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206
CS4451/oglexamples/cubes.c
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206
CS4451/oglexamples/cubes.c
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <stdlib.h>
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#include <stdio.h>
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/* Create checkerboard texture */
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#define checkImageWidth 128
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#define checkImageHeight 128
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static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
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static GLuint texName;
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void makeCheckImage(void)
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{
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int i, j, c;
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for (i = 0; i < checkImageHeight; i++) {
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for (j = 0; j < checkImageWidth; j++) {
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c = ((((i&0x8)==0)^((j&0x8)==0)))*255;
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checkImage[i][j][0] = (GLubyte) c;
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checkImage[i][j][1] = (GLubyte) c;
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checkImage[i][j][2] = (GLubyte) c;
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checkImage[i][j][3] = (GLubyte) 255;
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}
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}
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}
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void init(void)
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{
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_shininess[] = { 50.0 };
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glShadeModel(GL_FLAT);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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/* texture stuff */
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makeCheckImage();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &texName);
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glBindTexture(GL_TEXTURE_2D, texName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
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/* lighting stuff */
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glShadeModel (GL_SMOOTH);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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}
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void display(void)
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{
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GLfloat mat_green[] = {0.0, 1.0, 0.0, 0.0};
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GLfloat mat_blue[] = {0.0, 0.0, 1.0, 0.0};
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GLfloat light_position[] = {10.0, 10.0, 10.0, 0.0};
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/* this will be your shadow matrix. You need to specify what this contains.
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* OpenGL has a funky ordering for rows and columns
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* use this ordering for rows and columns
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*/
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GLfloat m[16];
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m[0]= 1; m[4]= 0; m[8] = 0; m[12]= 0;
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m[1]= 0; m[5]= 1; m[9] = 0; m[13]= 0;
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m[2]= 0; m[6]= 0; m[10]= 0; m[14]= 0;
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m[3]= 0; m[7]= 0; m[11]= 0; m[15]= 1;
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glLoadIdentity();
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gluLookAt(10,0,5, 0,0,0, 0,0,1);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* draw checkered floor */
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glBindTexture(GL_TEXTURE_2D, texName);
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glBegin(GL_QUADS);
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/* z=-0.01 so that the floor doesn't overlap your shadows */
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glTexCoord2f(0.0, 0.0); glVertex3f(-4.0, -4.0, -0.01);
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glTexCoord2f(0.0, 1.0); glVertex3f(-4.0, 4.0, -0.01);
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glTexCoord2f(1.0, 1.0); glVertex3f( 4.0, 4.0, -0.01);
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glTexCoord2f(1.0, 0.0); glVertex3f( 4.0, -4.0, -0.01);
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glEnd();
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glFlush();
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glDisable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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/* draw cubes */
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/* scale translate and draw blue cube */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_blue);
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glPushMatrix();
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glTranslatef(2.5, 2.5, 0); // translate cube front and right.
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glScalef(0.5, 0.5, 3); // scale to be narrow and tall
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glTranslatef(0,0,0.5); // translate unit cube to surface
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glutSolidCube(1); // draw unit cube
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glPopMatrix();
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/* scale rotate and draw green cube */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_green);
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glPushMatrix();
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glTranslatef(0, -3, 0.5); // translate to left side and up so that it is on the surface
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glRotatef(90, 1, 0, 0); // rotate to its side
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glScalef(0.5, 0.5, 3); // scale to be narrow and tall
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glutSolidCube(1); // draw unit cube
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glPopMatrix();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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/* apply a matrix 'm' to a cone w/o scaling, rotation, or projection */
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/* the matrix is wrong, so don't expect this to work */
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glDisable(GL_LIGHTING); // so that OpenGL doesn't shade your shadows.
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glColor3f(0.0, 0.0, 0.0); // shadow color
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glPushMatrix();
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glMultMatrixf(m); // apply transform of matrix m
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/* draw cubes */
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/* scale translate and draw blue cube */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_blue);
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glPushMatrix();
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glTranslatef(2.5, 2.5, 0); // translate cube front and right.
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glScalef(0.5, 0.5, 3); // scale to be narrow and tall
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glTranslatef(0,0,0.5); // translate unit cube to surface
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glutSolidCube(1); // draw unit cube
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glPopMatrix();
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/* scale rotate and draw green cube */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_green);
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glPushMatrix();
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glTranslatef(0, -3, 0.5); // translate to left side and up so that it is on the surface
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glRotatef(90, 1, 0, 0); // rotate to its side
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glScalef(0.5, 0.5, 3); // scale to be narrow and tall
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glutSolidCube(1); // draw unit cube
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glPopMatrix();
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glPopMatrix();
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glEnable(GL_LIGHTING); // enable lighting for future calls to display()
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glFlush();
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}
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void reshape(int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(30.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void keyboard (unsigned char key, int x, int y)
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{
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switch (key) {
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case 'q':
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exit(0);
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break;
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default:
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break;
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}
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowSize(500, 500);
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glutInitWindowPosition(100, 100);
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glutCreateWindow(argv[0]);
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init();
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutKeyboardFunc(keyboard);
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glutMainLoop();
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return EXIT_SUCCESS;
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}
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