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prog3-cube_spin.c
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prog3-cube_spin.c
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// 3. Draw a colour cube and spin it using OpenGL transformation matrices.
/*
ALGORITHM:
1. Initialize vertices, normal’s and colors of the color cube. Also initialize theta and axis.
2. Define main()
- Enable display mode as double and depth buffer.
- Register mouse and idle callback function.
- Enable depth test.
3. Define reshape () enabling glOrtho.
4. Define mouse callback mouse(), coding for left, middle and right buttons for x, y and z axis respectively.
5. Define idle callback spincube()
- Increment theta for every click.
- Reinitialize theta
- If theta > 360 then theta = 0, Call display()
6. Define callback function display()
- Load identity matrix.
- Define rotation function for x, y & z axis.
- Draw the color cube using right hand rule.
- Swap buffers for there is animation in the scene
*/
#include <stdlib.h>
#include <GL/glut.h>
GLfloat vertices[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0},
{1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0},
{1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}};
GLfloat normals[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0},
{1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0},
{1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}};
GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0},
{1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0},
{1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}};
void polygon(int a, int b, int c , int d)
{
/* draw a polygon via list of vertices */
glBegin(GL_POLYGON);
glColor3fv(colors[a]);
glNormal3fv(normals[a]);
glVertex3fv(vertices[a]);
glColor3fv(colors[b]);
glNormal3fv(normals[b]);
glVertex3fv(vertices[b]);
glColor3fv(colors[c]);
glNormal3fv(normals[c]);
glVertex3fv(vertices[c]);
glColor3fv(colors[d]);
glNormal3fv(normals[d]);
glVertex3fv(vertices[d]);
glEnd();
}
void colorcube(void)
{
/* map vertices to faces */
polygon(0,3,2,1);
polygon(2,3,7,6);
polygon(0,4,7,3);
polygon(1,2,6,5);
polygon(4,5,6,7);
polygon(0,1,5,4);
}
static GLfloat theta[] = {0.0,0.0,0.0};
static GLint axis = 2;
void display(void)
{
/* display callback, clear frame buffer and z buffer,
rotate cube and draw, swap buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(theta[0], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glRotatef(theta[2], 0.0, 0.0, 1.0);
colorcube();
glFlush();
glutSwapBuffers();
}
void spinCube()
{
/* Idle callback, spin cube 2 degrees about selected axis */
theta[axis] += 1.0;
if( theta[axis] > 360.0 ) theta[axis] -= 360.0;
/* display(); */
glutPostRedisplay();
}
void mouse(int btn, int state, int x, int y)
{
/* mouse callback, selects an axis about which to rotate */
if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0;
if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1;
if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2;
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w,
2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
else
glOrtho(-2.0 * (GLfloat) w / (GLfloat) h,
2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("Rotating a Color Cube");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutIdleFunc(spinCube);
glutMouseFunc(mouse);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}