?? teatex.c
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/* teatex.c */
/* E. Angel, Interactive Computer Graphics */
/* A Top-Down Approach with OpenGL, Third Edition */
/* Addison-Wesley Longman, 2003 */
/* Utah teapot with texture map */
#include <stdlib.h>#include <GL/glut.h>GLfloat planes[]= {-1.0, 0.0, 1.0, 0.0};GLfloat planet[]= {0.0, -1.0, 0.0, 1.0}; 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[][4] = {{0.0,0.0,0.0,0.5},{1.0,0.0,0.0,0.5}, {1.0,1.0,0.0,0.5}, {0.0,1.0,0.0,0.5}, {0.0,0.0,1.0,0.5}, {1.0,0.0,1.0,0.5}, {1.0,1.0,1.0,0.5}, {0.0,1.0,1.0,0.5}};void polygon(int a, int b, int c , int d){/* draw a polygon via list of vertices */ glBegin(GL_POLYGON); glVertex3fv(vertices[a]); glVertex3fv(vertices[b]); glVertex3fv(vertices[c]); glVertex3fv(vertices[d]); 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); 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); glutSolidTeapot(1.0); glutSwapBuffers();}void spinTeapot(){/* Idle callback, spin cube 2 degrees about selected axis */ theta[axis] += 2.0; if( theta[axis] > 360.0 ) theta[axis] -= 360.0; 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){ 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 key(char k, int x, int y){ if(k == '1') glutIdleFunc(spinTeapot); if(k == '2') glutIdleFunc(NULL);}voidmain(int argc, char **argv){ GLubyte image[64][64][3]; int i, j, r, c; for(i=0;i<64;i++) { for(j=0;j<64;j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; image[i][j][0]= (GLubyte) c; image[i][j][1]= (GLubyte) c; image[i][j][2]= (GLubyte) c; } } glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube");/* need both double buffering and z buffer */ glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinTeapot); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glTexImage2D(GL_TEXTURE_2D,0,3,64,64,0,GL_RGB,GL_UNSIGNED_BYTE, image); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glutKeyboardFunc(key); glClearColor(1.0,1.0,1.0,1.0); glutMainLoop();}
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