/* Rotating cube with color interpolation */ /* Demonstration of use of homogeneous coordinate transformations and simple data structure for representing cube from Chapter 4 */ /*Both normals and colors are assigned to the vertices */ /*Cube is centered at origin so (unnormalized) normals are the same as the vertex values */ #include #ifdef __APPLE__ #include #else #include #endif 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 normals[][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) { /* draw a polygon via list of vertices */ glBegin(GL_POLYGON); glColor3fv(colors[a]); glNormal3fv(normals[a]); glVertex3fv(vertices[a]); glColor3fv(colors[b]); glNormal3fv(normals[b]); glVertex3fv(vertices[b]); glColor3fv(colors[c]); glNormal3fv(normals[c]); glVertex3fv(vertices[c]); glColor3fv(colors[d]); glNormal3fv(normals[d]); glVertex3fv(vertices[d]); glEnd(); } void colorcube(void) { /* map vertices to faces */ 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); } /* Draw x (red), y (green), z (blue) axes. */ /* The z axis won't be visible in a head-on orthographic projection */ void axes(void) { glLoadIdentity(); glColor3f(1.0, 0.0, 0.0); glBegin(GL_LINE); glVertex3f(-2.0, 0.0, 0.0); glVertex3f( 2.0, 0.0, 0.0); glEnd(); glColor3f(0.0, 1.0, 0.0); glBegin(GL_LINE); glVertex3f( 0.0, -2.0, 0.0); glVertex3f( 0.0, 2.0, 0.0); glEnd(); glColor3f(0.0, 0.0, 1.0); glBegin(GL_LINE); glVertex3f(0.0, 0.0, -2.0); glVertex3f(0.0, 0.0, 2.0); glEnd(); } static GLfloat theta[] = {0.0,0.0,0.0}; static GLint axis = 2; void display(void) { /* display callback, clear frame buffer and z buffer, rotate cube and draw, swap buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); axes(); glLoadIdentity(); /* Enable the following to push cube 1 up and left. */ glTranslatef(1.1, 1.1, 0.0); 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(); /* Enable the the following to introduce cube 2 */ glLoadIdentity(); glTranslatef(-1.1, -1.1, 0.0); 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(); glFlush(); glutSwapBuffers(); } void spinCube() { /* Idle callback, spin cube 1 degrees about selected axis */ theta[axis] += 1.0; if (theta[axis] >= 360) theta[axis] -= 360; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { /* mouse callback, selects an axis about which to rotate */ 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) { int dim = ((w