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#include <gl/glut.h>     
#include <stdio.h>  
#include <math.h>  
#include <iostream>
using namespace std;
   
#define PI  3.1415926 
#define M 36
#define N 18
   
float radius = 1; 
float theta; 
float phi;
float delta_theta;
float delta_phi;
   
struct Point3D
{
    float x;
    float y;
    float z;
};
   
Point3D vertex[M][N+1];
   
float cameraX = 3;
float cameraY = 3;
float cameraZ = 3;
   
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(j = 0; j <= N; j++)
    {
        for(i = 0; i < M; i++)
        {
            theta = i * delta_theta;
            phi = j * delta_phi - ( PI / 2.0 );
            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(j = 0; j < N; j++)
    {
        for(i = 0; i < M; i++)
        {
            theta = i * delta_theta;
            phi = j * delta_phi - ( PI / 2 );
            glColor3f(0.0, 1.0, 1.0);
            glBegin(GL_POLYGON);
            glVertex3f(vertex[i][j].x, vertex[i][j].y, vertex[i][j].z);
            glVertex3f(vertex[(i+1)%M][j].x, vertex[(i+1)%M][j].y, vertex[(i+1)%M][j].z);
            glVertex3f(vertex[(i+1)%M][j+1].x, vertex[(i+1)%M][j+1].y, vertex[(i+1)%M][j+1].z);
            glVertex3f(vertex[i][j+1].x, vertex[i][j+1].y, vertex[i][j+1].z);
            glEnd();
        }
    }
   
    glFlush ();   
    glutSwapBuffers();  
}  
 
void key(unsigned char key, int x, int y)
{
    switch(key)
    {
    case 27:
        exit(0);
        break;
    }
}
 
void specialKey(int key, int x, int y)
{
    switch(key)
    {
    case GLUT_KEY_LEFT:
        cameraX -= 1;
        break;
    case GLUT_KEY_RIGHT:
        cameraX += 1;
        break;
    case GLUT_KEY_UP:
        cameraY += 1;
        break;
    case GLUT_KEY_DOWN:
        cameraY -= 1;
        break;
    }
    //glutPostRedisplay();
     
}
  
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); 
    glutKeyboardFunc(key);
    glutSpecialFunc(specialKey);
    glutIdleFunc(display);
    glutMainLoop();  
}
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