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Friday, 2 May 2014

Moving Torus in opengl

#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();
}

Moon in Opengl


#include<GL/glut.h>

int x=0,y=0,z=0;
float radius=7.0;
float u=0.0;

void display()
{

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// glColor3f(1.0,0.0,1.0);

glutSolidSphere(1.0,30,30);
GLfloat direction[]={1.0,1.0,1.0,0.0};
glLightfv(GL_LIGHT0,GL_POSITION,direction);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
x=radius* cos(u);
y=0;
z=radius* sin(u);

gluLookAt(x,y,z,0,0,0,0,1,0);




   glFlush();
   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)
{

 GLfloat yellow[]={1.0,1.0,0.0};  
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 //gluOrtho2D(0.0,640.0,0.0,480.0);
 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_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("Going for a SMILEY :-)");
 
 glutDisplayFunc(display);
 glutReshapeFunc(reshape);
   glutTimerFunc(100,timer,0);
    init();
    glutMainLoop();
}

Sunday, 23 March 2014

MOVING CIRCLE IN OPENGL


#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();
}

CIRCLE USING OPENGL

#include<GL/glu.h>
#include<GL/glut.h>
#include<GL/gl.h>
#include<math.h>
void display()
{
     glClear(GL_COLOR_BUFFER_BIT);
     glColor3f(1.0,0.0,0.0);
    // glColor3f(1.0,0.0,0.0);
   
     glPointSize(6.0);
     //glPointSize(6.0);
 
   
     int i;
     double angle,x,y;
     float PI=3.14;
     glBegin(GL_LINES);  
                            for(i=0;i<=300;i++)
                            {
                              angle=2*PI*i/300;
                              x=0.5*cos(angle);
                              y=0.5*sin(angle);
                              glVertex2d(x,y);
                            }
     glEnd();
                         
     glFlush();
}


int main(int argc,char **argv)
{
    glutInit(&argc,argv);
    glutInitWindowSize(500,500);
    glutInitWindowPosition(100,100);
    glutInitDisplayMode(GLUT_RGB|GLUT_SINGLE);
    glutCreateWindow("Going for a SMILEY :-)");
    glutDisplayFunc(display);
 
    glutMainLoop();
}

 

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