#include "stdafx.h" //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 } }; //void polygon(int a, int b, int c, int d) //{ // // /* draw a polygon via list of vertices */ // // glBegin(GL_QUADS/*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 unit_square() { glBegin(GL_QUADS); glVertex2f(-1., -1.); glVertex2f(1., -1.); glVertex2f(1., 1.); glVertex2f(-1., 1.); glEnd(); } void colorcube1(void) { //1a cara glPushMatrix(); glTranslatef(0., 0., 1.); glColor3fv(colors[1]); unit_square(); glPopMatrix(); //2a cara glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0., 1.); glColor3fv(colors[3]); unit_square(); glPopMatrix(); //etc. para las caras restantes... } //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); //} static GLfloat theta[] = { 0.0, 0.0, 0.0 }; static GLint axis = 2; void display(void) { /* display callback, clear frame buffer and z buffer, rotate cube and draw, swap buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); 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); colorcube1();//colorcube(); glPopMatrix(); glFlush(); //glutSwapBuffers(); } void spinCube() { /* Idle callback, spin cube 2 degrees about selected axis */ theta[axis] += .1; if (theta[axis] > 360.0) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { /* mouse callback, selects an axis about which to rotate */ if (btn == GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if (btn == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if (btn == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; } 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, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat)w / (GLfloat)h, 2.0 * (GLfloat)w / (GLfloat)h, -2.0, 2.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } void main(int argc, char **argv) { glutInit(&argc, argv); /* need both double buffering and z buffer */ glutInitDisplayMode(/*GLUT_DOUBLE*/GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); /* Enable hidden--surface--removal */ glShadeModel(GL_FLAT); //GL_SMOOTH; para colores fijos/interpolados de las caras glutMainLoop(); }