#include #include // Define a constant for the value of PI #define GL_PI 3.1415f // Rotation amounts static GLfloat xRot = 0.0f; static GLfloat yRot = 0.0f; static GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f }; static GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f }; static GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f}; static GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f }; static GLfloat lightpos[] = { 0.0f, 0.0f, 80.0f, 1.0f }; void SolidQuad(float width, int piecesX, int piecesY) { float h, wx, wy, x, y; int i, j; //int pieces = 10; h = width / 2.0; wx = width / piecesX; wy = width / piecesY; glBegin(GL_QUADS); glNormal3f(0.0, 0.0, 1.0); for(y = h, j = 0; j < piecesY; y -= wy, j++) for(x = -h, i = 0; i < piecesX; x += wx, i++) { glVertex3f(x, y, 0); glVertex3f(x, y - wy, 0); glVertex3f(x + wx, y - wy, 0); glVertex3f(x + wx, y, 0); } glEnd(); } void SolidCube(float width, int piecesX, int piecesY, int piecesZ) { glPushMatrix(); glTranslatef(0.0, 0.0, width / 2.0); SolidQuad(width, piecesX, piecesY); glPopMatrix(); glPushMatrix(); glTranslatef(0.0, 0.0, -width / 2.0); glRotatef(180.0, 0.0, 1.0, 0.0); SolidQuad(width, piecesX, piecesY); glPopMatrix(); glPushMatrix(); glTranslatef(width / 2.0, 0.0, 0.0); glRotatef(90.0, 0.0, 1.0, 0.0); SolidQuad(width, piecesZ, piecesY); glPopMatrix(); glPushMatrix(); glTranslatef(-width / 2.0, 0.0, 0.0); glRotatef(-90.0, 0.0, 1.0, 0.0); SolidQuad(width, piecesZ, piecesY); glPopMatrix(); glPushMatrix(); glTranslatef(0.0, width / 2.0, 0.0); glRotatef(-90.0, 1.0, 0.0, 0.0); SolidQuad(width, piecesX, piecesZ); glPopMatrix(); glPushMatrix(); glTranslatef(0.0, -width / 2.0, 0.0); glRotatef(90.0, 1.0, 0.0, 0.0); SolidQuad(width, piecesX, piecesZ); glPopMatrix(); } // Called to draw scene void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); // Save the matrix state and do the rotations glPushMatrix(); /* glRotatef(45, 0.5f, 1.0f, 0.5f); */ glPushMatrix(); glScalef(1.2, 0.7, 2.0); glColor3f(0.0, 0.0, 1.0); SolidCube(30, 18, 10, 28); glPopMatrix(); glPushMatrix(); glTranslatef(0.0, 17.5, 0.0); glRotatef(yRot, 0.0f, 1.0f, 0.0f); glScalef(1.0, 0.7, 1.7); glColor3f(0.0, 1.0, 0.0); SolidCube(20, 10, 7, 17); glPopMatrix(); glPushMatrix(); glRotatef(yRot, 0.0f, 1.0f, 0.0f); glTranslatef(0.0, 17.0, 15.0); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glScalef(1.0, 1.0, 7.0); glTranslatef(0.0, 0.0, 2.5); glColor3f(1.0, 0.0, 0.0); SolidCube(5, 3, 3, 21); glPopMatrix(); // Restore the matrix state glPopMatrix(); // Display the results glutSwapBuffers(); } // This function does any needed initialization on the rendering // context. void SetupRC() { glEnable(GL_DEPTH_TEST); // Hidden surface removal glFrontFace(GL_CCW); // Counter clock-wise polygons face out glEnable(GL_CULL_FACE); // Do not calculate inside of jet // Light blue background glClearColor(0.0f, 0.0f, 0.8f, 1.0f ); glEnable(GL_LIGHTING); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight); // Setup and enable light 0 glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); glLightfv(GL_LIGHT0, GL_POSITION, lightpos); glEnable(GL_LIGHT0); // Enable Material color tracking glEnable(GL_COLOR_MATERIAL); // Front material ambient colors track glColor glColorMaterial(GL_FRONT, GL_AMBIENT); // All materials hereafter have full specular reflectivity // with a high shine glMaterialfv(GL_FRONT, GL_SPECULAR, specref); glMateriali(GL_FRONT, GL_SHININESS, 128); } void SpecialKeys(int key, int x, int y) { if(key == GLUT_KEY_UP) xRot-= 5.0f; if(key == GLUT_KEY_DOWN) xRot += 5.0f; if(key == GLUT_KEY_LEFT) yRot -= 5.0f; if(key == GLUT_KEY_RIGHT) yRot += 5.0f; if(xRot > 10.0f) xRot = 10.0f; if(xRot < -50.0f) xRot = -50.0f; if(yRot > 356.0f) yRot = 0.0f; if(yRot < -1.0f) yRot = 355.0f; // Refresh the Window glutPostRedisplay(); } void ChangeSize(int w, int h) { GLfloat nRange = 80.0f; // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset coordinate system glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w <= h) glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange); else glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("Specular Tank"); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); glutDisplayFunc(RenderScene); SetupRC(); glutMainLoop(); return 0; }