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#include <GL/glut.h>
#pragma comment(lib, "freeglut.lib")
#include <stdlib.h>
GLfloat vertices[8][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 cubeColors[5][3] = {
{1.0f, 0.2f, 0.2f},
{0.2f, 1.0f, 0.2f},
{0.2f, 0.4f, 1.0f},
{1.0f, 0.8f, 0.2f},
{0.8f, 0.2f, 1.0f}
};
int mainWindow;
int labWindow;
int mainWidth = 800;
int mainHeight = 800;
int labWidth = 800;
int labHeight = 600;
float eyeX = 5.0f;
float eyeY = 5.0f;
float eyeZ = 5.0f;
int labProjection = 1;
const float ISO_THETA = 35.264f;
const float ISO_PHI = 45.0f;
const float DIM_THETA = 20.7f;
const float DIM_PHI = 32.0f;
void drawFace(int a, int b, int c, int d) {
glBegin(GL_POLYGON);
glVertex3fv(vertices[a]);
glVertex3fv(vertices[b]);
glVertex3fv(vertices[c]);
glVertex3fv(vertices[d]);
glEnd();
}
void drawCube(int colorIndex) {
glColor3fv(cubeColors[colorIndex]);
drawFace(0, 3, 2, 1);
drawFace(2, 3, 7, 6);
drawFace(0, 4, 7, 3);
drawFace(1, 2, 6, 5);
drawFace(4, 5, 6, 7);
drawFace(0, 1, 5, 4);
}
void renderCubeInViewport(int x, int y, int w, int h, int projType, int colorIndex) {
glViewport(x, y, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (projType == 3) {
double aspect = (double)w / (double)h;
gluPerspective(45.0, aspect, 1.0, 20.0);
} else {
glOrtho(-2.5, 2.5, -2.5, 2.5, -10.0, 10.0);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (projType == 3) {
gluLookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
switch (projType) {
case 1:
glRotatef(ISO_PHI, 0.0f, 1.0f, 0.0f);
glRotatef(ISO_THETA, 1.0f, 0.0f, 0.0f);
break;
case 2:
glRotatef(DIM_PHI, 0.0f, 1.0f, 0.0f);
glRotatef(DIM_THETA, 1.0f, 0.0f, 0.0f);
break;
}
drawCube(colorIndex);
}
void displayMain() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
int halfW = mainWidth / 2;
int halfH = mainHeight / 2;
renderCubeInViewport(0, halfH, halfW, halfH, 0, 0);
renderCubeInViewport(0, 0, halfW, halfH, 2, 1);
renderCubeInViewport(halfW, halfH, halfW, halfH, 1, 2);
renderCubeInViewport(halfW, 0, halfW, halfH, 3, 3);
glutSwapBuffers();
}
void displayLab() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glViewport(0, 0, labWidth, labHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float aspect = (float)labWidth / (float)labHeight;
if (labProjection == 1) {
glOrtho(-3.0 * aspect, 3.0 * aspect, -3.0, 3.0, 1.0, 20.0);
} else {
gluPerspective(60.0, aspect, 1.0, 20.0);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
drawCube(4);
glutSwapBuffers();
}
void reshapeMain(int w, int h) {
if (h == 0) h = 1;
mainWidth = w;
mainHeight = h;
glViewport(0, 0, w, h);
}
void reshapeLab(int w, int h) {
if (h == 0) h = 1;
labWidth = w;
labHeight = h;
glViewport(0, 0, w, h);
}
void keyboard(unsigned char key, int x, int y) {
float step = 0.3f;
switch (key) {
case '1':
labProjection = 1;
break;
case '2':
labProjection = 2;
break;
case 'w':
eyeY += step;
break;
case 's':
eyeY -= step;
break;
case 'a':
eyeX -= step;
break;
case 'd':
eyeX += step;
break;
case 'q':
eyeZ += step;
break;
case 'e':
eyeZ -= step;
break;
case 'r':
eyeX = 5.0f;
eyeY = 5.0f;
eyeZ = 5.0f;
break;
case 27:
exit(0);
}
glutSetWindow(mainWindow);
glutPostRedisplay();
glutSetWindow(labWindow);
glutPostRedisplay();
}
void init() {
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(mainWidth, mainHeight);
glutInitWindowPosition(100, 100);
mainWindow = glutCreateWindow("Four Cube Projections");
init();
glutDisplayFunc(displayMain);
glutReshapeFunc(reshapeMain);
glutKeyboardFunc(keyboard);
glutInitWindowSize(labWidth, labHeight);
glutInitWindowPosition(950, 100);
labWindow = glutCreateWindow("Laboratory Work 4");
init();
glutDisplayFunc(displayLab);
glutReshapeFunc(reshapeLab);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}