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- // OpenGL Tutorial
- // Polygons.c
-
- /*************************************************************************
- This program illustrates the use of the depth buffer and depth testing.
- *************************************************************************/
-
- // gcc -o Polygons Polygons.c -lX11 -lMesaGL -lMesaGLU -lMesatk -lm
-
- #include <stdlib.h>
- #include <stdio.h>
- #include <math.h>
- #include <gltk.h>
-
- void reshape(int width, int height) {
-
- // Set the new viewport size
- glViewport(0, 0, (GLint)width, (GLint)height);
-
- // Choose the projection matrix to be the matrix
- // manipulated by the following calls
- glMatrixMode(GL_PROJECTION);
-
- // Set the projection matrix to be the identity matrix
- glLoadIdentity();
-
- // Define the dimensions of the Orthographic Viewing Volume
- glOrtho(-8.0, 8.0, -8.0, 8.0, -8.0, 8.0);
-
- // Choose the modelview matrix to be the matrix
- // manipulated by further calls
- glMatrixMode(GL_MODELVIEW);
- }
-
- GLenum key_down(int key, GLenum state) {
-
- if ((key == TK_ESCAPE) || (key == TK_q) || (key == TK_Q))
- tkQuit();
- }
-
- void draw(void) {
-
- // Clear the RGB buffer and the depth buffer
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- // Set the modelview matrix to be the identity matrix
- glLoadIdentity();
- // Translate and rotate the object
- glTranslatef(-2.5, 0.0, 0.0);
- glRotatef(-30, 1.0, 0.0, 0.0);
- glRotatef(30, 0.0, 1.0, 0.0);
- glRotatef(30, 0.0, 0.0, 1.0);
-
- glColor3f(1.0, 0.0, 1.0);
-
- // Draw the sides of the three-sided pyramid
- glBegin(GL_TRIANGLE_FAN);
- glVertex3d(0, 4, 0);
- glVertex3d(0, -4, -4);
- glVertex3d(-4, -4, 4);
- glVertex3d(4, -4, 4);
- glVertex3d(0, -4, -4);
- glEnd();
-
- glColor3f(0.0, 1.0, 1.0);
-
- // Draw the base of the pyramid
- glBegin(GL_TRIANGLES);
- glVertex3d(0, -4, -4);
- glVertex3d(-4, -4, 4);
- glVertex3d(4, -4, 4);
- glEnd();
-
- glLoadIdentity();
- glTranslatef(2.5, 0.0, 0.0);
- glRotatef(45, 1.0, 0.0, 0.0);
- glRotatef(45, 0.0, 1.0, 0.0);
- glRotatef(45, 0.0, 0.0, 1.0);
-
- glColor3f(0.0, 1.0, 0.0);
-
- // Draw the sides of the cube
- glBegin(GL_QUAD_STRIP);
- glVertex3d(3, 3, -3);
- glVertex3d(3, -3, -3);
- glVertex3d(-3, 3, -3);
- glVertex3d(-3, -3, -3);
- glVertex3d(-3, 3, 3);
- glVertex3d(-3, -3, 3);
- glVertex3d(3, 3, 3);
- glVertex3d(3, -3, 3);
- glVertex3d(3, 3, -3);
- glVertex3d(3, -3, -3);
- glEnd();
-
- glColor3f(0.0, 0.0, 1.0);
-
- // Draw the top and bottom of the cube
- glBegin(GL_QUADS);
- glVertex3d(-3, -3, -3);
- glVertex3d(3, -3, -3);
- glVertex3d(3, -3, 3);
- glVertex3d(-3, -3, 3);
-
- glVertex3d(-3, 3, -3);
- glVertex3d(3, 3, -3);
- glVertex3d(3, 3, 3);
- glVertex3d(-3, 3, 3);
- glEnd();
-
-
- // Flush the buffer to force drawing of all objects thus far
- glFlush();
- }
-
- void main(int argc, char **argv) {
-
- // Set top left corner of window to be at location (0, 0)
- // Set the window size to be 500x500 pixels
- tkInitPosition(0, 0, 500, 500);
-
- // Initialize the RGB and Depth buffers
- tkInitDisplayMode(TK_RGB | TK_DEPTH);
-
- // Open a window, name it "Polygons"
- if (tkInitWindow("Polygons") == GL_FALSE) {
- tkQuit();
- }
-
- // Set the clear color to black
- glClearColor(0.0, 0.0, 0.0, 0.0);
-
- // Set the shading model
- glShadeModel(GL_FLAT);
-
- // Set the polygon mode to fill
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- // Enable depth testing for hidden line removal
- glEnable(GL_DEPTH_TEST);
-
- // Assign reshape() to be the function called whenever
- // an expose event occurs
- tkExposeFunc(reshape);
-
- // Assign reshape() to be the function called whenever
- // a reshape event occurs
- tkReshapeFunc(reshape);
-
- // Assign key_down() to be the function called whenever
- // a key is pressed
- tkKeyDownFunc(key_down);
-
- // Assign draw() to be the function called whenever a display
- // event occurs, generally after a resize or expose event
- tkDisplayFunc(draw);
-
- // Pass program control to tk's event handling code
- // In other words, loop forever
- tkExec();
- }
-