NeHe OpenGL lession 4
// lession4.c #include <OpenGL/OpenGL.h>
#include <GLUT/GLUT.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h> /* ASCII code for teh escape key. */
#define ESCAPE 27 /* The number of our GLUT window */
int window; /* rotation angle for the triangle. */
float rtri = 0.0f; /* rotation angle for the quadrilateral. */
float rquad = 0.0f; /* A general OpenGL initialization function. Sets all of the initial parameters. */
// We call this right after our OpoenGL window is created.
void initGL(int width, int height) {
// This will clear The background color to black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0); // Enables clearing of the depth buffer
glDepthFunc(GL_LESS); // The type of test to do.
glEnable(GL_DEPTH_TEST); // Enables depth testing.
glShadeModel(GL_SMOOTH); // Enalbes smooth color shading. glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset the projection matrix. // calculate the aspect ratio of the window.
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW);
} /* The function called when our window is resized (which shouldn't happend,
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(-1.5f, 0.0f, -6.0f); // Move left 1.5 units and into the screen 6.0. glRotatef(rtri, 0.0f, 1.0f, 0.0f); // Rotate the triangle on the y axis
// Draw a triangel (in smooth coloring mode)
glBegin(GL_POLYGON); // Start drawing a polygon
glColor3f(1.0f, 0.0f, 0.0f); // set the color to red
glVertex3f(0.0f, 1.0f, 0.0f); // top glColor3f(0.0f, 1.0f, 0.0f); // set the color to green.
glVertex3f(1.0f, -1.0f, 0.0f); // bottom right glColor3f(0.0f, 0.0f, 1.0f); // set the color to blue.
glVertex3f(-1.0f, -1.0f, 0.0f); // bottom left.
glEnd(); // we're done with the polygon (smooth color interpolation) glLoadIdentity(); // make sure we're no longer rotated.
glTranslatef(1.5f, 0.0f, -6.0f); // Move Right 3 Units, and back into the screen 6.0 glRotatef(rquad, 1.0f, 0.0f, 0.0f); // Roate the quad on the x axis
// Draw a square (quadrilateral)
glColor3f(0.5f, 0.5f, 1.0f); // set color to a blue shade. glBegin(GL_QUADS); // Start drawing a polygon (4 sides);
glVertex3f(-1.0f, 1.0f, 0.0f); // top left.
glVertex3f( 1.0f, 1.0f, 0.0f); // top right.
glVertex3f( 1.0f, -1.0f, 0.0f); // bottom right.
glVertex3f(-1.0f, -1.0f, 0.0f); // bottom left.
glEnd(); // done with the polygon. rtri += 15.0f; // Increase the rotation variable for the triangle
rquad -= 15.0f; // decrease the rotation variable for the quad. // swap the buffers to display, since double buffering in used.
glutSwapBuffers();
} /* The function called whenever a key is pressed. */
void keyPressed(unsigned char key, int x, int y) {
/* sleep to avoid thrashing this procedure */
usleep(100); /* If escape is pressed, kill everything. */
if (key == ESCAPE) {
/*shut down our window */
glutDestroyWindow(window); /* exit the program...normal termination. */
exit(0);
}
} int main(int argc, char **argv) {
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 teh upper left corner of the screen */
glutInitWindowSize(0, 0); /* Openg a window */
window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); /* Register the function to do all our OpenGL drawing. */
glutDisplayFunc(&drawGLScene); /* Go full screen. This is as soon as possible. */
// glutFullScreen(); /* Even if there are not events, redarw our gl scene. */
glutIdleFunc(&drawGLScene); /* register the function called when our window is resized. */
glutReshapeFunc(&resizeGLScene); /* Register the function claled when teh keyboard is pressed. */
glutKeyboardFunc(&keyPressed); /* Initialize our window. */
initGL(640, 480); /* start event processing engine. */
glutMainLoop(); return 1;
}
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