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file2.cpp
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#include<stdio.h>
#include<stdlib.h>
#include<math.h>
#include <GL/glut.h>
//#include <GL/glx.h> /* this includes the necessary X headers */
//#include <GL/gl.h>
//
//#include <X11/X.h> /* X11 constant (e.g. TrueColor) */
//#include <X11/keysym.h>
#define pi (2*acos(0.0))
double cameraHeight;
double cameraAngle;
int drawgrid;
int drawaxes;
double angle;
struct point
{
double x,y,z;
};
point pos,v;
int step=40,ang=4;
void drawAxes()
{
if(drawaxes==1)
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
{
glVertex3f( 100,100,0);
glVertex3f(-100,100,0);
glVertex3f(100,-100,0);
glVertex3f(100, 100,0);
glVertex3f( 100,-100,0);
glVertex3f(-100,-100,0);
glVertex3f(-100,-100,0);
glVertex3f(-100, 100,0);
}
glEnd();
}
}
void drawLine()
{
if(pos.x+(step*v.x)>100)v.x=-v.x;
if(pos.x+(step*v.x)<-100)v.x=-v.x;
if(pos.y+(step*v.y)>100)v.y=-v.y;
if(pos.y+(step*v.y)<-100)v.y=-v.y;
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
{
glVertex3f(pos.x,pos.y,0);
glVertex3f(pos.x+(step*v.x),pos.y+(step*v.y),0);
}
glEnd();
point perp1,perp2;
double tmp=sqrt(v.x*v.x+v.y*v.y);
perp1.x=-(v.y/tmp);
perp1.y=v.x/tmp;
perp1.z=0;
perp2.x=pos.x+(step-10)*v.x;
perp2.y=pos.y+(step-10)*v.y;
perp2.z=0;
int t=5;
glColor3f(1.0, 0, 0);
glBegin(GL_TRIANGLES);
{
glVertex3f(pos.x+(step*v.x),pos.y+(step*v.y),0);
glVertex3f(t*perp1.x+perp2.x, t*perp1.y+perp2.y, 0);
glVertex3f(perp2.x-t*perp1.x,perp2.y-t*perp1.y,0);
}
glEnd();
}
void rotation(bool clockwise=false)
{
point perp;
perp.x=-v.y;
perp.y=v.x;
if(clockwise==true)
{
perp.x=-perp.x;
perp.y=-perp.y;
}
v.x=sin(ang*pi/180)*perp.x+cos(ang*pi/180)*v.x;
v.y=sin(ang*pi/180)*perp.y+cos(ang*pi/180)*v.y;
}
void keyboardListener(unsigned char key, int x,int y)
{
switch(key)
{
case '1':
//drawgrid=1-drawgrid;
break;
case '2':
break;
case '3':
break;
case '4':
break;
case '5':
break;
case '6':
break;
default:
break;
}
}
void specialKeyListener(int key, int x,int y)
{
switch(key)
{
case GLUT_KEY_DOWN: //down arrow key
cameraHeight -= 3.0;
break;
case GLUT_KEY_UP: // up arrow key
cameraHeight += 3.0;
break;
case GLUT_KEY_RIGHT:
cameraAngle += 0.03;
rotation(true);
break;
case GLUT_KEY_LEFT:
cameraAngle -= 0.03;
rotation();
break;
case GLUT_KEY_PAGE_UP:
break;
case GLUT_KEY_PAGE_DOWN:
break;
case GLUT_KEY_INSERT:
break;
case GLUT_KEY_HOME:
break;
case GLUT_KEY_END:
break;
default:
break;
}
}
void mouseListener(int button, int state, int x, int y) //x, y is the x-y of the screen (2D)
{
switch(button)
{
case GLUT_LEFT_BUTTON:
if(state == GLUT_DOWN) // 2 times?? in ONE click? -- solution is checking DOWN or UP
{
drawaxes=1-drawaxes;
}
break;
case GLUT_RIGHT_BUTTON:
//........
break;
case GLUT_MIDDLE_BUTTON:
//........
break;
default:
break;
}
}
void display()
{
//clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0,0); //color black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/********************
/ set-up camera here
********************/
//load the correct matrix -- MODEL-VIEW matrix
glMatrixMode(GL_MODELVIEW);
//initialize the matrix
glLoadIdentity();
//now give three info
//1. where is the camera (viewer)?
//2. where is the camera looking?
//3. Which direction is the camera's UP direction?
//gluLookAt(100,100,100, 0,0,0, 0,0,1);
//gluLookAt(200*cos(cameraAngle), 200*sin(cameraAngle), cameraHeight, 0,0,0, 0,0,1);
gluLookAt(0,0,200, 0,0,0, 0,1,0);
//again select MODEL-VIEW
glMatrixMode(GL_MODELVIEW);
/****************************
/ Add your objects from here
****************************/
//add objects
drawAxes();
drawLine();
//drawGrid();
//glColor3f(1,0,0);
//drawSquare(10);
//drawSS();
//drawCircle(30,24);
//drawCone(20,50,24);
//drawSphere(30,24,20);
//ADD this line in the end --- if you use double buffer (i.e. GL_DOUBLE)
glutSwapBuffers();
}
void animate()
{
angle+=0.5;
//codes for any changes in Models, Camera
pos.x+=2*v.x;
pos.y+=2*v.y;
glutPostRedisplay();
}
void init()
{
//codes for initialization
drawgrid=0;
drawaxes=1;
cameraHeight=150.0;
cameraAngle=1.0;
angle=0;
pos.x=10,pos.y=10,pos.z=50;
v.x=-.35,v.y=.26,v.z=0;
//clear the screen
glClearColor(0,0,0,0);
/************************
/ set-up projection here
************************/
//load the PROJECTION matrix
glMatrixMode(GL_PROJECTION);
//initialize the matrix
glLoadIdentity();
//give PERSPECTIVE parameters
gluPerspective(80, 1, 1, 1000.0);
//field of view in the Y (vertically)
//aspect ratio that determines the field of view in the X direction (horizontally)
//near distance
//far distance
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB); //Depth, Double buffer, RGB color
glutCreateWindow("My OpenGL Program");
init();
glEnable(GL_DEPTH_TEST); //enable Depth Testing
glutDisplayFunc(display); //display callback function
glutIdleFunc(animate); //what you want to do in the idle time (when no drawing is occuring)
glutKeyboardFunc(keyboardListener);
glutSpecialFunc(specialKeyListener);
glutMouseFunc(mouseListener);
glutMainLoop(); //The main loop of OpenGL
return 0;
}