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/*
* (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ /*
* mcube.c * Use 3 mouse buttons */ #include <windows.h>
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
#define MY_CUBE_LIST 1
GLfloat xAngle = 42.0, yAngle = 82.0, zAngle = 112.0;
static int shoulder = 30, elbow = 0;
void recalcView(void) { printf("recalc\n"); /* reset modelview matrix to the identity matrix */ glMatrixMode(GL_MODELVIEW); glLoadIdentity();
/* move the camera back three units */ glTranslatef(0.0, 0.0, -3.0);
/* Rotate by X, Y, &z angles */ glRotatef(xAngle, 0.1, 0.0, 0.0); glRotatef(yAngle, 0.0, 0.1, 0.0); glRotatef(zAngle, 0.0, 0.0, 1.0);
}
void xAdd (void) { printf("xadd\n"); xAngle += 10.0F; recalcView(); }
void yAdd (void) { printf("yadd\n"); yAngle += 10.0F; recalcView(); }
void zAdd (void) { printf("zadd\n"); zAngle += 10.0F; recalcView(); }
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCallList(MY_CUBE_LIST); glFlush();
}
void myinit (void) { glShadeModel (GL_FLAT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glClearDepth(1.0); glClearColor(0.4, 0.1, 0.0, 1.0);
glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10.0);
glNewList(MY_CUBE_LIST, GL_COMPILE); /* front face */ glBegin(GL_QUADS); glColor3f(0.0, 0.7, 0.1); /* green */ glVertex3f(-1.0, 1.0, 1.0); glVertex3f(1.0, 1.0, 1.0); glVertex3f(1.0, -1.0, 1.0); glVertex3f(-1.0, -1.0, 1.0); /* back face */ glColor3f(0.9, 1.0, 0.0); /* yellow */ glVertex3f(-1.0, 1.0, -1.0); glVertex3f(1.0, 1.0, -1.0); glVertex3f(1.0, -1.0, -1.0); glVertex3f(-1.0, -1.0, -1.0); /* top side face */ glColor3f(0.0, 0.0, 0.8); /* blue */ glVertex3f(-1.0, 1.0, 1.0); glVertex3f(1.0, 1.0, 1.0); glVertex3f(1.0, 1.0, -1.0); glVertex3f(-1.0, 1.0, -1.0); /* bottom side face */ glColor3f(0.7, 0.0, 0.1); /* red */ glVertex3f(-1.0, -1.0, 1.0); glVertex3f(1.0, -1.0, 1.0); glVertex3f(1.0, -1.0, -1.0); glVertex3f(-1.0, -1.0, -1.0); glEnd(); glEndList(); }
void myReshape(GLsizei w, GLsizei h) { recalcView(); glViewport(0, 0, w, h); }
/* Main Loop
* Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16); auxInitPosition (100, 50, 400, 400); auxInitWindow ("mcube");
myinit ();
auxKeyFunc (AUX_LEFT, xAdd); auxKeyFunc (AUX_RIGHT, yAdd); auxKeyFunc (AUX_DOWN, zAdd); auxReshapeFunc (myReshape); auxMainLoop(display); }
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