alles neu
Die Objkte sind jetzt in einzelnen Dateien. Die Tastatur regelt die Rotation der Szene. lesson2.c wurde in animation.c umbenannt und entsprechend bearbeitet.master
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930291bd67
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9dd86a266b
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@ -17,6 +17,7 @@
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#include "slash.h"
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#include "openBracket.h"
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#include "closeBracket.h"
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#define PI 3.1415
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@ -30,6 +31,10 @@ float xrot = 0.0f;
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float yrot = 0.0f;
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float zrot = 0.0f;
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float xrot_scene = 0.0f;
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float yrot_scene = 0.0f;
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float zrot_scene = 0.0f;
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float i = 0.3;
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int full = 0;
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int oszi = 0;
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@ -192,7 +197,7 @@ void ReSizeGLScene(int Width, int Height)
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glMatrixMode(GL_MODELVIEW);
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}
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void rota(int what)
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void rotate(int what)
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{
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usleep(10);
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switch(what)
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@ -216,77 +221,6 @@ void rota(int what)
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if (zrot >= 360) zrot = 0;
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}
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void DrawCloseBracket(){
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// draw a square (quadrilateral)
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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// Down
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
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// Bottom Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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// Right face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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// Left Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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// Up
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
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// Top Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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// Left Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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glEnd(); // done with the polygon
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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@ -296,40 +230,35 @@ void DrawGLScene()
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glTranslatef(0.0f,0.0f,-8.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glRotatef(xrot, 1.0f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 0.0f, 0.0f);
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glRotatef(zrot, 0.0f, 0.0f, 1.0f);
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glRotatef(xrot_scene, 1.0f, 0.0f, 0.0f);
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glRotatef(yrot_scene, 0.0f, 1.0f, 0.0f);
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glRotatef(zrot_scene, 0.0f, 0.0f, 1.0f);
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glTranslatef(0.0f, sin((yrot*PI)/180), 0.0f);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
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glTranslatef(-3.0f, 0.0f, 0.0f);
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DrawOpenBracket( 0.0f, yrot, 0.0f);
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DrawOpenBracket( xrot, yrot, zrot, texture[0]);
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glTranslatef(1.2f, 0.0f, 0.0f);
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DrawOpenBracket( 0.0f, yrot, 0.0f);
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DrawOpenBracket( xrot, yrot, zrot, texture[0]);
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glTranslatef(1.2f, 0.0f, 0.0f);
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DrawOpenBracket( 0.0f, yrot, 0.0f);
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DrawOpenBracket( xrot, yrot, zrot, texture[0]);
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glTranslatef(1.2f, 0.0f, 0.0f);
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DrawSlash(0.0f, yrot, 0.0f);
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DrawSlash(xrot, yrot, zrot, texture[0]);
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glTranslatef(1.2f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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DrawCloseBracket();
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glRotatef(yrot, 0.0f,-1.0f, 0.0f);
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DrawCloseBracket(xrot, yrot, zrot, texture[0]);
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glTranslatef(1.2f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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DrawCloseBracket();
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glRotatef(yrot, 0.0f,-1.0f, 0.0f);
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DrawCloseBracket(xrot, yrot, zrot, texture[0]);
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// swap buffers to display, since we're double buffered.
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glutSwapBuffers();
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if (oszi) rota(1);
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if (oszi) rotate(1);
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}
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/* The function called whenever a key is pressed. */
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@ -359,10 +288,12 @@ void keyPressed(unsigned char key, int x, int y)
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break;
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case ' ':
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zrot += 5;
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zrot_scene += 5;
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break;
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case '0': zrot_scene = xrot_scene = yrot_scene = 0;
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break;
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case '0': zrot = xrot = yrot = 0; break;
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case 27: glutDestroyWindow(window);
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exit(0);
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default:
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@ -378,20 +309,16 @@ void specialKeyPressed(int key, int x, int y)
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switch (key)
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{
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case GLUT_KEY_UP:
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xrot += 5;
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oszi = 0;
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xrot_scene += 5;
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break;
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case GLUT_KEY_DOWN:
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xrot -= 5;
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oszi = 0;
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xrot_scene -= 5;
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break;
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case GLUT_KEY_LEFT:
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yrot += 5;
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oszi = 0;
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yrot_scene += 5;
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break;
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case GLUT_KEY_RIGHT:
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yrot -= 5;
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oszi = 0;
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yrot_scene -= 5;
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break;
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default:
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break;
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@ -0,0 +1,87 @@
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#include <GL/glut.h> // Header File For The GLUT Library
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#include <GL/gl.h> // Header File For The OpenGL32 Library
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#include <GL/glu.h> // Header File For The GLu32 Library
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void DrawCloseBracket(float xrot, float yrot, float zrot, GLuint texture)
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{
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glRotatef(xrot, 1.0f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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glRotatef(zrot, 0.0f, 0.0f, 1.0f);
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glBindTexture(GL_TEXTURE_2D, texture);
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// draw a square (quadrilateral)
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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// Down
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
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// Bottom Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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// Right face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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// Left Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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// Up
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
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// Top Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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// Left Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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glEnd(); // done with the polygon
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glRotatef(xrot,-1.0f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f,-1.0f, 0.0f);
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glRotatef(zrot, 0.0f, 0.0f,-1.0f);
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}
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/* vim: set et sw=4 ts=4: */
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@ -0,0 +1,6 @@
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#ifndef CLOSEBRACKET_H
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#define CLOSEBRACKET_H
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void DrawCloseBracket(float xrot, float yrot, float zrot, GLuint texture);
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#endif
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@ -5,47 +5,17 @@ COMPILERFLAGS = -Wall
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CC = gcc
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CFLAGS = $(COMPILERFLAGS) $(INCLUDE)
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LIBRARIES = -lX11 -lXi -lXmu -lglut -lGL -lGLU -lm
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OBJECTS = $(patsubst %.c, %.o, $(wildcard ./*.c))
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OBJECTS = $(patsubst %.c, %.o, $(wildcard *.c))
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# for all, set the targets to be every lesson1.c-lesson13.c
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# file, removing the .c extension. That is, at this point,
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# it would produce lesson1, lesson2, lesson3,...,lesson13 targets.
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#
|
||||
all: $(basename $(wildcard lesson[1-9].c lesson1[0-3].c))
|
||||
|
||||
# same as for all, except set the targets to be
|
||||
# lessonX.tar.gz from lessonX.c. This is really
|
||||
# only used to build smaller tutorial .tar.gz files
|
||||
# to send to nehe.
|
||||
#
|
||||
dist: $(foreach file,$(basename $(wildcard lesson[1-9].c lesson1[0-3].c)),$(file).tar.gz)
|
||||
|
||||
# to produce, say, lesson1.tar.gz:
|
||||
#
|
||||
# 1. remove lesson1.tar.gz
|
||||
# 2. build lesson1.tar containing README, makefile, lesson1.c, Data/lesson1/*.
|
||||
# 3. gzip lesson1.tar.
|
||||
#
|
||||
lesson%.tar.gz :
|
||||
tar cvf $(subst .tar.gz,.tar,$@) README makefile $(subst .tar.gz,.c,$@) $(wildcard Data/$(subst .tar.gz,,$@)/*); \
|
||||
gzip $(subst .tar.gz,.tar,$@);
|
||||
|
||||
# to produce, say, lesson1:
|
||||
#
|
||||
# 1. compile the thing. uses the variables defined above.
|
||||
#
|
||||
lesson% : lesson%.o $(OBJECTS)
|
||||
$(CC) $(CFLAGS) -o $@ $(OBJECTS) $(LIBDIR) $(LIBRARIES)
|
||||
all : $(OBJECTS)
|
||||
$(CC) $(CFLAGS) -o animation $(OBJECTS) $(LIBDIR) $(LIBRARIES)
|
||||
|
||||
# to clean up:
|
||||
# delete all of the lessonX files.
|
||||
clean:
|
||||
rm $(wildcard lesson[1-9] lesson1[0-3])
|
||||
rm -f ./animation;
|
||||
rm -f *.o
|
||||
|
||||
# to clean up the distributions:
|
||||
# delete all of the lessonX.tar.gz files.
|
||||
distclean:
|
||||
rm $(wildcard lesson[1-9].tar.gz lesson1[0-3].tar.gz)
|
||||
# to compile all .c
|
||||
|
||||
%.o: %.c
|
||||
$(CC) -c -o $@ $<
|
||||
|
|
|
@ -3,12 +3,14 @@
|
|||
#include <GL/glu.h> // Header File For The GLu32 Library
|
||||
|
||||
|
||||
void DrawOpenBracket(float xrot, float yrot, float zrot)
|
||||
void DrawOpenBracket(float xrot, float yrot, float zrot, GLuint texture)
|
||||
{
|
||||
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
// draw a square (quadrilateral)
|
||||
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
|
||||
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
#ifndef SLASH_H
|
||||
#define SLASH_H
|
||||
#ifndef OPENBRACKET_H
|
||||
#define OPENBRACKET_H
|
||||
|
||||
/*
|
||||
* Draw a textured 2 boxed sharp opening bracket
|
||||
* rotate the object with the 3 args
|
||||
*/
|
||||
|
||||
void DrawOpenBracket(float xrot, float yrot, float zrot);
|
||||
void DrawOpenBracket(float xrot, float yrot, float zrot, GLuint texture);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -3,12 +3,14 @@
|
|||
#include <GL/glu.h> // Header File For The GLu32 Library
|
||||
|
||||
|
||||
void DrawSlash(float xrot, float yrot, float zrot){
|
||||
void DrawSlash(float xrot, float yrot, float zrot, GLuint texture){
|
||||
|
||||
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture); // choose the texture to use.
|
||||
|
||||
// draw a square (quadrilateral)
|
||||
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
|
||||
|
||||
|
|
|
@ -6,6 +6,6 @@
|
|||
* rotate the object with the 3 args
|
||||
*/
|
||||
|
||||
void DrawSlash(float xrot, float yrot, float zrot);
|
||||
void DrawSlash(float xrot, float yrot, float zrot, GLuint texture);
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue