GLdc/samples/nehe02/main.c
Luke Benstead fe616028bb X86
2021-04-09 15:24:47 +00:00

124 lines
4.4 KiB
C

#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"
/* 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_LEQUAL); // 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(-3.0f, 1.5f, -10.0f); // Move Left 1.5 Units And Into The Screen 6.0
// draw a triangle
glBegin(GL_TRIANGLES); // start drawing a polygon
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // we're done with the polygon
glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_POLYGON); // start drawing a polygon (4 sided)
glVertex3f(-0.0f, 1.0f, 0.0f); // Top Left
glVertex3f(-0.75f, 0.75f, 0.0f);
glVertex3f(-1.0f, 0.0f, 0.0f); // Top Right
glVertex3f(-0.75f,-0.75f, 0.0f); // Bottom Right
glVertex3f(-0.0f,-1.0f, 0.0f); // Bottom Left
glVertex3f( 0.75f,-0.75f, 0.0f); // Bottom Right
glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 0.75f, 0.75f, 0.0f);
glEnd(); // done with the polygon
glTranslatef(-6.0f, -3.0f, 0.0f);
// draw a triangle
glBegin(GL_POLYGON); // start drawing a polygon
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // we're done with the polygon
glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units
// draw a square (quadrilateral)
glBegin(GL_POLYGON); // start drawing a polygon (4 sided)
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
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_POLYGON); // start drawing a polygon (4 sided)
glVertex3f(-0.0f, 1.0f, 0.0f); // Top Left
glVertex3f(-0.75f, 0.75f, 0.0f);
glVertex3f(-1.0f, 0.0f, 0.0f); // Top Right
glVertex3f(-0.75f,-0.75f, 0.0f); // Bottom Right
glVertex3f(-0.0f,-1.0f, 0.0f); // Bottom Left
glVertex3f( 0.75f,-0.75f, 0.0f); // Bottom Right
glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 0.75f, 0.75f, 0.0f);
glEnd(); // done with the polygon
// swap buffers to display, since we're double buffered.
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
DrawGLScene();
}
return 0;
}