'움직이는 큐브'에 해당되는 글 1건

  1. 2008.03.28 돌아가는 와이어 큐브만들기!! (2)
2008.03.28 10:38

돌아가는 와이어 큐브만들기!!

사용자 삽입 이미지사용자 삽입 이미지


마우스 버튼을 클릭하면 돌아가는 와이어 큐브 입니다!! 음...어려워...

--------------------------------큐브 소스-------------------------------------

#include<windows.h>
#include <stdlib.h>
#include <GL/glut.h>


 GLfloat vertices[][3] = {{-1.0,-1.0,-1.0}, {1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0},
 {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}};

 GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0},
 {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}};

void polygon(int a, int b, int c, int d)
{
     glBegin(GL_POLYGON);
         glColor3fv(colors[a]);
         glVertex3fv(vertices[a]);
 
         glColor3fv(colors[b]);
         glVertex3fv(vertices[b]);
 
         glColor3fv(colors[c]);
         glVertex3fv(vertices[c]);
 
         glColor3fv(colors[d]);
         glVertex3fv(vertices[d]);
     glEnd();
}

void colorcube()
{
     polygon(0,3,2,1);
     polygon(2,3,7,6);
     polygon(0,4,7,3);
     polygon(1,2,6,5);
     polygon(4,5,6,7);
     polygon(0,1,5,4);
}

static GLfloat theta[] = {0.0,0.0,0.0};
static GLint axis = 2;

void display()
{
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glLoadIdentity();
 

      glRotatef(theta[0], 1.0, 0.0, 0.0);
      glRotatef(theta[1], 0.0, 1.0, 0.0);
      glRotatef(theta[2], 0.0, 0.0, 1.0);
   

      colorcube();

     glutSwapBuffers();
 }


void spinCube()
{
      theta[axis] += 0.1;
      if( theta[axis] > 360.0 ) theta[axis] -= 360.0;
 
     glutPostRedisplay();
}

void mouse(int btn, int state, int x, int y)
{
     if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0;
     if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1;
     if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2;
}

void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h)
        glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w,
            2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
    else
        glOrtho(-2.0 * (GLfloat) w / (GLfloat) h,
            2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
}

void myinit()
{
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 gluLookAt(0,0,2,0,0,0,0,1,0);
}
int main(int argc, char **argv)
{
    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

    glutInitWindowSize(500, 500);
    glutCreateWindow("colorcube");

 myinit();

    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutIdleFunc(spinCube);
    glutMouseFunc(mouse);
   
    glEnable(GL_DEPTH_TEST);
 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);

    glutMainLoop();
}


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