// OPEN_GL_test.cpp : Defines the entry point for the console application. // // OPEN_GL_test.cpp : Defines the entry point for the console application. // #include "stdafx.h" /* cube.c */ /* Rotating cube with color interpolation */ /* E. Angel, Interactive Computer Graphics */ /* A Top-Down Approach with OpenGL, Third Edition */ /* Addison-Wesley Longman, 2003 */ /* Demonstration of use of homogeneous coordinate transformations and simple data structure for representing cube from Chapter 4 */ /* Colors are assigned to the vertices */ /* Mouse buttons control direction of rotation */ // //#include //#include 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_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 cuadrado_unitario() { glBegin(GL_POLYGON); glVertex2f(-1., -1.); glVertex2f(-1., 1.); glVertex2f(1., 1.); glVertex2f(1., -1.); glEnd(); } void colorcube1(void) { /*1a cara del cubo*/ glPushMatrix(); glTranslatef(0, 0, 1); glColor3fv(colors[1]); cuadrado_unitario(); glPopMatrix(); /*2a cara del cubo*/ glPushMatrix(); glRotatef(90, 1., 0., 0.); glTranslatef(0, 0, 1); glColor3fv(colors[7]); cuadrado_unitario(); glPopMatrix(); /*3a cara del cubo*/ glPushMatrix(); glRotatef(180, 1., 0., 0.); glTranslatef(0, 0, 1); glColor3fv(colors[5]); cuadrado_unitario(); glPopMatrix(); /*4a cara del cubo*/ glPushMatrix(); glRotatef(-90, 1., 0., 0.); glTranslatef(0, 0, 1); glColor3fv(colors[4]); cuadrado_unitario(); glPopMatrix(); /*5a cara del cubo*/ glPushMatrix(); glRotatef(90, 0., 1., 0.); glTranslatef(0, 0, 1); glColor3fv(colors[2]); cuadrado_unitario(); glPopMatrix(); /*6a cara del cubo*/ glPushMatrix(); glRotatef(-90, 0., 1., 0.); glTranslatef(0, 0, 1); glColor3fv(colors[3]); cuadrado_unitario(); glPopMatrix(); /* map vertices to faces */ } 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); 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(); //la nueva version de cubo //colorcube(); //la vieja version glFlush(); /*glutSwapBuffers();*/ } void spinCube() { /* Idle callback, spin cube 2 degrees about selected axis */ theta[axis] += .02; 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); //para dibujar cada primitiva con un color plano glutMainLoop(); }