// CS3241Lab1.cpp : Defines the entry point for the console application.
// U075669B Chin Zhong-Cheng, Loyalle
// Last Updated: 9 Feb 2010 22:30hrs
// CS3241 Computer Graphics Lab 1
#include <cmath>
#include <iostream>
#include "GL\glut.h"
using namespace std;
GLfloat PI = 3.14;
const float DEG2RAD = 3.14159/180;
float alpha = 0.0, k=1;
float tx = 0.0, ty=0.0, tz=0.0;
void drawATriangle()
{
glBegin(GL_POLYGON);
glColor3f(0.2, 0.2, 0.2);
glVertex2f(0.0, 1.5);
glVertex2f(1.0, 0.0);
glVertex2f(0.0, 0.0);
glEnd();
}
void drawASquare()
{
glBegin(GL_POLYGON);
glColor3f(0.2, 0.2, 0.2);
glVertex2f(-1.0, 1.0);
glVertex2f(1.0, 1.0);
glVertex2f(1.0, -1.0);
glVertex2f(-1.0, -1.0);
glEnd();
}
void drawACircle(float cx, float cy, float r, int num_segments) //efficient way of drawing circles
{
float theta = 2 * 3.1415926 / float(num_segments);
float tangetial_factor = tanf(theta);//calculate the tangential factor
float radial_factor = cosf(theta);//calculate the radial factor
float x = r;//start at angle = 0
float y = 0;
glBegin(GL_LINE_LOOP);
glColor3f(1.0, 1.0, 1.0);
for(int ii = 0; ii < num_segments; ii++)
{
glVertex2f(x + cx, y + cy);//output vertex
float tx = -y;
float ty = x;
x += tx * tangetial_factor;
y += ty * tangetial_factor;
x *= radial_factor;
y *= radial_factor;
}
glEnd();
}
void batmanEarLeft()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(-1.8,1.3,0);
drawATriangle();
glPopMatrix();
}
void batmanEarRight()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(0.2,1.5,0);
drawATriangle();
glPopMatrix();
}
void batmanMask()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glScalef(1.5,1.5,0);
glTranslatef(-0.2,0,0);
drawASquare();
glPopMatrix();
}
void batmanEyeLeft()
{
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(-1.1, 0.2);
glVertex2f(0.1, 0.1);
glVertex2f(-0.7, -0.2);
glEnd();
}
void batmanEyeRight()
{
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(0.4, 0.2);
glVertex2f(0.9, 0.2);
glVertex2f(0.9, 0.7);
glEnd();
}
void batmanFaceLeft()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(-1.8,-0.5,0.0);
glBegin(GL_POLYGON);
glColor3f(0.7, 0.6, 0.3);
glVertex2f(0, 0.5);
glVertex2f(0, -1.5);
glColor3f(1.0, 0.8, 0.6);
glVertex2f(2.2, -2);
glVertex2f(2.2, 0.1);
glEnd();
glPopMatrix();
}
void batmanFaceRight()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(-1.8,-0.5,0.0);
glBegin(GL_POLYGON);
glColor3f(1.0, 0.8, 0.6);
glVertex2f(2.2, 0.1);
glVertex2f(2.2, -2);
glVertex2f(3, -1.6);
glVertex2f(3, 0.6);
glEnd();
glPopMatrix();
}
void batmanCoverFace()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(-1.8,-1.8,0.0);
glBegin(GL_POLYGON);
glColor3f(0.0, 0.0, 0.0);
glVertex2f(1.2, -0.5);
glVertex2f(1.2, -1.5);
glVertex2f(3, -1.5);
glVertex2f(3, 0.1);
glEnd();
glPopMatrix();
}
void batmanMouthLeft()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(-1.8,-1,0.0);
glBegin(GL_POLYGON);
glColor3f(0, 0, 0);
glVertex2f(1.4, -0.3);
glVertex2f(1.5, -0.2);
glVertex2f(2.2, -0.1);
glVertex2f(2.1, 0);
glEnd();
glPopMatrix();
}
void batmanMouthRight()
{
glPushMatrix();
glRotatef(10.0,0,0,1);
glTranslatef(-1.8,-1,0.0);
glBegin(GL_POLYGON);
glColor3f(0, 0, 0);
glVertex2f(2.1, 0);
glVertex2f(2.2, -0.1);
glVertex2f(2.7, -0.1);
glVertex2f(2.8, -0.2);
glEnd();
glPopMatrix();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
//controls transformation
glScalef(k, k, k);
glTranslatef(tx, ty, tz);
glRotatef(alpha, 0, 0, 1);
//draw your stuff here
glPushMatrix();
glScalef(2, 2, 2);
glPushMatrix();
glTranslatef(0.5, 0, 0);
batmanEarLeft();
batmanEarRight();
batmanMask();
batmanEyeLeft();
batmanEyeRight();
batmanFaceLeft();
batmanFaceRight();
batmanCoverFace();
batmanMouthLeft();
batmanMouthRight();
glPopMatrix();
drawACircle(0,0,4,40);
glPopMatrix();
glPopMatrix();
glFlush (); //put everything in the buffer
}
void reshape (int w, int h)
{
if(w>h)
w=h;
glViewport (3, 3, (GLsizei) w, (GLsizei) h); //x coordinate, y coordinate where object is displayed (below x & y, object is hidden)
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glOrtho(-10, 10, -10, 10, -10, 10); //?
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel (GL_SMOOTH);
//Transparency, translucency and blending!
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void keyboard (unsigned char key, int x, int y)
{
//keys to control scaling - k
//keys to control rotation - alpha
//keys to control translation - tx, ty
switch (key) {
case 'a':
alpha+=10;
glutPostRedisplay(); //display what is in the buffer
break;
case 'd':
alpha-=10;
glutPostRedisplay();
break;
case 'q':
k+=0.1;
glutPostRedisplay();
break;
case 'e':
if(k>0.1)
k-=0.1;
glutPostRedisplay();
break;
case 'z':
tx-=0.1;
glutPostRedisplay();
break;
case 'c':
tx+=0.1;
glutPostRedisplay();
break;
case 's':
ty-=0.1;
glutPostRedisplay();
break;
case 'w':
ty+=0.1;
glutPostRedisplay();
break;
case 'r':
tz+=0.1;
glutPostRedisplay();
break;
case 'f':
tz-=0.1;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char **argv)
{
cout<<"CS3241 Lab 1\n\n";
cout<<"+++++CONTROL BUTTONS+++++++\n\n";
cout<<"Scale Up/Down: Q/E\n";
cout<<"Rotate Clockwise/Counter-clockwise: A/D\n";
cout<<"Move Up/Down: W/S\n";
cout<<"Move Left/Right: Z/C\n";
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (700, 700);
glutInitWindowPosition (0, 0);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
//glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
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