// 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" #define GL_PI 3.1415f GLfloat xRot = 0.45f; GLfloat yRot = 0.35f; GLboolean bCull = glIsEnabled(GL_CULL_FACE); GLboolean bDepth= glIsEnabled(GL_DEPTH_TEST); GLboolean bOutline=(GLboolean)true; GLenum shademode = GL_FLAT; GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f }; GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f }; // The light is positioned by this code, located in the ChangeSize function: GLfloat lightPos[] = { -30.f, 4.0f, 15.0f, 1.0f }; //jet vertices static GLfloat vdata[13][3] = { {0.0f, 0.0f, 25.0f}, //Pinnacle of cone is shared vertex for fan, moved up z-axis {5.0f, 0.0f, 0.0f}, {0.0f, 3.0f, 0.0f}, {-5.0f, 0.0f, 0.0f}, //to close the fan use {5.0f, 0.0f, 0.0f} twice {0.0f, 0.0f, -6.0f}, //Pinnacle of new cone with the same base verteces as above // horiz tail {-8.0f, 0.0f, 30.0}, {8.0f, 0.0f, 30.0}, {0.0f, 0.0f, 23.0}, //vertical tail {0.0f, 0.0f, 30.0}, //far point {0.0f, 8.0f, 30.0}, //up point // {0.0f, 0.0f, 23.0} //close point the same as for horiz. tail //wing {-20.0f, 1.0f, 10.0}, { 20.0f, 1.0f, 10.0}, {0.0f, 1.0f, 5.0} }; GLfloat ex=0.0f; GLfloat ey=0.0f; GLfloat ez=-30.0f; GLfloat delta= 0.01f; GLfloat deltaR= 0.01f; void normalize(GLfloat v[3]) { GLfloat d = sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); if (d == 0.0) { exit(100); return; } v[0] /= d; v[1] /= d; v[2] /= d; } void normcrossprod(GLfloat v1[3], GLfloat v2[3], GLfloat out[3]) { out[0] = v1[1]*v2[2] - v1[2]*v2[1]; out[1] = v1[2]*v2[0] - v1[0]*v2[2]; out[2] = v1[0]*v2[1] - v1[1]*v2[0]; normalize(out); } void gltGetNormalVector( GLfloat v0[3], GLfloat v1[3], GLfloat v2[3], GLfloat norm[3]) { GLfloat d1[3], d2[3]; for (int j = 0; j < 3; j++) { d1[j] = v0[j] - v1[j]; d2[j] = v1[j] - v2[j]; } normcrossprod(d1, d2, norm); } void SetupRC() { // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); // Set drawing color to green //glColor3f(0.0f, 1.0f, 0.0f); // Set color shading model to flat glShadeModel(shademode); // Clockwise-wound polygons are front facing; this is reversed // because we are using triangle fans glFrontFace(GL_CW); // Enable lighting glEnable(GL_LIGHTING); // Set up and enable light 0 glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight); glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight); // the light source GL_LIGHT0 is enabled: glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0,GL_POSITION,lightPos); // Enable color tracking glEnable(GL_COLOR_MATERIAL); // Front material ambient and diffuse colors track glColor glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE); } // Called to draw scene void RenderScene(void) { // Reset coordinate system glLoadIdentity(); gluLookAt (ex, ey, ez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); // Clear the window and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Turn culling on if flag is set if(bCull) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); // Enable depth testing if flag is set if(bDepth) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); // Draw the back side as a wireframe only, if flag is set if(bOutline)glPolygonMode(GL_BACK,GL_LINE); else glPolygonMode(GL_BACK,GL_FILL); // Save matrix state and do the rotation glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); GLfloat norm[3]; // Begin a triangle fan (far part of plane body) glBegin(GL_TRIANGLE_FAN); // Pinnacle of cone is shared vertex for fan, moved up z-axis // to produce a cone instead of a circle glVertex3fv(&vdata[0][0] /* 0.0f, 0.0f, 25.0f*/); //glColor3f(0.0f, 1.0f, 0.0f); glVertex3fv(&vdata[1][0] /*5.0f, 0.0f*/); gltGetNormalVector( &vdata[0][0], &vdata[1][0], &vdata[2][0], norm);/* color information here */ glNormal3fv(norm);/* color information here */ //glColor3f(0.0f, 0.0f, 1.0f); glVertex3fv(&vdata[2][0] /*0.0f, 3.0f*/); gltGetNormalVector( &vdata[0][0], &vdata[2][0], &vdata[3][0], norm); glNormal3fv(norm); //glColor3f(1.0f, 0.0f, 0.0f); glVertex3fv( &vdata[3][0] /*-5.0f, 0.0f*/); gltGetNormalVector( &vdata[0][0], &vdata[3][0], &vdata[1][0], norm); glNormal3fv(norm); //glColor3f(0.0f, 1.0f, 0.0f); glVertex3fv(& vdata[1][0] /*5.0f, 0.0f*/); glEnd(); /*static GLfloat vdata[13][3] = { {0.0f, 0.0f, 25.0f}, //0 Pinnacle of cone is shared vertex for fan, moved up z-axis {5.0f, 0.0f, 0.0f}, //1 {0.0f, 3.0f, 0.0f}, //2 {-5.0f, 0.0f, 0.0f}, //3. to close the fan use {5.0f, 0.0f, 0.0f} twice {0.0f, 0.0f, -6.0f}, //4. Pinnacle of new cone with the same base verteces as above*/ glBegin(GL_TRIANGLE_FAN); // Begin a new triangle fan (close part of plane body) glVertex3fv(&vdata[4][0] /* {0.0f, 0.0f, -6.0f} */); //glColor3f(1.0f, 1.0f, 0.0f); glVertex3fv(&vdata[1][0] ); gltGetNormalVector( &vdata[1][0], &vdata[4][0], &vdata[2][0], norm);/* color information here */ glNormal3fv(norm);/* color information here */ //glColor3f(1.0f, 0.0f, 1.0f); glVertex3fv(&vdata[2][0] ); gltGetNormalVector( &vdata[4][0], &vdata[3][0], &vdata[2][0], norm); glNormal3fv(norm); //glColor3f(0.0f, 1.0f, 1.0f); glVertex3fv( &vdata[3][0] ); gltGetNormalVector( &vdata[4][0], &vdata[1][0], &vdata[3][0], norm); glNormal3fv(norm); //glColor3f(1.0f, 1.0f, 0.0f); glVertex3fv(& vdata[1][0] ); glEnd(); // Done drawing the fan (close part of plane body) glBegin(GL_TRIANGLES); // horiz tail gltGetNormalVector( &vdata[5][0], &vdata[6][0], &vdata[7][0], norm); glNormal3fv(norm); //glColor3f(0.5f, 1.0f, 1.0f); glVertex3fv( & vdata[5][0] /*-8.0f, 0.0f, 30.0*/); // V0 glVertex3fv( & vdata[6][0] /*8.0f, 0.0f, 30.0*/); // V1 glVertex3fv( & vdata[7][0] /*0.0f, 0.0f, 23.0*/); // V2 // vertic tail gltGetNormalVector( &vdata[8][0], &vdata[9][0], &vdata[7][0], norm); glNormal3fv(norm); //glColor3f(1.0f, 0.5f, 1.0f); glVertex3fv( & vdata[8][0] /*{0.0f, 0.0f, 30.0}*/); // V0 glVertex3fv( & vdata[9][0] /*{0.0f, 8.0f, 30.0}*/); // V1 glVertex3fv( & vdata[7][0] /*0.0f, 0.0f, 23.0*/); // V2 //wing gltGetNormalVector( &vdata[11][0], &vdata[10][0], &vdata[12][0], norm); glNormal3fv(norm); //glColor3f(0.5f, 1.0f, 1.0f); glVertex3fv( & vdata[10][0] /*{-20.0f, 1.0f, 10.0}*/); // V0 glVertex3fv( & vdata[11][0] /*{ 20.0f, 1.0f, 10.0}*/); // V1 glVertex3fv( & vdata[12][0] /*0.0f, 1.0f, 5.0*/); // V2 glEnd(); // Restore transformations glPopMatrix(); // Flush drawing commands glutSwapBuffers(); } // Called by GLUT library when the window has changed size void ChangeSize(GLsizei w, GLsizei h) { // Set Viewport to window dimensions glViewport(0, 0, (GLsizei)w, (GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho (-100.0, 100.0, -100, 100, -270.0, 270.0); //glFrustum (-1.0, 1.0, -1.0, 1.0, 1.5, 20.0); gluPerspective(60.0, 1.0, 1.5, 200.0); glMatrixMode (GL_MODELVIEW); } void SpecialKeys(int key, int x, int y) {GLfloat dx, dy, dz; if(key == GLUT_KEY_UP) {//increase distance from camera to origin ex*=(1.0f+deltaR); ey*=(1.0f+deltaR); ez*=(1.0f+deltaR); } if(key == GLUT_KEY_DOWN) {//reduce distance from camera to origin (close up) ex*=(1.0f-deltaR); ey*=(1.0f-deltaR); ez*=(1.0f-deltaR);} if(key == GLUT_KEY_LEFT) //Rotate camera around origin in Oxz plane {dx=-ez; dz= ex; GLfloat s=sqrtf(ex*ex+ey*ey+ez*ez); ex+=delta*dx; ez+=delta*dz; GLfloat s1=sqrtf(ex*ex+ey*ey+ez*ez)/s; ex/=s1; ey/=s1; ey/=s1; } if(key == GLUT_KEY_RIGHT) //Rotate camera around origin in Oxz plane {dx=-ez; dz= ex; GLfloat s=sqrtf(ex*ex+ey*ey+ez*ez); ex-=delta*dx; ez-=delta*dz; GLfloat s1=sqrtf(ex*ex+ey*ey+ez*ez)/s; ex/=s1; ey/=s1; ey/=s1;} if(key == GLUT_KEY_F5)//Rotate camera around origin in Oyz plane {dy=-ez; dz= ey; GLfloat s=sqrtf(ex*ex+ey*ey+ez*ez); ey-=delta*dy; ez-=delta*dz; GLfloat s1=sqrtf(ex*ex+ey*ey+ez*ez)/s; ex/=s1; ey/=s1; ey/=s1;} if(key == GLUT_KEY_F6)//Rotate camera around origin in Oyz plane {dy=-ez; dz= ey; GLfloat s=sqrtf(ex*ex+ey*ey+ez*ez); ey+=delta*dy; ez+=delta*dz; GLfloat s1=sqrtf(ex*ex+ey*ey+ez*ez)/s; ex/=s1; ey/=s1; ey/=s1;} if(key == GLUT_KEY_F1) bCull=!bCull; if(key == GLUT_KEY_F2)bDepth=!bDepth; if(key == GLUT_KEY_F3)bOutline=!bOutline; if(key == GLUT_KEY_F4) { if(shademode == GL_FLAT){shademode =GL_SMOOTH;} else {if(shademode == GL_SMOOTH){shademode =GL_FLAT;}}; glShadeModel(shademode); } // Refresh the Window glutPostRedisplay(); // Refresh the Window glutPostRedisplay(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize (500, 500); glutInitWindowPosition (100, 100); glutCreateWindow (argv[0]); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutSpecialFunc (SpecialKeys); SetupRC(); glutMainLoop(); return 0; }