Draw a color cube and spin it using OpenGL transformation matrices

Algorithm

Step 1: Start

Step 2: Render the cube using the array of vertices.

Step 3: Obtain the co-ordinates of the cube with the origin at the center of the cube.

Step 4: Draw the 6 faces of the cube using three points.

Step 5: Increment the angle w.r.t current axis by specified value.

Step 6: Display the cube on the screen and rotate by the current value of angle around current axis.

Step 7: Repeat step 4 and 5 until mouse event occurs.

Step 8: Stop

				
					Program //Color cube viewer 
#include<stdio.h> 
#include<GL/glut.h> 
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[][3]= {
{0.0,0.0,0.0},{0,0.0,0.0}, {1.0,1.0,0.0},{0.0,1.0,1.0}, {0.0,0.0,1.0},{1.0,0.0,1.0}, {1.0,1.0,1.0},{0.0,1.0,1.0} 
}; 
void polygon(int a,int b,int c,int d)
{ 
glBegin(GL_POLYGON); 
glColor3fv(colors[a]); 
glVertex3fv(vertices[a]); 
glColor3fv(colors[b]); 
glVertex3fv(vertices[b]); 
glColor3fv(colors[c]); 
glVertex3fv(vertices[c]); 
glColor3fv(colors[d]); 
glVertex3fv(vertices[d]); 
glEnd(); 
} 
void colorcube(void) 
{ 
polygon(0,3,2,1); 
polygon(2,3,7,6); 
polygon(0,4,7,3); 
polygon(1,2,6,5); 
polygon(4,5,6,7); 
polygon(0,1,5,4); 
//similarly for remaining 5 faces
} 
static GLfloat theta[]={0.0,0.0,0.0};
//angle of rotation along each axis 
static GLint axis=2;//current axis 
void display(void) 
{ 
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 
glLoadIdentity(); 
glRotatef(theta[0],1.0,0.0,0.0);//for x axis 
glRotatef(theta[1],0.0,1.0,0.0); 
glRotatef(theta[2],0.0,0.0,1.0); // similarly for y and z axis 
colorcube(); 
glutSwapBuffers(); 
} 
void spinCube() 
{ 
theta[axis]+=5.0; 
if(theta[axis]>360.0) 
theta[axis]-=360.0; 
glutPostRedisplay(); 
} 
void mouse(int btn,int state,int x,int y) 
{ 
if(btn==GLUT_LEFT_BUTTON&&state==GLUT_DOWN)axis=0;//x axis rotation 
if(btn==GLUT_MIDDLE_BUTTON&&state==GLUT_DOWN)
axis=1;//y axis rotn 
if(btn==GLUT_RIGHT_BUTTON&&state==GLUT_DOWN)
axis=2; //similarly for y and z axis
} 
void myReshape(int w,int h)// common reshape func for all prgrms 
{ 
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); 
} 
int main(int argc,char** argv) 
{ 
glutInit(&argc,argv); 
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500); 
glutCreateWindow("color cube viewer"); 
glutReshapeFunc(myReshape); 
glutDisplayFunc(display); 
glutMouseFunc(mouse); 
glutIdleFunc(spinCube); 
glEnable(GL_DEPTH_TEST); 
glutMainLoop(); 
return 0; 
}
				
			

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