#include <GL/glut.h> // GLUT, include glu.h and gl.h
// Global variable
GLfloat angle = 0.0f; // Current rotational angle of the shapes
/* Initialize OpenGL Graphics */
void initGL() {
// Set "clearing" or background color
glClearColor(0.0, 0.0, 0.0, 1.0); // Black and opaque
glLoadIdentity(); // Reset the model-view matrix
glMatrixMode(GL_PROJECTION); // To operate on Model-View matrix
glOrtho(-1.0,1.0,-1.0,1.0,-1.0,1.0);
}
/* Called back when there is no other event to be handled */
void idle() {
glutPostRedisplay(); // Post a re-paint request to activate display()
}
/* Handler for window-repaint event. Call back when the window first appears and
whenever the window needs to be re-painted. */
void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glPushMatrix(); // Save model-view matrix setting
glTranslatef(-0.5, 0.4, 0.00); // Translate
glRotatef(angle, 0.0, 0.0, 1.0); // rotate by angle in degrees
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0, 0.0, 0.0); // Red
glVertex2f(-0.3, -0.3);
glVertex2f( 0.3, -0.3);
glVertex2f( 0.3, 0.3);
glVertex2f(-0.3, 0.3);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glPushMatrix(); // Save model-view matrix setting
glTranslatef(-0.4, -0.3, 0.0); // Translate
glRotatef(angle, 0.0, 0.0, 1.0); // rotate by angle in degrees
glBegin(GL_QUADS);
glColor3f(0.0, 1.0, 0.0); // Green
glVertex2f(-0.3, -0.3);
glVertex2f( 0.3, -0.3);
glVertex2f( 0.3, 0.3);
glVertex2f(-0.3, 0.3);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glPushMatrix(); // Save model-view matrix setting
glTranslatef(-0.7, -0.5, 0.0); // Translate
glRotatef(angle, 0.0, 0.0, 1.0); // rotate by angle in degrees
glBegin(GL_QUADS);
glColor3f(0.2, 0.2, 0.2); // Dark Gray
glVertex2f(-0.2, -0.2);
glColor3f(1.0, 1.0, 1.0); // White
glVertex2f( 0.2, -0.2);
glColor3f(0.2, 0.2, 0.2); // Dark Gray
glVertex2f( 0.2, 0.2);
glColor3f(1.0, 1.0, 1.0); // White
glVertex2f(-0.2, 0.2);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glPushMatrix(); // Save model-view matrix setting
glTranslatef(0.4, -0.3, 0.0); // Translate
glRotatef(angle, 0.0, 0.0, 1.0); // rotate by angle in degrees
glBegin(GL_TRIANGLES);
glColor3f(0.0, 0.0, 1.0); // Blue
glVertex2f(-0.3, -0.2);
glVertex2f( 0.3, -0.2);
glVertex2f( 0.0, 0.3);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glPushMatrix(); // Save model-view matrix setting
glTranslatef(0.6, -0.6, 0.0); // Translate
glRotatef(180.0 + angle, 0.0, 0.0, 1.0); // Rotate 180+angle degree
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0); // Red
glVertex2f(-0.3, -0.2);
glColor3f(0.0, 1.0, 0.0); // Green
glVertex2f( 0.3, -0.2);
glColor3f(0.0, 0.0, 1.0); // Blue
glVertex2f( 0.0, 0.3);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glPushMatrix(); // Save model-view matrix setting
glTranslatef(0.5, 0.4, 0.0); // Translate
glRotatef(angle, 0.0, 0.0, 1.0); // rotate by angle in degrees
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 0.0); // Yellow
glVertex2f(-0.1, -0.2);
glVertex2f( 0.1, -0.2);
glVertex2f( 0.2, 0.0);
glVertex2f( 0.1, 0.2);
glVertex2f(-0.1, 0.2);
glVertex2f(-0.2, 0.0);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glutSwapBuffers(); // Double buffered - swap the front and back buffers
// Change the rotational angle after each display()
angle += 0.1;
}
/* Handler for window re-size event. Called back when the window first appears and
whenever the window is re-sized with its new width and height */
void reshape(int width, int height) { // GLsizei for non-negative integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;
// Set the viewport to cover the new window
glViewport(0, 0, width, height);
// Set the aspect ratio of the clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity();
if (width >= height) {
// aspect >= 1, set the height from -1 to 1, with larger width
gluOrtho2D(-1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
} else {
// aspect < 1, set the width to -1 to 1, with larger height
gluOrtho2D(-1.0, 1.0, -1.0 / aspect, 1.0 / aspect);
}
}
/* Main function: GLUT runs as a console application starting at main() */
int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height - non-square
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutCreateWindow("Animation via Idle Function"); // Create window with the given title
glutDisplayFunc(display); // Register callback handler for window re-paint event
glutReshapeFunc(reshape); // Register callback handler for window re-size event
glutIdleFunc(idle); // Register callback handler if no other event
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}
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