/* Copyright (c) Mark J. Kilgard, 1994. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ #include #include #include #include /* for cos(), sin(), and sqrt() */ #include typedef enum { RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE, LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE, DINOSAUR } displayLists; GLfloat angle = -150; /* in degrees */ int moving, begin; int W = 300, H = 300; GLdouble bodyWidth = 2.0; int newModel = 1; /* *INDENT-OFF* */ GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5}, {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16}, {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2}, {1, 2} }; GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9}, {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10}, {13, 9}, {11, 11}, {9, 11} }; GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0}, {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} }; GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15}, {9.6, 15.25}, {9, 15.25} }; GLfloat lightZeroPosition[] = {10.0, 4.0, 10.0, 1.0}; GLfloat lightZeroColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */ GLfloat lightOnePosition[] = {-1.0, -2.0, 1.0, 0.0}; GLfloat lightOneColor[] = {0.6, 0.3, 0.2, 1.0}; /* red-tinted */ GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0}; /* *INDENT-ON* */ void extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize, GLdouble thickness, GLuint side, GLuint edge, GLuint whole) { static GLUtriangulatorObj *tobj = NULL; GLdouble vertex[3], dx, dy, len; int i; int count = dataSize / (int) (2 * sizeof(GLfloat)); if (tobj == NULL) { tobj = gluNewTess(); /* create and initialize a GLU polygon tesselation object */ gluTessCallback(tobj, GLU_BEGIN, glBegin); gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */ gluTessCallback(tobj, GLU_END, glEnd); } glNewList(side, GL_COMPILE); glShadeModel(GL_SMOOTH); /* smooth minimizes seeing tessellation */ gluBeginPolygon(tobj); for (i = 0; i < count; i++) { vertex[0] = data[i][0]; vertex[1] = data[i][1]; vertex[2] = 0; gluTessVertex(tobj, vertex, data[i]); } gluEndPolygon(tobj); glEndList(); glNewList(edge, GL_COMPILE); glShadeModel(GL_FLAT); /* flat shade keeps angular hands from being "smoothed" */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= count; i++) { /* mod function handles closing the edge */ glVertex3f(data[i % count][0], data[i % count][1], 0.0); glVertex3f(data[i % count][0], data[i % count][1], thickness); /* Calculate a unit normal by dividing by Euclidean distance. We * could be lazy and use glEnable(GL_NORMALIZE) so we could pass in * arbitrary normals for a very slight performance hit. */ dx = data[(i + 1) % count][1] - data[i % count][1]; dy = data[i % count][0] - data[(i + 1) % count][0]; len = sqrt(dx * dx + dy * dy); glNormal3f(dx / len, dy / len, 0.0); } glEnd(); glEndList(); glNewList(whole, GL_COMPILE); glFrontFace(GL_CW); glCallList(edge); glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */ glCallList(side); glPushMatrix(); glTranslatef(0.0, 0.0, thickness); glFrontFace(GL_CCW); glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */ glCallList(side); glPopMatrix(); glEndList(); } void makeDinosaur(void) { GLfloat bodyWidth = 3.0; extrudeSolidFromPolygon(body, sizeof(body), bodyWidth, BODY_SIDE, BODY_EDGE, BODY_WHOLE); extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4, ARM_SIDE, ARM_EDGE, ARM_WHOLE); extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2, LEG_SIDE, LEG_EDGE, LEG_WHOLE); extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2, EYE_SIDE, EYE_EDGE, EYE_WHOLE); glNewList(DINOSAUR, GL_COMPILE); glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor); glCallList(BODY_WHOLE); glPushMatrix(); glTranslatef(0.0, 0.0, bodyWidth); glCallList(ARM_WHOLE); glCallList(LEG_WHOLE); glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4); glCallList(ARM_WHOLE); glTranslatef(0.0, 0.0, -bodyWidth / 4); glCallList(LEG_WHOLE); glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1); glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor); glCallList(EYE_WHOLE); glPopMatrix(); glEndList(); } void recalcModelView(void) { glPopMatrix(); glPushMatrix(); glRotatef(angle, 0.0, 1.0, 0.0); glTranslatef(-8, -8, -bodyWidth / 2); newModel = 0; } void redraw(void) { if (newModel) recalcModelView(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCallList(DINOSAUR); glutSwapBuffers(); } /* ARGSUSED2 */ void mouse(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { moving = 1; begin = x; } if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) { moving = 0; } } /* ARGSUSED1 */ void motion(int x, int y) { if (moving) { angle = angle + (x - begin); begin = x; newModel = 1; glutPostRedisplay(); } } GLboolean lightZeroSwitch = GL_TRUE, lightOneSwitch = GL_TRUE; void controlLights(int value) { switch (value) { case 1: lightZeroSwitch = !lightZeroSwitch; if (lightZeroSwitch) { glEnable(GL_LIGHT0); } else { glDisable(GL_LIGHT0); } break; case 2: lightOneSwitch = !lightOneSwitch; if (lightOneSwitch) { glEnable(GL_LIGHT1); } else { glDisable(GL_LIGHT1); } break; } glutPostRedisplay(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("glutdino"); glutDisplayFunc(redraw); glutMouseFunc(mouse); glutMotionFunc(motion); glutCreateMenu(controlLights); glutAddMenuEntry("Toggle right light", 1); glutAddMenuEntry("Toggle left light", 2); glutAttachMenu(GLUT_RIGHT_BUTTON); makeDinosaur(); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 40.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 30.0, /* eye is at (0,0,30) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in postivie Y direction */ glPushMatrix(); /* dummy push so we can pop on model recalc */ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition); glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }