#include<GL/glut.h>
int x=0,y=0,z=0;
float radius=7.0;
float u=0.0;
float p=2.0;
void display()
{ p=p+0.03;
glClear(GL_COLOR_BUFFER_BIT);
// glColor3f(1.0,0.0,1.0);
glPushMatrix();
glRotatef(p,1.0,0.0,0.0);
glutWireTorus(3,5,30,40);
glPopMatrix();
glBegin(GL_LINES);
glColor3f(1.0,0.0,0.0);glVertex3f(0,0,0);glVertex3f(20,0,0);
glColor3f(1.0,1.0,0.0);glVertex3f(0,0,0);glVertex3f(0,20,0);
glColor3f(1.0,0.0,1.0);glVertex3f(0,0,0);glVertex3f(0,0,20);
glEnd();
glFlush();
glutPostRedisplay();
//glutSwapBuffers();
}
/*
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat direction[] = {-1.0, -1.0, -1.0, 0.0};
glLightfv(GL_LIGHT0, GL_POSITION, direction);
glutSolidSphere(1.0, 25, 25);
glMatrixMode(GL_MODELVIEW);
// glPushMatrix();
glLoadIdentity();
x = radius * cos(u);
y = 0;
z = radius * sin(u);
gluLookAt(x, y, z, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
//glPopMatrix();
glFlush();
glutSwapBuffers();
}
*/
void init(void)
{
glClearColor(0.0,0.0,0.0,1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,4/3,1,40);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(7,7,20,0,0,0,0,1,0);
/*glLightfv(GL_LIGHT0,GL_DIFFUSE,yellow);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);*/
}
/*
void timer(int v)
{
u=u+0.1;
glutPostRedisplay();
glutTimerFunc(1000/60,timer,v);
}
void reshape(GLint w,GLint h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40,((GLfloat)w/(GLfloat)(h)),1,10.0);
}
*/
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(100,150);
glutInitDisplayMode(GLUT_RGB|GLUT_SINGLE);
glutCreateWindow("Going for a SMILEY :-)");
glutDisplayFunc(display);
// glutReshapeFunc(reshape);
// glutTimerFunc(100,timer,0);
init();
glutMainLoop();
}
int x=0,y=0,z=0;
float radius=7.0;
float u=0.0;
float p=2.0;
void display()
{ p=p+0.03;
glClear(GL_COLOR_BUFFER_BIT);
// glColor3f(1.0,0.0,1.0);
glPushMatrix();
glRotatef(p,1.0,0.0,0.0);
glutWireTorus(3,5,30,40);
glPopMatrix();
glBegin(GL_LINES);
glColor3f(1.0,0.0,0.0);glVertex3f(0,0,0);glVertex3f(20,0,0);
glColor3f(1.0,1.0,0.0);glVertex3f(0,0,0);glVertex3f(0,20,0);
glColor3f(1.0,0.0,1.0);glVertex3f(0,0,0);glVertex3f(0,0,20);
glEnd();
glFlush();
glutPostRedisplay();
//glutSwapBuffers();
}
/*
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat direction[] = {-1.0, -1.0, -1.0, 0.0};
glLightfv(GL_LIGHT0, GL_POSITION, direction);
glutSolidSphere(1.0, 25, 25);
glMatrixMode(GL_MODELVIEW);
// glPushMatrix();
glLoadIdentity();
x = radius * cos(u);
y = 0;
z = radius * sin(u);
gluLookAt(x, y, z, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
//glPopMatrix();
glFlush();
glutSwapBuffers();
}
*/
void init(void)
{
glClearColor(0.0,0.0,0.0,1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,4/3,1,40);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(7,7,20,0,0,0,0,1,0);
/*glLightfv(GL_LIGHT0,GL_DIFFUSE,yellow);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);*/
}
/*
void timer(int v)
{
u=u+0.1;
glutPostRedisplay();
glutTimerFunc(1000/60,timer,v);
}
void reshape(GLint w,GLint h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40,((GLfloat)w/(GLfloat)(h)),1,10.0);
}
*/
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(100,150);
glutInitDisplayMode(GLUT_RGB|GLUT_SINGLE);
glutCreateWindow("Going for a SMILEY :-)");
glutDisplayFunc(display);
// glutReshapeFunc(reshape);
// glutTimerFunc(100,timer,0);
init();
glutMainLoop();
}
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