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Eri - 2014-01-21 07:19:34 +01:00
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lesson02/lesson2.c Executable file
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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.
#include <stdio.h>
/* ASCII code for the escape key. */
#define ESCAPE 27
#define PAGE_UP 73
#define PAGE_DOWN 81
#define UP_ARROW 72
#define DOWN_ARROW 80
#define LEFT_ARROW 75
#define RIGHT_ARROW 77
/* The number of our GLUT window */
int window;
float xrot = 0.0f;
float yrot = 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(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
/* --- Top --- */
glColor3f( 1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Front
glColor3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Front
glColor3f( 1.0f, 0.0f, 1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Back
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Back
/* --- Left Side --- */
glColor3f( 0.0f, 0.0f, 0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Side Bottom Back
glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Side Bottom Front
glColor3f( 1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Left Side Top Front
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f,-1.0f); // Left Side Top Back
/* --- Right Side --- */
glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f); // Right Side Bottom Back
glColor3f( 0.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Side Bottom Front
glColor3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f); // Right Side Top Front
glColor3f( 1.0f, 0.0f, 1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f); // Right Side Top Back
/* --- Back Side --- */
glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f); // Back Right Side Bottom
glColor3f( 0.0f, 0.0f, 0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f); // Back Left Side Bottom
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f,-1.0f); // Back Left Side Top
glColor3f( 1.0f, 0.0f, 1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f); // Back Right Side Top
/* --- Front --- */
glColor3f( 0.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f); // Front Right Side Bottom
glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f); // Front Left Side Bottom
glColor3f( 1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Front Left Side Top
glColor3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f); // Front Right Side Top
/* --- Bottom --- */
glColor3f( 0.0f, 0.0f, 0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Back
glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Back
glColor3f( 0.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Front
glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Front
glEnd(); // done with the polygon
// swap buffers to display, since we're double buffered.
glutSwapBuffers();
}
void rota()
{
glClear(GL_COLOR_BUFFER_BIT);
glRotatef(5,1,0.5,0.8);
DrawGLScene();
glFlush();
glutTimerFunc(10.0, &rota, 5);
}
/* The function called whenever a key is pressed. */
void keyPressed(unsigned char key, int x, int y)
{
/* avoid thrashing this procedure */
usleep(100);
switch (key)
{
case 'f': glutFullScreen();
break;
case 'w': glutReshapeWindow(640,480);
break;
case 27: glutDestroyWindow(window);
exit(0);
default:
break;
}
}
void specialKeyPressed(int key, int x, int y)
{
/* avoid thrashing this procedure */
usleep(100);
switch (key)
{
case GLUT_KEY_UP:
xrot += 10;
break;
case GLUT_KEY_DOWN:
xrot -= 10;
break;
case GLUT_KEY_LEFT:
yrot += 10;
break;
case GLUT_KEY_RIGHT:
yrot -= 10;
break;
default:
break;
}
}
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 the soonest we could possibly go fullscreen. */
/*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);
glutSpecialFunc(&specialKeyPressed);
/* Initialize our window. */
InitGL(640, 480);
/* Start Event Processing Engine */
glutMainLoop();
return 1;
}