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@ -12,25 +12,152 @@
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#include <unistd.h> // Header File For sleeping.
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#include <stdio.h>
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#include <stdlib.h>
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#define PI 3.1415
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/* ASCII code for the escape key. */
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#define ESCAPE 27
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#define PAGE_UP 73
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#define PAGE_DOWN 81
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#define UP_ARROW 72
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#define DOWN_ARROW 80
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#define LEFT_ARROW 75
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#define RIGHT_ARROW 77
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/* The number of our GLUT window */
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int window;
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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 i = 0.15;
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int full = 0;
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int oszi = 0;
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GLuint texture[1]; // Stores one new Texture
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struct Image {
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unsigned long sizeX;
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unsigned long sizeY;
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char *data;
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};
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typedef struct Image Image;
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int ImageLoad(char *filename, Image *image) {
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FILE *file;
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unsigned long size; // size of the image in bytes.
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unsigned long i; // standard counter.
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unsigned short int planes; // number of planes in image (must be 1)
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unsigned short int bpp; // number of bits per pixel (must be 24)
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char temp1; // temporary color storage for bgr-rgb conversion.
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char temp2;
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char temp3;
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// make sure the file is there.
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if ((file = fopen(filename, "rb"))==NULL)
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{
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printf("File Not Found : %s\n",filename);
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return 0;
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}
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// seek through the bmp header, up to the width/height:
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fseek(file, 18, SEEK_CUR);
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// read the width
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if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
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printf("Error reading width from %s.\n", filename);
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return 0;
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}
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printf("Width of %s: %lu\n", filename, image->sizeX);
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// read the height
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if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
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printf("Error reading height from %s.\n", filename);
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return 0;
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}
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printf("Height of %s: %lu\n", filename, image->sizeY);
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// calculate the size (assuming 24 bits or 3 bytes per pixel).
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size = image->sizeX * image->sizeY * 3;
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// read the planes
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if ((fread(&planes, 2, 1, file)) != 1) {
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printf("Error reading planes from %s.\n", filename);
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return 0;
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}
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if (planes != 1) {
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printf("Planes from %s is not 1: %u\n", filename, planes);
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return 0;
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}
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// read the bpp
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if ((i = fread(&bpp, 2, 1, file)) != 1) {
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printf("Error reading bpp from %s.\n", filename);
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return 0;
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}
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if (bpp != 24) {
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printf("Bpp from %s is not 24: %u\n", filename, bpp);
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return 0;
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}
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// seek past the rest of the bitmap header.
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fseek(file, 24, SEEK_CUR);
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// read the data.
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image->data = (char *) malloc(size);
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if (image->data == NULL) {
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printf("Error allocating memory for color-corrected image data");
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return 0;
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}
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if ((i = fread(image->data, size, 1, file)) != 1) {
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printf("Error reading image data from %s.\n", filename);
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return 0;
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}
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for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
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temp1 = image->data[ i ]; // b -- don't ask its what gimp gave me
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temp2 = image->data[i+1]; // r
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temp3 = image->data[i+2]; // g
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image->data[i] = temp2;
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image->data[i+1] = temp1;
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image->data[i+2] = temp3;
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}
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// we're done.
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return 1;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!ImageLoad("/home/eri/Bilder/texturefun1.bmp", image1)) {
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exit(1);
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}
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
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};
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures(); // Load The Texture(s)
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glEnable(GL_TEXTURE_2D);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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@ -61,6 +188,99 @@ 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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{
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usleep(10);
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switch(what)
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{
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case 0:
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xrot += i;
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break;
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case 1:
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yrot += i;
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break;
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case 2:
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zrot += i;
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break;
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default:
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xrot += i;
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yrot += i;
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zrot += i;
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}
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if (xrot > 360) xrot = 0;
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if (yrot > 360) yrot = 0;
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if (zrot > 360) zrot = 0;
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}
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void DrawBracket(float i){
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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(-1.0f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 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(-0.7f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f + i, -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(-1.0f + i, -0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, -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(-0.7f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.7f + i, -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(-1.0f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 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(-1.2f + i, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 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(-0.9f + i, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, 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(-1.0f + i, 0.5f, -0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.7f + i, 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(-1.2f + i, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, -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(-0.9f + i, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.7f + i, 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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@ -72,106 +292,21 @@ void DrawGLScene()
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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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// draw a square (quadrilateral)
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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/* --- Top --- */
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glColor3f( 1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Front
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glColor3f( 1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Front
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glColor3f( 1.0f, 0.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Back
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glColor3f( 1.0f, 0.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Back
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/* --- Left Side --- */
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glColor3f( 0.0f, 0.0f, 0.0f);
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glVertex3f(-1.0f,-1.0f,-1.0f); // Left Side Bottom Back
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glColor3f( 0.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f,-1.0f, 1.0f); // Left Side Bottom Front
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glColor3f( 1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f); // Left Side Top Front
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glColor3f( 1.0f, 0.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f,-1.0f); // Left Side Top Back
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/* --- Right Side --- */
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glColor3f( 0.0f, 0.0f, 1.0f);
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glVertex3f( 1.0f,-1.0f,-1.0f); // Right Side Bottom Back
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glColor3f( 0.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f,-1.0f, 1.0f); // Right Side Bottom Front
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glColor3f( 1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f); // Right Side Top Front
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glColor3f( 1.0f, 0.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f,-1.0f); // Right Side Top Back
|
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|
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|
|
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|
|
/* --- Back Side --- */
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|
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|
glColor3f( 0.0f, 0.0f, 1.0f);
|
|
|
|
|
glVertex3f( 1.0f,-1.0f,-1.0f); // Back Right Side Bottom
|
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|
|
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
|
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|
glColor3f( 0.0f, 0.0f, 0.0f);
|
|
|
|
|
glVertex3f(-1.0f,-1.0f,-1.0f); // Back Left Side Bottom
|
|
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|
|
DrawBracket(0);
|
|
|
|
|
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|
|
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
|
|
|
|
|
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
|
|
|
|
|
DrawBracket(0.7);
|
|
|
|
|
|
|
|
|
|
glEnd(); // done with the polygon
|
|
|
|
|
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
|
|
|
|
|
DrawBracket(1.4);
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
if (oszi) rota(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* The function called whenever a key is pressed. */
|
|
|
|
@ -182,10 +317,29 @@ void keyPressed(unsigned char key, int x, int y)
|
|
|
|
|
|
|
|
|
|
switch (key)
|
|
|
|
|
{
|
|
|
|
|
case 'f': glutFullScreen();
|
|
|
|
|
case 'f': if (!full)
|
|
|
|
|
{
|
|
|
|
|
glutFullScreen();
|
|
|
|
|
full = 1;
|
|
|
|
|
} else {
|
|
|
|
|
glutReshapeWindow(640,480);
|
|
|
|
|
full = 0;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 'w': glutReshapeWindow(640,480);
|
|
|
|
|
|
|
|
|
|
case 'm': if (!oszi)
|
|
|
|
|
{
|
|
|
|
|
oszi = 1;
|
|
|
|
|
} else {
|
|
|
|
|
oszi = 0;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case ' ':
|
|
|
|
|
zrot += 5;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case '0': zrot = xrot = yrot = 0; break;
|
|
|
|
|
case 27: glutDestroyWindow(window);
|
|
|
|
|
exit(0);
|
|
|
|
|
default:
|
|
|
|
@ -201,16 +355,20 @@ void specialKeyPressed(int key, int x, int y)
|
|
|
|
|
switch (key)
|
|
|
|
|
{
|
|
|
|
|
case GLUT_KEY_UP:
|
|
|
|
|
xrot += 10;
|
|
|
|
|
xrot += 5;
|
|
|
|
|
oszi = 0;
|
|
|
|
|
break;
|
|
|
|
|
case GLUT_KEY_DOWN:
|
|
|
|
|
xrot -= 10;
|
|
|
|
|
xrot -= 5;
|
|
|
|
|
oszi = 0;
|
|
|
|
|
break;
|
|
|
|
|
case GLUT_KEY_LEFT:
|
|
|
|
|
yrot += 10;
|
|
|
|
|
yrot += 5;
|
|
|
|
|
oszi = 0;
|
|
|
|
|
break;
|
|
|
|
|
case GLUT_KEY_RIGHT:
|
|
|
|
|
yrot -= 10;
|
|
|
|
|
yrot -= 5;
|
|
|
|
|
oszi = 0;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
@ -234,7 +392,7 @@ int main(int argc, char **argv)
|
|
|
|
|
glutInitWindowSize(640, 480);
|
|
|
|
|
|
|
|
|
|
/* the window starts at the upper left corner of the screen */
|
|
|
|
|
glutInitWindowPosition(0, 0);
|
|
|
|
|
glutInitWindowPosition(400, 210);
|
|
|
|
|
|
|
|
|
|
/* Open a window */
|
|
|
|
|
window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99");
|
|
|
|
|