148 lines
6.4 KiB
C
148 lines
6.4 KiB
C
#include "GL/gl.h"
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#include "GL/glu.h"
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#include "GL/glkos.h"
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GLfloat rtri;
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GLfloat rquad;
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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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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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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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// draw a triangle (in smooth coloring mode)
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glRotatef(rtri, 0.0f,1.0f,0.0f);
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glBegin(GL_TRIANGLES); // start drawing a polygon
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// Front Face
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(1.0f,-1.0f, 1.0f); // Bottom Left
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// Right Face
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glColor3f(1.0f,0.0f,0.0f); // Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
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glColor3f(0.0f,0.0f,1.0f); // Blue
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glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
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glColor3f(0.0f,1.0f,0.0f); // Green
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glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
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// Back face
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glColor3f(1.0f,0.0f,0.0f); // Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
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glColor3f(0.0f,1.0f,0.0f); // Green
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glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
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glColor3f(0.0f,0.0f,1.0f); // Blue
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glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
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// Left face
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glColor3f(1.0f,0.0f,0.0f); // Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
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glColor3f(0.0f,0.0f,1.0f); // Blue
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glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
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glColor3f(0.0f,1.0f,0.0f); // Green
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glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
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glEnd(); // Done Drawing The Pyramid
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glLoadIdentity();
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glTranslatef(1.5f,0.0f,-7.0f); // Move Right And Into The Screen
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glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The Cube On X, Y & Z
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glBegin(GL_QUADS); // Start Drawing The Cube
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// Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
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glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
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glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
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glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
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glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
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glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
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glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
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glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
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glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
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glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
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glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
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glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
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glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)
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glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
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glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
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glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
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glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
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glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
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glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
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glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
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glEnd(); // Done Drawing The Quad
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rtri += 0.2f;
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rquad -= 0.15f;
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
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