merge
parent
815668d9d3
commit
e4908740a6
|
@ -1,21 +0,0 @@
|
|||
INCLUDE = -I/usr/include/
|
||||
LIBDIR = -L/usr/X11R6/lib
|
||||
|
||||
COMPILERFLAGS = -Wall
|
||||
CC = gcc
|
||||
CFLAGS = $(COMPILERFLAGS) $(INCLUDE)
|
||||
LIBRARIES = -lX11 -lXi -lXmu -lglut -lGL -lGLU -lm
|
||||
OBJECTS = $(patsubst %.c, %.o, $(wildcard *.c))
|
||||
|
||||
all : $(OBJECTS)
|
||||
$(CC) $(CFLAGS) -o animation $(OBJECTS) $(LIBDIR) $(LIBRARIES)
|
||||
|
||||
# to clean up:
|
||||
clean:
|
||||
rm -f ./animation;
|
||||
rm -f *.o
|
||||
|
||||
# to compile all .c
|
||||
|
||||
%.o: %.c
|
||||
$(CC) -c -o $@ $<
|
Binary file not shown.
Before Width: | Height: | Size: 192 KiB |
584
lesson2.c
584
lesson2.c
|
@ -1,584 +0,0 @@
|
|||
//
|
||||
// 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>
|
||||
#include <stdlib.h>
|
||||
|
||||
#define PI 3.1415
|
||||
|
||||
/* ASCII code for the escape key. */
|
||||
#define ESCAPE 27
|
||||
|
||||
/* The number of our GLUT window */
|
||||
int window;
|
||||
|
||||
float xrot = 0.0f;
|
||||
float yrot = 0.0f;
|
||||
float zrot = 0.0f;
|
||||
|
||||
float i = 0.15;
|
||||
int full = 0;
|
||||
int oszi = 0;
|
||||
|
||||
GLuint texture[1]; // Stores one new Texture
|
||||
|
||||
struct Image {
|
||||
unsigned long sizeX;
|
||||
unsigned long sizeY;
|
||||
char *data;
|
||||
};
|
||||
typedef struct Image Image;
|
||||
|
||||
int ImageLoad(char *filename, Image *image) {
|
||||
FILE *file;
|
||||
unsigned long size; // size of the image in bytes.
|
||||
unsigned long i; // standard counter.
|
||||
unsigned short int planes; // number of planes in image (must be 1)
|
||||
unsigned short int bpp; // number of bits per pixel (must be 24)
|
||||
char temp1; // temporary color storage for bgr-rgb conversion.
|
||||
char temp2;
|
||||
char temp3;
|
||||
|
||||
// make sure the file is there.
|
||||
if ((file = fopen(filename, "rb"))==NULL)
|
||||
{
|
||||
printf("File Not Found : %s\n",filename);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// seek through the bmp header, up to the width/height:
|
||||
fseek(file, 18, SEEK_CUR);
|
||||
|
||||
// read the width
|
||||
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
|
||||
printf("Error reading width from %s.\n", filename);
|
||||
return 0;
|
||||
}
|
||||
printf("Width of %s: %lu\n", filename, image->sizeX);
|
||||
|
||||
// read the height
|
||||
if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
|
||||
printf("Error reading height from %s.\n", filename);
|
||||
return 0;
|
||||
}
|
||||
printf("Height of %s: %lu\n", filename, image->sizeY);
|
||||
|
||||
// calculate the size (assuming 24 bits or 3 bytes per pixel).
|
||||
size = image->sizeX * image->sizeY * 3;
|
||||
|
||||
// read the planes
|
||||
if ((fread(&planes, 2, 1, file)) != 1) {
|
||||
printf("Error reading planes from %s.\n", filename);
|
||||
return 0;
|
||||
}
|
||||
if (planes != 1) {
|
||||
printf("Planes from %s is not 1: %u\n", filename, planes);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// read the bpp
|
||||
if ((i = fread(&bpp, 2, 1, file)) != 1) {
|
||||
printf("Error reading bpp from %s.\n", filename);
|
||||
return 0;
|
||||
}
|
||||
if (bpp != 24) {
|
||||
printf("Bpp from %s is not 24: %u\n", filename, bpp);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// seek past the rest of the bitmap header.
|
||||
fseek(file, 24, SEEK_CUR);
|
||||
|
||||
// read the data.
|
||||
image->data = (char *) malloc(size);
|
||||
if (image->data == NULL) {
|
||||
printf("Error allocating memory for color-corrected image data");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if ((i = fread(image->data, size, 1, file)) != 1) {
|
||||
printf("Error reading image data from %s.\n", filename);
|
||||
return 0;
|
||||
}
|
||||
|
||||
for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
|
||||
temp1 = image->data[ i ]; // b -- don't ask its what gimp gave me
|
||||
temp2 = image->data[i+1]; // r
|
||||
temp3 = image->data[i+2]; // g
|
||||
|
||||
image->data[i] = temp2;
|
||||
image->data[i+1] = temp1;
|
||||
image->data[i+2] = temp3;
|
||||
}
|
||||
|
||||
// we're done.
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Load Bitmaps And Convert To Textures
|
||||
void LoadGLTextures() {
|
||||
// Load Texture
|
||||
Image *image1;
|
||||
|
||||
// allocate space for texture
|
||||
image1 = (Image *) malloc(sizeof(Image));
|
||||
if (image1 == NULL) {
|
||||
printf("Error allocating space for image");
|
||||
exit(0);
|
||||
}
|
||||
|
||||
if (!ImageLoad("texture.bmp", image1)) {
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Create Texture
|
||||
glGenTextures(1, &texture[0]);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
|
||||
|
||||
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
|
||||
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
|
||||
};
|
||||
|
||||
/* 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.
|
||||
{
|
||||
LoadGLTextures(); // Load The Texture(s)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glClearColor(0.2f, 0.2f, 0.2f, 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);
|
||||
}
|
||||
|
||||
void rota(int what)
|
||||
{
|
||||
usleep(10);
|
||||
switch(what)
|
||||
{
|
||||
case 0:
|
||||
xrot += i;
|
||||
break;
|
||||
case 1:
|
||||
yrot += i;
|
||||
break;
|
||||
case 2:
|
||||
zrot += i;
|
||||
break;
|
||||
default:
|
||||
xrot += i;
|
||||
yrot += i;
|
||||
zrot += i;
|
||||
}
|
||||
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)
|
||||
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 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()
|
||||
{
|
||||
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,-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, 0.0f, 0.0f);
|
||||
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
|
||||
|
||||
glTranslatef(-3.0f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
DrawOpenBracket();
|
||||
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
|
||||
|
||||
glTranslatef(1.2f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
DrawOpenBracket();
|
||||
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
|
||||
|
||||
glTranslatef(1.2f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
DrawOpenBracket();
|
||||
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
|
||||
|
||||
glTranslatef(1.2f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
DrawSlash();
|
||||
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
|
||||
|
||||
glTranslatef(1.2f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
DrawCloseBracket();
|
||||
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
|
||||
|
||||
glTranslatef(1.2f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
DrawCloseBracket();
|
||||
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
|
||||
|
||||
// swap buffers to display, since we're double buffered.
|
||||
glutSwapBuffers();
|
||||
if (oszi) rota(1);
|
||||
}
|
||||
|
||||
/* 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': if (!full)
|
||||
{
|
||||
glutFullScreen();
|
||||
full = 1;
|
||||
} else {
|
||||
glutReshapeWindow(640,480);
|
||||
full = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
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:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void specialKeyPressed(int key, int x, int y)
|
||||
{
|
||||
/* avoid thrashing this procedure */
|
||||
usleep(100);
|
||||
|
||||
switch (key)
|
||||
{
|
||||
case GLUT_KEY_UP:
|
||||
xrot += 5;
|
||||
oszi = 0;
|
||||
break;
|
||||
case GLUT_KEY_DOWN:
|
||||
xrot -= 5;
|
||||
oszi = 0;
|
||||
break;
|
||||
case GLUT_KEY_LEFT:
|
||||
yrot += 5;
|
||||
oszi = 0;
|
||||
break;
|
||||
case GLUT_KEY_RIGHT:
|
||||
yrot -= 5;
|
||||
oszi = 0;
|
||||
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(400, 210);
|
||||
|
||||
/* 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;
|
||||
}
|
43
makefile
43
makefile
|
@ -5,44 +5,17 @@ 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,
|
||||
# it would produce lesson1, lesson2, lesson3,...,lesson13 targets.
|
||||
#
|
||||
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
|
||||
$(CC) $(CFLAGS) -o $@ $(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 $@ $<
|
||||
|
|
Loading…
Reference in New Issue