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#include <GL/gl.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
//angle of rotation
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;
float lastx, lasty;
//positions of the cubes
float positionz[10];
float positionx[10];
void cubepositions (void) { //set the positions of the cubes
for (int i=0;i<10;i++)
{
positionz[i] = rand()%5 + 5;
positionx[i] = rand()%5 + 5;
}
}
//draw the cube
void cube (void) {
for (int i=0;i<10;i++)
{
glPushMatrix();
glTranslated(-positionx[i + 1] * 10, 0, -positionz[i + 1] *
10); //translate the cube
glutSolidCube(2); //draw the cube
glPopMatrix();
}
}
void init (void) {
cubepositions();
}
void enable (void) {
glEnable (GL_DEPTH_TEST); //enable the depth testing
glEnable (GL_LIGHTING); //enable the lighting
glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
glShadeModel (GL_SMOOTH); //set the shader to smooth shader
}
void camera (void) {
glRotatef(xrot,1.0,0.0,0.0); //rotate our camera on teh x-axis (left and right)
glRotatef(yrot,0.0,1.0,0.0); //rotate our camera on the y-axis (up and down)
glTranslated(-xpos,-ypos,-zpos); //translate the screen to the position of our camera
}
void display (void) {
glClearColor (1.0,0.0,0.0,1.0); //clear the screen to black
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the color buffer and the depth buffer
glLoadIdentity();
camera();
enable();
cube(); //call the cube drawing function
glutSwapBuffers(); //swap the buffers
angle++; //increase the angle
}
void reshape (int w, int h) {
glViewport (0, 0, (GLsizei)w, (GLsizei)h); //set the viewport to the current window specifications
glMatrixMode (GL_PROJECTION); //set the matrix to projection
glLoadIdentity ();
gluPerspective (60, (GLfloat)w / (GLfloat)h, 1.0, 1000.0); //set the perspective (angle of sight, width, height, , depth)
glMatrixMode (GL_MODELVIEW); //set the matrix back to model
}
void keyboard (unsigned char key, int x, int y) {
if (key=='q')
{
xrot += 1;
if (xrot >360) xrot -= 360;
}
if (key=='z')
{
xrot -= 1;
if (xrot < -360) xrot += 360;
}
if (key=='w')
{
float xrotrad, yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos += float(sin(yrotrad)) ;
zpos -= float(cos(yrotrad)) ;
ypos -= float(sin(xrotrad)) ;
}
if (key=='s')
{
float xrotrad, yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos -= float(sin(yrotrad));
zpos += float(cos(yrotrad)) ;
ypos += float(sin(xrotrad));
}
if (key=='d')
{
float yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xpos += float(cos(yrotrad)) * 0.2;
zpos += float(sin(yrotrad)) * 0.2;
}
if (key=='a')
{
float yrotrad;
yrotrad = (yrot / 180 * 3.141592654f);
xpos -= float(cos(yrotrad)) * 0.2;
zpos -= float(sin(yrotrad)) * 0.2;
}
if (key==27)
{
exit(0);
}
}
void mouseMovement(int x, int y) {
int diffx=x-lastx; //check the difference between the current x and the last x position
int diffy=y-lasty; //check the difference between the current y and the last y position
lastx=x; //set lastx to the current x position
lasty=y; //set lasty to the current y position
xrot += (float) diffy; //set the xrot to xrot with the addition of the difference in the y position
yrot += (float) diffx; //set the xrot to yrot with the addition of the difference in the x position
}
int main (int argc, char **argv) {
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow ("A basic OpenGL Window");
init ();
glutDisplayFunc (display);
glutIdleFunc (display);
glutReshapeFunc (reshape);
glutPassiveMotionFunc(mouseMovement); //check for mouse movement
glutKeyboardFunc (keyboard);
glutMainLoop ();
return 0;
}
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