// // 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 // Header File For The GLUT Library #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For sleeping. #include /* ASCII code for the escape key. */ #define ESCAPE 27 #define PAGE_UP 73 #define PAGE_DOWN 81 #define UP_ARROW 72 #define DOWN_ARROW 80 #define LEFT_ARROW 75 #define RIGHT_ARROW 77 /* The number of our GLUT window */ int window; float xrot = 0.0f; float yrot = 0.0f; /* A general OpenGL initialization function. Sets all of the initial parameters. */ void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ void ReSizeGLScene(int Width, int Height) { if (Height==0) // Prevent A Divide By Zero If The Window Is Too Small Height=1; glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(yrot, 0.0f, 1.0f, 0.0f); // draw a square (quadrilateral) glBegin(GL_QUADS); // start drawing a polygon (4 sided) /* --- Top --- */ glColor3f( 1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Front glColor3f( 1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Front glColor3f( 1.0f, 0.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Back glColor3f( 1.0f, 0.0f, 0.0f); glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Back /* --- Left Side --- */ glColor3f( 0.0f, 0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // Left Side Bottom Back glColor3f( 0.0f, 1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // Left Side Bottom Front glColor3f( 1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Left Side Top Front glColor3f( 1.0f, 0.0f, 0.0f); glVertex3f(-1.0f, 1.0f,-1.0f); // Left Side Top Back /* --- Right Side --- */ glColor3f( 0.0f, 0.0f, 1.0f); glVertex3f( 1.0f,-1.0f,-1.0f); // Right Side Bottom Back glColor3f( 0.0f, 1.0f, 1.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // Right Side Bottom Front glColor3f( 1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Right Side Top Front glColor3f( 1.0f, 0.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-1.0f); // Right Side Top Back /* --- Back Side --- */ glColor3f( 0.0f, 0.0f, 1.0f); glVertex3f( 1.0f,-1.0f,-1.0f); // Back Right Side Bottom glColor3f( 0.0f, 0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // Back Left Side Bottom glColor3f( 1.0f, 0.0f, 0.0f); glVertex3f(-1.0f, 1.0f,-1.0f); // Back Left Side Top glColor3f( 1.0f, 0.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-1.0f); // Back Right Side Top /* --- Front --- */ glColor3f( 0.0f, 1.0f, 1.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // Front Right Side Bottom glColor3f( 0.0f, 1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // Front Left Side Bottom glColor3f( 1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Front Left Side Top glColor3f( 1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Front Right Side Top /* --- Bottom --- */ glColor3f( 0.0f, 0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Back glColor3f( 0.0f, 0.0f, 1.0f); glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Back glColor3f( 0.0f, 1.0f, 1.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Front glColor3f( 0.0f, 1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Front glEnd(); // done with the polygon // swap buffers to display, since we're double buffered. glutSwapBuffers(); } void rota() { glClear(GL_COLOR_BUFFER_BIT); glRotatef(5,1,0.5,0.8); DrawGLScene(); glFlush(); glutTimerFunc(10.0, &rota, 5); } /* The function called whenever a key is pressed. */ void keyPressed(unsigned char key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); switch (key) { case 'f': glutFullScreen(); break; case 'w': glutReshapeWindow(640,480); break; case 27: glutDestroyWindow(window); exit(0); default: break; } } void specialKeyPressed(int key, int x, int y) { /* avoid thrashing this procedure */ usleep(100); switch (key) { case GLUT_KEY_UP: xrot += 10; break; case GLUT_KEY_DOWN: xrot -= 10; break; case GLUT_KEY_LEFT: yrot += 10; break; case GLUT_KEY_RIGHT: yrot -= 10; break; default: break; } } int main(int argc, char **argv) { /* Initialize GLUT state - glut will take any command line arguments that pertain to it or X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */ glutInit(&argc, argv); /* Select type of Display mode: Double buffer RGBA color Alpha components supported Depth buffer */ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH); /* get a 640 x 480 window */ glutInitWindowSize(640, 480); /* the window starts at the upper left corner of the screen */ glutInitWindowPosition(0, 0); /* Open a window */ window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); /* Register the function to do all our OpenGL drawing. */ glutDisplayFunc(&DrawGLScene); /* Go fullscreen. This is the soonest we could possibly go fullscreen. */ /*glutFullScreen();*/ /* Even if there are no events, redraw our gl scene. */ glutIdleFunc(&DrawGLScene); /* Register the function called when our window is resized. */ glutReshapeFunc(&ReSizeGLScene); /* Register the function called when the keyboard is pressed. */ glutKeyboardFunc(&keyPressed); glutSpecialFunc(&specialKeyPressed); /* Initialize our window. */ InitGL(640, 480); /* Start Event Processing Engine */ glutMainLoop(); return 1; }