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main.cpp
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#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glu.h>
#include <GL/GL.H>
float XCam = -20.0, YCam = 20.0, ZCam = -30.0;
float Angle = 0.0;
void KeyFunc(int key, int x, int y) {
switch (key) {
case GLUT_KEY_LEFT: XCam += 0.5f; break;
case GLUT_KEY_RIGHT: XCam += -0.5f; break;
case GLUT_KEY_UP: YCam += 0.5f; break;
case GLUT_KEY_DOWN: YCam += -0.5f; break;
case GLUT_KEY_PAGE_UP: ZCam += 0.5f; break;
case GLUT_KEY_PAGE_DOWN: ZCam += -0.5f; break;
}
}
void ShapeShift(int w, int h) {
if (h == 0)
h = 1;
float ratio = w * 1.0 / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45.0f, ratio, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
void DrawCannon(void) {
//JoiningParts
glPushMatrix();
glColor3f(0.90, 0.91, 0.98);
glTranslatef(4.0, +3.0, -3.25);
glRotatef(180, 0.0, 0.0, 0.0);
GLUquadricObj *Join = gluNewQuadric();
gluCylinder(Join, 1.0, 1.0, 0.5, 5, 20);
glPopMatrix();
glPushMatrix();
glColor3f(0.560784, 0.560784, 0.737255);
glTranslatef(4.0, +3.0, -3.25);
glRotatef(180, 0.0, 0.0, 0.0);
GLUquadricObj *Join1 = gluNewQuadric();
gluCylinder(Join1, 1.0, 1.0, 0.5, 8, 20);
glPopMatrix();
glPushMatrix();
glColor3f(0.90, 0.91, 0.98);
glTranslatef(4.0, +3.0, 0.0);
glRotatef(180, 0.0, 0.0, 0.0);
GLUquadricObj *Tampion = gluNewQuadric();
gluCylinder(Tampion, 1.0, 1.0, 0.5, 5, 20);
glPopMatrix();
glPushMatrix();
glColor3f(0.560784, 0.560784, 0.737255);
glTranslatef(4.0, +3.0, 0.0);
glRotatef(180, 0.0, 0.0, 0.0);
GLUquadricObj *Tampion1 = gluNewQuadric();
gluCylinder(Tampion1, 1.0, 1.0, 0.5, 8, 20);
glPopMatrix();
//Body
glPushMatrix();
glColor3f(0.137255, 0.419608, 0.556863);
glTranslatef(4.0, +3.0, -3.25);
glRotatef(180, 0.0, 0.0, 0.0);
GLUquadricObj *BodyBack = gluNewQuadric();
gluCylinder(BodyBack, 0.92, 0.92, 2.75, 50, 20);
glPopMatrix();
glPushMatrix();
glColor3f(0.137255, 0.419608, 0.556863);
glTranslatef(4.0, +3.0, 0.0);
glRotatef(180, 0.0, 0.0, 0.0);
GLUquadricObj *BodyFront = gluNewQuadric();
gluCylinder(BodyFront, 0.92, 0.92, 3.25, 50, 20);
glPopMatrix();
//Support
glPushMatrix();
glColor3f(0.35, 0.16, 0.14);
glTranslatef(4.0, 2.5, -3.5);
glRotatef(180, 0.0, 0.0, 0.0);
glutSolidCube(2);
glPopMatrix();
//BackPart
glPushMatrix();
glColor3f(0.137255, 0.419608, 0.556863);
glTranslatef(4.0, +3.0, -6.25);
GLUquadricObj *BackPart = gluNewQuadric();
gluSphere(BackPart, 0.92, 50, 8);
glPopMatrix();
//Ammo
glPushMatrix();
glColor3f(0.137255, 0.419608, 0.556863);
glTranslatef(3.0, +1.0, 3.5);
GLUquadricObj *Ammo = gluNewQuadric();
gluSphere(Ammo, 0.92, 50, 8);
glPopMatrix();
//Color table//
//#declare LightSteelBlue = color red 0.560784 green 0.560784 blue 0.737255
//#declare Silver = color red 0.90 green 0.91 blue 0.98
//#declare SteelBlue = color red 0.137255 green 0.419608 blue 0.556863
//#declare Thistle = color red 0.847059 green 0.74902 blue 0.847059
//#declare Turquoise = color red 0.678431 green 0.917647 blue 0.917647
//#declare VeryDarkBrown = color red 0.35 green 0.16 blue 0.14
//#declare Firebrick = color red 0.556863 green 0.137255 blue 0.137255
}
void DrawWalls() {
glPushMatrix();
glColor3f(0.556863, 0.137255, 0.137255);
glTranslatef(0.0f, 0.0f, 50.0f);
glBegin(GL_QUADS);
glVertex3f(-30.0f, -30.0f, 0.0f);
glVertex3f(-30.0f, 30.0f, 0.0f);
glVertex3f(30.0f, -30.0f, 0.0f);
glVertex3f(30.0f, 30.0f, 0.0f);
glEnd();
glPopMatrix();
}
void Battlefield(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(XCam, YCam, ZCam, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// Making the Battlefield
glColor3f(0.9f, 0.9f, 0.9f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, 100.0f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
DrawWalls();
// Strengthening
for (int i = 0; i < 6; i++){
glPushMatrix();
glTranslatef(i*5.0f, 0.0f, 0.0f);
DrawCannon();
glPopMatrix();
}
glutSwapBuffers();
}
int main(int argc, char **argv) {
//Windows form
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(150, 150);
glutInitWindowSize(600, 600);
glutCreateWindow("The Great Cannon");
//Display functions
//glutDisplayFunc(Battlefield);
glutReshapeFunc(ShapeShift);
glutIdleFunc(Battlefield);
glutSpecialFunc(KeyFunc);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}