Animated parabola and squares by Flavio58

VIEWS: 9 PAGES: 4

									/* Animated Parabola and Squares */ // Header files #include <stdio.h> #include <string.h> #include <stdlib.h> #include <math.h> #include <GL/glut.h> // Global variables for rotation factors double spin = 0.0; double spin2 = 0.0; int wide=400, high=400; // This Section creates a Window, but uses only GL commands rather than X. void myinit() { /* one-time init (clearColor, set palette, etc) */ glClearColor(1.0, 1.0, 1.0, 1.0 ); glShadeModel( GL_FLAT ); }

void reshape( int width, int height ) // Essential Magic again! { glViewport(0, 0, (GLint)width, (GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( -3.0, 3.0, -3.0, 3.0, -3.0, 3.0 ); glMatrixMode(GL_MODELVIEW); } void babyRectangle() // Draw rotating red rectangle, offset to edge { glColor3f(0.8, 0.0, 0.0); glPushMatrix(); glTranslatef(2.0, 2.0, 0.0); glRotatef(spin2, 0.0, 0.0, 1.0); glRectf(-0.2, -0.2, 0.2, 0.2); //glRectf(1.8, 1.8, 2.2, 2.2); glPopMatrix(); } void myRectangle() // Draw a large Yellow Rectangle and rotate image { glColor3f(1.0, 1.0, 0.0); glPushMatrix(); glRotatef(spin, 0.0, 0.0, 1.0);

glRectf(-2.0, -2.0, 2.0, 2.0); glPopMatrix(); } void myCube() // Draw wire frame green cube: Roatate, Translate, Scale { static float myscale= 1.0; static float step = -0.1; glColor3f(0.0, 0.7, 0.0); glPushMatrix(); glRotatef( 10.0, 1.0, 0.0, 1.0); glRotatef(spin, 0.0, 1.0, 0.0); glTranslatef(0.0, 0.0, -1.0); glScalef(myscale, myscale, myscale); myscale += step; if (myscale <= 0.5) step = 0.05; // If too small, start growing if (myscale >= 1.5) step = -0.05; // If too big, start shrinking glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 0.0); glVertex3f(1.0, 0.0, 0.0); glVertex3f(1.0, 1.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glVertex3f(0.0, 0.0, 0.0); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 1.0); glVertex3f(1.0, 0.0, 1.0); glVertex3f(1.0, 1.0, 1.0); glVertex3f(0.0, 1.0, 1.0); glVertex3f(0.0, 0.0, 1.0); glEnd(); glBegin(GL_LINES); glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 0.0, 1.0); glVertex3f(1.0, 1.0, 0.0); glVertex3f(1.0, 1.0, 1.0); glVertex3f(0.0, 1.0, 0.0); glVertex3f(0.0, 1.0, 1.0); glVertex3f(1.0, 0.0, 0.0); glVertex3f(1.0, 0.0, 1.0); glEnd(); glPopMatrix(); } void DrawMyStuff() // The Drawing Routine {float i, j; double x,y, xstep; myRectangle(); babyRectangle(); myRectangle(); babyRectangle(); glColor3f(0.5, 0.5, 1.0); glPushMatrix(); glRotatef(spin, 1.0, 1.0,0.0); glBegin( GL_POINTS );

for (x = -3; x < 3; x += .001) // Step from -1 to +1 inefficiently { y = 1 - 2 * x * x; // Calculate y value of parabola glVertex3f(x, y, 0.0); } glEnd(); glPopMatrix(); myCube(); } void display( ) // Main display routine called from event loop { int i; /* clear viewport */ glClear( GL_COLOR_BUFFER_BIT ); /* draw stuff */ DrawMyStuff(); /* flush / swap buffers */ glFlush(); glutSwapBuffers(); glutPostRedisplay(); }

void specialKeys(int key, int x, int y) { // A Function accessing the UP ARROW Key switch (key) { case GLUT_KEY_UP: printf("AUX_UP\n"); spin -= 2.0; if (spin <= 0.0) spin = 360.0; spin2 -= 15.0; if (spin2 <= 0.0) spin2 += 360.0; break; // A Function accessing the DOWN ARROW Key case GLUT_KEY_DOWN: printf("AUX_DOWN\n"); spin += 2.0; if (spin >= 360.0) spin = 0; spin2 += 15.0; if (spin2 >= 360.0) spin2 -= 360.00; break; } display(); }

void keyboard(unsigned char key, int x, int y) the ESCAPE key { switch (key) { case (unsigned char) 27: // case '\27' printf("Escape pressed\n"); exit(0); break; } // If pressed, the window QUITS }

// A Function Accessing

int main( int argc, char **argv ) { glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB ); // Initialize Display in RGB mode glutInitWindowSize(wide, high); glutInitWindowPosition( 50,50 ); // Draw a window starting at (50,50) // with size of 400 pixels for both // X and Y dimensions. glutCreateWindow("My Window"); myinit(); // // Call Init routine // Create window and give it a name.

More Magic

glutReshapeFunc(reshape); glutKeyboardFunc( keyboard ); glutSpecialFunc( specialKeys ); glutDisplayFunc(display); glutMainLoop( ); return 0; }


								
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