CODE:
#include <stdio.h>
#include <stdlib.h>
#include <windows.h>
#if defined(__APPLE__)
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
GLfloat light_diffuse[] = {1.0, 0.0, 0.0,
1.0};
GLfloat light_position[] = {1.0, 1.0, 1.0,
0.0};
GLfloat n[6][3] = { {-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {1.0,
0.0, 0.0},
{0.0, -1.0,
0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0} };
GLint faces[6][4] = { {0,
1, 2, 3}, {3, 2, 6, 7}, {7, 6, 5, 4},
{4, 5, 1,
0}, {5, 6, 2, 1}, {7, 4, 0, 3} };
GLfloat v[8][3];
void
drawBox(void)
{
int i;
for (i = 0; i < 6; i++) {
glBegin(GL_QUADS);
glNormal3fv(&n[i][0]);
glVertex3fv(&v[faces[i][0]][0]);
glVertex3fv(&v[faces[i][1]][0]);
glVertex3fv(&v[faces[i][2]][0]);
glVertex3fv(&v[faces[i][3]][0]);
glEnd();
}
}
void
display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawBox();
glutSwapBuffers();
}
void
init(void)
{
/* Setup cube vertex data. */
v[0][0] =
v[1][0] = v[2][0] = v[3][0] = -1;
v[4][0] =
v[5][0] = v[6][0] = v[7][0] = 1;
v[0][1] =
v[1][1] = v[4][1] = v[5][1] = -1;
v[2][1] =
v[3][1] = v[6][1] = v[7][1] = 1;
v[0][2] =
v[3][2] = v[4][2] = v[7][2] = 1;
v[1][2] =
v[2][2] = v[5][2] = v[6][2] = -1;
/* Enable light. */
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
/* Hidden surface elimination. */
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
gluPerspective(40.0, 1.0, 1.0, 10.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0, 0.0, 5.0, 0.0,
0.0, 0.0, 0.0, 1.0, 0.);
/* Adjust cube position angle. */
glTranslatef(0.0,
0.0, -1.0);
glRotatef(60, 1.0, 0.0, 0.0);
glRotatef(-20, 0.0, 0.0, 1.0);
}
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("");
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}
OUTPUT:
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