#include <GL/glut.h>
#define true 1
#define false 0
static spinning = false;
static const int FPS = 60;
float flag=1;
static GLfloat currentAngleOfRotation = 45.0;
void reshape(GLint w, GLint h) {
GLfloat aspect = (GLfloat)w / (GLfloat)h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h) {
glOrtho(-50.0, 50.0, -50.0/aspect, 50.0/aspect, -1.0, 1.0);
// f1=1;
} else {
glOrtho(-50.0*aspect, 50.0*aspect, -50.0, 50.0, -1.0, 1.0);
// f2=1;
}
}
void display() {
float angle,x,y;
int i;
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(currentAngleOfRotation, 0.0, 0.0, 1.0);
glScalef(10.0,10.0,10.0);
// printf("f1=%d f2=%d",f1,f2);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(1.0,0.0);
glVertex2f(2.0,0.0);
glVertex2f(2,0.5);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1.0,0.0);
glVertex2f(-2.0,0.0);
glVertex2f(-2,-0.5);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0.0,-1.0);
glVertex2f(0.0,-2.0);
glVertex2f(0.5,-2.0);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0.0,1.0);
glVertex2f(0.0,2.0);
glVertex2f(-0.5,2.0);
glEnd();
glBegin(GL_POINTS);
for(i=0;i<360;i++)
{
angle=2*3.14*i/360;
x=cos(angle);
y=sin(angle);
glVertex2f(x,y);
}
glEnd();
glFlush();
glutSwapBuffers();
}
void timer(int v)
{
if (spinning)
{
currentAngleOfRotation += 2.0;
if(currentAngleOfRotation==360.0)
{
currentAngleOfRotation = -360.0;
}
glutPostRedisplay();
}
glutTimerFunc(1000/FPS, timer, v);
}
void mouse(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
spinning = true;
} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
spinning = false;
}
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowPosition(80, 80);
glutInitWindowSize(800, 500);
glutCreateWindow("Spinning Square");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutTimerFunc(100, timer, 0);
glutMouseFunc(mouse);
glutMainLoop();
}
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