eppic fail Chris

master
eri 9 years ago
parent 23b7783dd6
commit 930291bd67

@ -10,10 +10,14 @@
#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 <math.h> // Header File for math.
#include <stdio.h>
#include <stdlib.h>
#include "slash.h"
#include "openBracket.h"
#define PI 3.1415
/* ASCII code for the escape key. */
@ -26,7 +30,7 @@ float xrot = 0.0f;
float yrot = 0.0f;
float zrot = 0.0f;
float i = 0.15;
float i = 0.3;
int full = 0;
int oszi = 0;
@ -207,79 +211,11 @@ void rota(int what)
yrot += i;
zrot += i;
}
if (xrot > 360) { xrot = 0; oszi = 0;}
if (yrot > 360) { yrot = 0; oszi = 0;}
if (zrot > 360) { zrot = 0; oszi = 0;}
if (xrot >= 360) xrot = 0;
if (yrot >= 360) yrot = 0;
if (zrot >= 360) zrot = 0;
}
void DrawOpenBracket(){
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
// Down
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Bottom Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Up
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Left Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon
}
void DrawCloseBracket(){
// draw a square (quadrilateral)
@ -350,74 +286,6 @@ void DrawCloseBracket(){
glEnd(); // done with the polygon
}
void DrawSlash(){
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
// Down
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Bottom Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Up
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Left Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon
}
/* The main drawing function. */
void DrawGLScene()
@ -429,44 +297,39 @@ void DrawGLScene()
glTranslatef(0.0f,0.0f,-8.0f); // 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);
glRotatef(yrot, 0.0f, 0.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, sin((yrot*PI)/180), 0.0f);
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
glTranslatef(-3.0f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawOpenBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
DrawOpenBracket( 0.0f, yrot, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawOpenBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
DrawOpenBracket( 0.0f, yrot, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawOpenBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
DrawOpenBracket( 0.0f, yrot, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 0.0f, 1.0f);
DrawSlash();
glRotatef(xrot, 0.0f, 0.0f,-1.0f);
DrawSlash(0.0f, yrot, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
DrawCloseBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
DrawCloseBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
// swap buffers to display, since we're double buffered.
glutSwapBuffers();
if (oszi) rota(0);
if (oszi) rota(1);
}
/* The function called whenever a key is pressed. */
@ -555,7 +418,7 @@ int main(int argc, char **argv)
glutInitWindowPosition(400, 210);
/* Open a window */
window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99");
window = glutCreateWindow("c3d2 animation");
/* Register the function to do all our OpenGL drawing. */
glutDisplayFunc(&DrawGLScene);

@ -5,6 +5,7 @@ COMPILERFLAGS = -Wall
CC = gcc
CFLAGS = $(COMPILERFLAGS) $(INCLUDE)
LIBRARIES = -lX11 -lXi -lXmu -lglut -lGL -lGLU -lm
OBJECTS = $(patsubst %.c, %.o, $(wildcard ./*.c))
# for all, set the targets to be every lesson1.c-lesson13.c
# file, removing the .c extension. That is, at this point,
@ -33,8 +34,8 @@ lesson%.tar.gz :
#
# 1. compile the thing. uses the variables defined above.
#
lesson% : lesson%.o
$(CC) $(CFLAGS) -o $@ $(LIBDIR) $< $(LIBRARIES)
lesson% : lesson%.o $(OBJECTS)
$(CC) $(CFLAGS) -o $@ $(OBJECTS) $(LIBDIR) $(LIBRARIES)
# to clean up:
# delete all of the lessonX files.
@ -46,3 +47,5 @@ clean:
distclean:
rm $(wildcard lesson[1-9].tar.gz lesson1[0-3].tar.gz)
%.o: %.c
$(CC) -c -o $@ $<

@ -0,0 +1,85 @@
#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
void DrawOpenBracket(float xrot, float yrot, float zrot)
{
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
// Down
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Bottom Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Up
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Left Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon
glRotatef(xrot,-1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f,-1.0f);
}
/* vim: set et sw=4 ts=4: */

@ -0,0 +1,11 @@
#ifndef SLASH_H
#define SLASH_H
/*
* Draw a textured 2 boxed sharp opening bracket
* rotate the object with the 3 args
*/
void DrawOpenBracket(float xrot, float yrot, float zrot);
#endif

@ -0,0 +1,86 @@
#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
void DrawSlash(float xrot, float yrot, float zrot){
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
// Down
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Bottom Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Up
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Left Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon
glRotatef(xrot,-1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f,-1.0f);
}
/* vim: set et sw=4 ts=4: */

@ -0,0 +1,11 @@
#ifndef SLASH_H
#define SLASH_H
/*
* Draw a textured 2 boxed slash
* rotate the object with the 3 args
*/
void DrawSlash(float xrot, float yrot, float zrot);
#endif

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