/* Rotating cube with color interpolation */ /* Demonstration of use of homogeneous coordinate transformations and simple data structure for representing a cube. */ /* Colors are assigned to the vertices. */ /*Cube is centered at the origin. */ /* Un-comment the following to enable depth buffering */ #define DEPTH #define ESC 0x1b #include #include 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 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}}; static GLfloat theta[] = {0.0,0.0,0.0}; /* x, y, z rotations. */ static GLint axis = 1; /* Select y axis for * rotation. */ void polygon(int a, int b, int c , int d) { /* draw a polygon via list of vertices */ glBegin(GL_POLYGON); glColor3fv(colors[a]); glVertex3fv(vertices[a]); glColor3fv(colors[b]); glVertex3fv(vertices[b]); glColor3fv(colors[c]); glVertex3fv(vertices[c]); glColor3fv(colors[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); } void display(void) { /* display callback, clear frame buffer and z buffer, rotate cube and draw, swap buffers */ #ifdef DEPTH glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #else glClear(GL_COLOR_BUFFER_BIT); #endif 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(); glutSwapBuffers(); } void spinCube(void) { /* Idle callback, spin cube 2 degrees about selected axis */ theta[axis] += 1.0; if( theta[axis] > 360.0 ) theta[axis] -= 360.0; display(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 'x': case 'X': axis = 0; break; case 'y': case 'Y': axis = 1; break; case 'z': case 'Z': axis = 2; break; case ESC: exit(0); break; } } 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, -2.0, 2.0); else glOrtho(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -2.0, 2.0); glMatrixMode(GL_MODELVIEW); } int main(int argc, char **argv) { glutInit(&argc, argv); /* need both double buffering and z buffer */ #ifdef DEPTH glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); #else glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); #endif glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutKeyboardFunc(keyboard); #ifdef DEPTH glEnable(GL_DEPTH_TEST); /* Enable hidden--surface--removal */ #endif glutMainLoop(); return 0; }