.0, -1.0,1.0,1.0 };
GLfloat normals[] = { -1.0,-1.0,-1.0,1.0,-1.0,-1.0, 1.0,1.0,-1.0, -1.0,1.0,-1.0,
-1.0,-1.0,1.0,1.0,-1.0,1.0, 1.0,1.0,1.0, -1.0,1.0,1.0 };
GLfloat colors[] = { 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 };
GLubyte cubeIndicies[]={ 0,3,2,1,2,3,7,6,0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4 };//FBLRBkT
static GLfloat theta[]={0.0,0.0,0.0};
static GLint axis = 2;
void delay(float secs){
float end=clock()/CLOCKS_PER_SEC + secs;
while((clock()/CLOCKS_PER_SEC) < end);
}
void display(void){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
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);
glDrawElements(GL_QUADS,24,GL_UNSIGNED_BYTE,cubeIndicies);
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 1.0);
glEnd();
glFlush();
}
void spinCube(){
delay(0.01);
theta[axis]+=2;
if(theta[axis] >360.0) theta[axis] -= 360.0;
glutPostRedisplay();
}
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;
}
void myReshape(int w,int h){
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-2.0, 2.0, -2.0 * (GLfloat)h / (GLfloat)w, 2.0 * (GLfloat)h / (GLfloat)w, -10.0, 10.0);
else
glOrtho(-2.0 * (GLfloat)w / (GLfloat)h, 2.0 * (GLfloat)w / (GLfloat)h, -2.0, 2.0, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(100, 100);
glutInitWindowSize(500, 500);
glutCreateWindow("colorcube");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutIdleFunc(spinCube);
glutMouseFunc(mouse);
glEnable(GL_DEPTH_TEST); /* Enable hidden--surface--removal */
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glNormalPointer(GL_FLOAT, 0, normals);
glColor3f(1.0, 1.0, 1.0);
glutMainLoop();
}