178 lines
4.1 KiB
C++
178 lines
4.1 KiB
C++
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/*
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* GLUT Shapes Demo
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*
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* Written by Nigel Stewart November 2003
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*
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* This program is test harness for the sphere, cone
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* and torus shapes in GLUT.
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*
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* Spinning wireframe and smooth shaded shapes are
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* displayed until the ESC or q key is pressed. The
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* number of geometry stacks and slices can be adjusted
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* using the + and - keys.
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*/
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#ifdef __APPLE__
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#endif
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#include <stdlib.h>
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static int slices = 16;
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static int stacks = 16;
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/* GLUT callback Handlers */
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static void resize(int width, int height)
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{
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const float ar = (float) width / (float) height;
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity() ;
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}
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static void display(void)
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{
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const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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const double a = t*90.0;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3d(1,0,0);
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glPushMatrix();
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glTranslated(-2.4,1.2,-6);
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glRotated(60,1,0,0);
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glRotated(a,0,0,1);
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glutSolidSphere(1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslated(0,1.2,-6);
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glRotated(60,1,0,0);
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glRotated(a,0,0,1);
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glutSolidCone(1,1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslated(2.4,1.2,-6);
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glRotated(60,1,0,0);
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glRotated(a,0,0,1);
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glutSolidTorus(0.2,0.8,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslated(-2.4,-1.2,-6);
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glRotated(60,1,0,0);
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glRotated(a,0,0,1);
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glutWireSphere(1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslated(0,-1.2,-6);
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glRotated(60,1,0,0);
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glRotated(a,0,0,1);
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glutWireCone(1,1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslated(2.4,-1.2,-6);
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glRotated(60,1,0,0);
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glRotated(a,0,0,1);
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glutWireTorus(0.2,0.8,slices,stacks);
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glPopMatrix();
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glutSwapBuffers();
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}
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static void key(unsigned char key, int x, int y)
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{
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switch (key)
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{
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case 27 :
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case 'q':
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exit(0);
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break;
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case '+':
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slices++;
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stacks++;
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break;
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case '-':
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if (slices>3 && stacks>3)
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{
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slices--;
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stacks--;
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}
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break;
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}
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glutPostRedisplay();
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}
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static void idle(void)
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{
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glutPostRedisplay();
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}
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const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
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const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
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const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat high_shininess[] = { 100.0f };
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/* Program entry point */
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int main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowSize(640,480);
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glutInitWindowPosition(10,10);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutCreateWindow("GLUT Shapes");
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glutReshapeFunc(resize);
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glutDisplayFunc(display);
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glutKeyboardFunc(key);
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glutIdleFunc(idle);
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glClearColor(1,1,1,1);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_LIGHTING);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
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glutMainLoop();
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return EXIT_SUCCESS;
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}
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