Opengl 구 그리기

Study/OpenGL 2011. 9. 22. 11:43
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#include <gl/glut.h>    
#include <stdio.h> 
#include <math.h> 
 
#define PI  3.1415926
#define M 36
#define N 18
 
float radius = 5;
float theta;
float phi;
float delta_theta;
float delta_phi;
 
struct Point3D
{
    float x;
    float y;
    float z;
};
 
Point3D vertex[M+1][N+1];
 
float cameraX = 10;
float cameraY = 10;
float cameraZ = 10;
 
void init (void
    glClearColor (0.0, 0.0, 0.0, 0.0) ;     
    glColor3f(1.0, 1.0, 0.0); 
    glEnable(GL_DEPTH_TEST);    // 깊이 활성화 
 
void reshape (int w, int h) 
    glViewport(0, 0, w, h); 
    glMatrixMode (GL_PROJECTION);   
    glLoadIdentity(); 
    //glOrtho (-5.0, 5.0, -5.0, 5.0, -5.0, 5.0); 
    gluPerspective(60.0, 1.0, 1.0, 100.0); // 멀고 가까움을 표현함
 
void display (void
     
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
    glMatrixMode (GL_MODELVIEW);     
    glLoadIdentity(); 
    gluLookAt(cameraX, cameraY, cameraZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 
     
    glBegin(GL_LINES);  // X, Y, Z 선 표시 
    glColor3f(1.0, 0.0, 0.0); // X축  
    glVertex3f(0.0, 0.0, 0.0); 
    glVertex3f(10.0, 0.0, 0.0); 
     
    glColor3f(0.0, 1.0, 0.0); // Y축  
    glVertex3f(0.0, 0.0, 0.0); 
    glVertex3f(0.0, 10.0, 0.0); 
     
    glColor3f(0.0, 0.0, 1.0); // Z축  
    glVertex3f(0.0, 0.0, 0.0); 
    glVertex3f(0.0, 0.0, 10.0); 
    glEnd(); 
     
    delta_theta = 2 * PI / M;
    delta_phi = PI / N;
 
    int i = 0, j = 0;
 
    for(i = 0; i < M; i++)
    {
        for(j = 0; j < N; j++)
        {
            theta = i * delta_theta;
            phi = j * delta_phi - ( PI / 2 );
            vertex[i][j].x = radius * cos(theta) * cos(phi);
            vertex[i][j].y = radius * sin(theta) * cos(phi);
            vertex[i][j].z = radius * sin(phi);
        }
    }
 
    for(i = 0; i < M; i++)
    {
        for(j = 0; j < N; j++)
        {
            theta = i * delta_theta;
            phi = j * delta_phi - ( PI / 2 );
            glBegin(GL_POLYGON);
                glVertex3f(vertex[i][j].x, vertex[i][j].y, vertex[i][j].z);
                glVertex3f(vertex[i+1][j].x, vertex[i+1][j].y, vertex[i+1][j].z);
                glVertex3f(vertex[i][j+1].x, vertex[i][j+1].y, vertex[i][j+1].z);
                glVertex3f(vertex[i+1][j+1].x, vertex[i+1][j+1].y, vertex[i+1][j+1].z);
            glEnd();
        }
    }
 
    glFlush ();  
    glutSwapBuffers(); 
void SpecialKey( int key, int x, int y)
{
    switch (key)
    {
    case GLUT_KEY_LEFT :
        theta -= 0.1;                      
        break
    case GLUT_KEY_RIGHT : 
        theta += 0.1;     
        break;  
    case GLUT_KEY_UP :   
        phi += 0.1;       
        break;  
    case GLUT_KEY_DOWN : 
        phi -= 0.1;       
        break;  
    case GLUT_KEY_F1        :
        glMatrixMode (GL_PROJECTION);                         
        glLoadIdentity();                    
        glOrtho (-1.0*radius, radius, -1.0*radius, radius, -1.0*radius, radius);     
        break;  
    case GLUT_KEY_F2        :
        glMatrixMode (GL_PROJECTION);            
        glLoadIdentity();              
        gluPerspective(60.0, 1.0, 1.0, 100.0);        
        break;  
    default :            
        break;   
    }   
 
    if ( theta > 2.0 * PI )    
        theta -= (2.0 * PI); 
    else if ( theta < 0.0 )    
        theta += (2.0 * PI);
 
void main (int argc, char** argv) 
{
    glutInit (&argc, argv);     
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );   
    glutInitWindowPosition (100, 100);     
    glutInitWindowSize (500, 500);    
    glutCreateWindow ("Cube");   
    init();  
    glutDisplayFunc (display);    
    glutReshapeFunc (reshape);   
    glutIdleFunc(display); 
    glutMainLoop(); 
}
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