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Created September 23, 2015 08:07
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/* Rotating cube with color interpolation */
#include <stdlib.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "lodepng.h"
#include <vector>
#include <string>
#include <iostream>
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] = {{1.0,0.0,0.0},{0.0,1.0,0.0},
{0.0,0.0,1.0}, {1.0,1.0,0.0}, {0.0,1.0,1.0},
{1.0,0.0,1.0}};
struct Image
{
unsigned int width, height;
std::vector<unsigned char> data;
std::string url;
unsigned int load()
{
unsigned int error = lodepng::decode(this->data, this->width, this->height, this->url.c_str());
return error;
}
void draw()
{
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //GL_NEAREST = no smoothing
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, this->width, this->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &this->data[0]);
}
};
Image images[2];
void loadTextures()
{
images[0].url = "avatar.png";
std::cout << images[0].load() << std::endl;
images[1].url = "1gam.png";
std::cout << images[1].load() << std::endl;
}
void polygon(int a, int b, int c , int d)
{
/* draw a polygon via list of vertices */
glBegin(GL_POLYGON);
glTexCoord2d( 0, 0);
glVertex3fv(vertices[a]);
glTexCoord2d( 1, 0);
glVertex3fv(vertices[b]);
glTexCoord2d( 1, 1);
glVertex3fv(vertices[c]);
glTexCoord2d( 0, 1);
glVertex3fv(vertices[d]);
glEnd();
}
void colorcube(void)
{
/* map vertices to faces */
glColor3fv(colors[0]);
images[0].draw();
polygon(0,3,2,1);
glColor3fv(colors[1]);
polygon(2,3,7,6);
images[1].draw();
glColor3fv(colors[2]);
polygon(3,0,4,7);
images[0].draw();
glColor3fv(colors[3]);
polygon(1,2,6,5);
glColor3fv(colors[4]);
polygon(4,5,6,7);
images[1].draw();
glColor3fv(colors[5]);
polygon(5,4,0,1);
}
static GLfloat theta[] = {0.0,0.0,0.0};
static GLint axis = 2;
void display(void)
{
/* display callback, clear frame buffer and z buffer,
rotate cube and draw, swap buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(theta[0], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glRotatef(theta[2], 0.0, 0.0, 1.0);
colorcube();
glFlush();
glutSwapBuffers();
}
void spinCube()
{
/* Idle callback, spin cube 2 degrees about selected axis */
theta[axis] += 2.0;
if( theta[axis] > 360.0 ) theta[axis] -= 360.0;
/* display(); */
glutPostRedisplay();
}
void mouse(int btn, int state, int x, int y)
{
/* mouse callback, selects an axis about which to rotate */
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;
}
void myReshape(int w, int h)
{
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);
/* need both double buffering and z buffer */
loadTextures();
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("colorcube");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutIdleFunc(spinCube);
glutMouseFunc(mouse);
glEnable(GL_DEPTH_TEST); /* Enable hidden--surface--removal */
glutMainLoop();
return 0;
}
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