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@TrigonaMinima
Last active August 29, 2015 14:16
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#include <GL/glut.h> // GLUT, include glu.h and gl.h
// #include <windows.h>
// Global variable
GLfloat angle = 0.0f; // Current rotational angle of the shapes
int refreshMills = 30; // refresh interval in milliseconds
/* Initialize OpenGL Graphics */
void initGL()
{
// Set "clearing" or background color
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Black and opaque
}
/* Called back when there is no other event to be handled */
void idle()
{
glutPostRedisplay(); // Post a re-paint request to activate display()
}
/* Called back when timer expired */
void Timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, Timer, 0); // next Timer call milliseconds later
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glMatrixMode(GL_MODELVIEW); // To operate on Model-View matrix
glLoadIdentity();
// Reset the model-view matrix
glPushMatrix(); // Save model-view matrix setting
glTranslatef(-0.5f, 0.4f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, -1.0f); // rotate by angle in degrees
glBegin(GL_POLYGON);
glColor3f(0.0f, 1.0f, 1.0f); // Green
glVertex2f(-0.13f, -0.2f);
glVertex2f(0.13f, -0.2f);
glVertex2f(0.2f, 0.0f);
glVertex2f(0.13f, 0.2f);
glVertex2f(-0.13f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix(); // Save model-view matrix setting
glTranslatef(0.5f, 0.4f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_POLYGON);
glColor3f(0.0f, 0.0f, 0.0f); // Black
glVertex2f(-0.13f, -0.2f);
glVertex2f(0.13f, -0.2f);
glVertex2f(0.2f, 0.0f);
glVertex2f(0.13f, 0.2f);
glVertex2f(-0.13f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix(); // Save model-view matrix setting
glTranslatef(-0.5f, -0.5f, 0.5f); // Translate
glRotatef(angle, 1.0f, 0.0f, 0.0f); // rotate by angle in degrees
glTranslatef(0.0f, 0.2f, 0.0f);
glBegin(GL_POLYGON);
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.13f, -0.2f);
glVertex2f(0.13f, -0.2f);
glVertex2f(0.2f, 0.0f);
glVertex2f(0.13f, 0.2f);
glVertex2f(-0.13f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix(); // Save model-view matrix setting
glTranslatef(0.5f, -0.5f, 0.5f); // Translate
glRotatef(angle, 1.0f, 1.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_POLYGON);
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex2f(-0.13f, -0.2f);
glVertex2f(0.13f, -0.2f);
glVertex2f(0.2f, 0.0f);
glVertex2f(0.13f, 0.2f);
glVertex2f(-0.13f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();
glPopMatrix(); // Restore the model-view matrix
glutSwapBuffers(); // Double buffered - swap the front and back buffers
// Change the rotational angle after each display()
angle += 3.0f;
}
/* Handler for window re-size event. Called back when the window first appears and
whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height)
{
// GLsizei for non-negative integer
// Compute aspect ratio of the new window
if (height == 0)
height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;
// Set the viewport to cover the new window
glViewport(0, 0, width, height);
// Set the aspect ratio of the clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity();
if (width >= height)
gluOrtho2D(-1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
else
gluOrtho2D(-1.0, 1.0, -1.0 / aspect, 1.0 / aspect);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height - non-square
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutCreateWindow("Hexagons"); // Create window with the given title
glutDisplayFunc(display); // Register callback handler for window re-paint event
glutReshapeFunc(reshape); // Register callback handler for window re-size event
glutTimerFunc(0, Timer, 0); // Register callback handler if no other event
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}
@dufferzafar
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Can I comment here?

@kwikadi
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kwikadi commented Mar 27, 2015

Apparently, yes :D

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