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miniQuadric.cpp
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// Snowman.cpp
// Demonstrates using Quadric Objects
// OpenGL SuperBible
// Richard S. Wright Jr.
#include "GL/freeglut.h" // OpenGL toolkit
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
////////////////////////////////////////////////////////////////////////////
// Change viewing volume and viewport. Called when window is resized
void ChangeSize(int w, int h) {
GLfloat fAspect;
// Prevent a divide by zero
if (h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
fAspect = (GLfloat)w / (GLfloat)h;
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Produce the perspective projection
gluPerspective(35.0f, fAspect, 1.0, 40.0);
//glOrtho(-5.0, 5.0, -5.0, 5.0, 5.0, -5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// This function does any needed initialization on the rendering
// context. Here it sets up and initializes the lighting for
// the scene.
void SetupRC() {
// Light values and coordinates
GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f };
GLfloat sourceLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_AMBIENT,sourceLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Black blue background
glClearColor(0.25f, 0.25f, 0.50f, 1.0f);
}
// Respond to arrow keys
void SpecialKeys(int key, int x, int y) {
if (key == GLUT_KEY_UP)
xRot -= 5.0f;
if (key == GLUT_KEY_DOWN)
xRot += 5.0f;
if (key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if (key == GLUT_KEY_RIGHT)
yRot += 5.0f;
xRot = (GLfloat)((const int)xRot % 360);
yRot = (GLfloat)((const int)yRot % 360);
// Refresh the Window
glutPostRedisplay();
}
void chimeglel(GLUquadricObj *pObj, float lX ,float lZ,float lY){
glPushMatrix();
// glColor3f(0.0f, 0.0f, 0.0f);
glColor3ub( rand()%255, rand()%255, rand()%255 );
// glTranslatef(lX,lZ,lY);
// gluCylinder(pObj, 0.04f, 0.0f, 0.3f, 26, 13);
glTranslatef(lX,lZ,lY);
// glTranslatef(0.1f, -0.12f, 1.0f);
gluSphere(pObj, 0.2f, 26, 13);
glPopMatrix();
}
void mod(GLUquadricObj *pObj,float lX ,float lZ,float lY){
// glPushMatrix();
//tree body
glColor3f(.0,1.0,.0);
// glTranslatef(0.1f, -0.12f, 0.0f);
glTranslatef(lX, lZ, lY);
glDisable(GL_CULL_FACE);
gluCylinder(pObj, 2,.0, 3, 26, 1);
glEnable(GL_CULL_FACE);
//mod disk
glDisable(GL_CULL_FACE);
// glColor3f(1.0f,1.0f,1.0f);
gluDisk(pObj, 0,2.0f, 26, 13);
glEnable(GL_CULL_FACE);
//tree body2
glColor3f(.0,1.0,.0);
glTranslatef(0.0f, -0.12f, -2.3f);
glDisable(GL_CULL_FACE);
gluCylinder(pObj, 3,.3, 2.6, 26, 1);
glEnable(GL_CULL_FACE);
//mod disk
glDisable(GL_CULL_FACE);
// glColor3f(1.0f,1.0f,1.0f);
gluDisk(pObj, 0,3.0f, 26, 13);
glEnable(GL_CULL_FACE);
//tree body3
glColor3f(.0,1.0,.0);
glTranslatef(0.0f, -0.12f, -2.3f);
glDisable(GL_CULL_FACE);
gluCylinder(pObj, 4,.3, 3.0, 26, 1);
glEnable(GL_CULL_FACE);
//mod disk
glDisable(GL_CULL_FACE);
// glColor3f(1.0f,1.0f,1.0f);
gluDisk(pObj, 0,4.0f, 26, 13);
glEnable(GL_CULL_FACE);
//tree foot idk
// glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glColor3f(0.6,.1,0.2);
//suliinh ni y dagu + bol deeshee (x,z,y)
glTranslatef(.0f, .0f, -1.8f);
glDisable(GL_CULL_FACE);
gluCylinder(pObj, 1.5, 1.5, 3, 99, 99);
glEnable(GL_CULL_FACE);
glDisable(GL_CULL_FACE);
gluDisk(pObj, 0.0f, 1.5f, 26, 13);
glEnable(GL_CULL_FACE);
// glPopMatrix();
chimeglel(pObj, 1.3f, -.12f, 3.5f);
chimeglel(pObj, -2.0f, -.12f, 2.5f);
chimeglel(pObj, -3.4f, -.12f, 1.5f);
}
// Called to draw scene
void RenderScene(void) {
GLUquadricObj *pObj; // Quadric Object
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state and do the rotations
glPushMatrix();
// Move object back and do in place rotation
glTranslatef(0.0f, -1.0f, -25.0f);
//sum darah bolgond erguuleed baih shig bna
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Draw something
pObj = gluNewQuadric();
gluQuadricTexture(pObj, true);
gluQuadricNormals(pObj, GLU_SMOOTH);
//GLU_LINE GLU_FILL GLU_POINT
gluQuadricDrawStyle(pObj,GLU_FILL);
// Main Body
glPushMatrix();
glColor3f(1.0f, 1.0f, 1.0f);
// glTranslatef(0.0f, 1.17f, 0.0f);
// glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
// glDisable(GL_CULL_FACE);
// gluDisk(pObj, 0.5, 1.3, 32, 32); // Bottom
// glEnable(GL_CULL_FACE);
// glPopMatrix();
// glPushMatrix();
// glTranslatef(0.0f, .550f, 0.0f); // Mid section
// gluSphere(pObj, .3f, 26, 13);
// glTranslatef(0.0f, 0.45f, 0.0f); // Head
// gluSphere(pObj, 0.24f, 26, 13);
// glPushMatrix();
/*End mod baih estoi*/
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
mod(pObj,0.5f,-.12f,3.5f);
// mod(pObj,0.5f,-.12f,4.5f);
// Eyes
// chimeglel(pObj);
// chimeglel(pObj);
// Nose
glPopMatrix();
// // Hat
// glPushMatrix();
// glColor3f(0.0f, 0.0f, 0.0f);
// glTranslatef(0.0f, 1.17f, 0.0f);
// glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
// gluCylinder(pObj, 0.17f, 0.17f, 0.4f, 26, 13);
// // Hat brim
// glDisable(GL_CULL_FACE);
// gluDisk(pObj, 0.17f, 0.28f, 26, 13);
// glEnable(GL_CULL_FACE);
// glTranslatef(0.0f, 0.0f, 0.40f);
// gluDisk(pObj, 0.0f, 0.17f, 26, 13);
// glPopMatrix();
// Restore the matrix state
glPopMatrix();
// Buffer swap
glutSwapBuffers();
}
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
glutIdleFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}