OpenGL to draw a color cube and allow the user to move the camera

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 user 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.
Step 8: Stop

				
					#include<stdio.h> 
#include<GL/glut.h> 
GLfloat vertices[][3]= 
{ 
{-2.0,-2.0,-2.0},{2.0,-2.0,-2.0}, {2.0,2.0,-2.0},{-2.0,2.0,-2.0}, {-2.0,-2.0,2.0},{2.0,-2.0,2.0}, {2.0,2.0,2.0},{-2.0,2.0,2.0} 
}; 
GLfloat normals[][3]= 
{ 
{-2.0,-2.0,-2.0},{2.0,-2.0,-2.0}, {2.0,2.0,-2.0},{-2.0,2.0,-2.0}, {-2.0,-2.0,2.0},{2.0,-2.0,2.0}, {2.0,2.0,2.0},{-2.0,2.0,2.0} }; GLfloat colors[][3]= { {0.0,0.0,0.0},{2.0,0.0,0.0}, {2.0,2.0,0.0},{0.0,2.0,0.0}, {0.0,0.0,2.0},{2.0,0.0,2.0}, {2.0,2.0,2.0},{2.0,0.0,2.0} 
}; 
void polygon(int a,int b,int c,int d) 
{ 
glBegin(GL_POLYGON); 
glColor3fv(colors[a]); 
glNormal3fv(normals[a]); 
glVertex3fv(vertices[a]); 
glColor3fv(colors[b]); 
glNormal3fv(normals[b]); 
glVertex3fv(vertices[b]); 
glColor3fv(colors[c]); 
glNormal3fv(normals[c]); 
glVertex3fv(vertices[c]); 
glColor3fv(colors[d]); 
glNormal3fv(normals[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); 
} 
static GLfloat theta[]={0.0,0.0,0.0}; 
static GLint axis=2; 
static GLdouble viewer[]={0.0,0.0,5.0}; 
void display(void) 
{ 
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 
glLoadIdentity(); 
glClearColor(1.0,1.0,1.0,1.0); 
gluLookAt(viewer[0],viewer[1],viewer[2],0.0,0.0,0.0,0.0,1.0,0.0);// define a viewing 
transformation glRotatef(theta[0],1.0,0.0,0.0); 
glRotatef(theta[1],0.0,1.0,0.0); 
glRotatef(theta[2],.0,0.0,1.0); 
colorCube(); 
glutSwapBuffers(); 
} 
void mouse(int btn,int state,int x,int y) 
{ 
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; 
theta[axis]+=2.0; 
if(theta[axis]>360.0)theta[axis]-=360.0; 
glutPostRedisplay(); 
} 
void keys(unsigned char key,int x,int y) 
{ 
if(key=='x') viewer[0] -= 1.0; 
if(key=='X') viewer[0] += 1.0;
if(key=='y') viewer[1] -= 1.0; 
if(key=='Y') viewer[1] += 1.0; 
if(key=='z') viewer[2] -= 1.0; 
if(key=='Z') viewer[2] += 1.0; 
glutPostRedisplay(); 
} 
void myReshape(int w,int h) 
{ 
glViewport(0,0,w,h); 
glMatrixMode(GL_PROJECTION); 
glLoadIdentity(); 
if(w<=h) 
glFrustum(-2.0,2.0,- 2.0*(GLfloat)h/(GLfloat)w,2.0*(GLfloat)h/(GLfloat)w,2.0,20.0); 
else 
glFrustum(-2.0,2.0,- 2.0*(GLfloat)w/(GLfloat)h,2.0*(GLfloat)w/(GLfloat)h,2.0,20.0); 
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"); 
glutReshapeFunc(myReshape); 
glutDisplayFunc(display); 
glutMouseFunc(mouse); 
glutKeyboardFunc(keys); 
glEnable(GL_DEPTH_TEST); 
glutMainLoop(); 
return 0; 
}
				
			

Leave a Reply