Cámara | Israel González de la Peña
#include <windows.h>
#include <GL/glut.h>
GLfloat ang1 = 0,ang2 = 0;
int moviendo, startx, starty;
float angulo = 0;
static GLdouble tamanio = 10.0;
GLUquadric *figura;
void dibujaObjeto(){
gluQuadricDrawStyle(figura, GLU_FILL);
glClear( GL_COLOR_BUFFER_BIT );
glColor3f(0.0, 0.0, 0.0);
glPushMatrix();
glRotatef(angulo+2, 0, 1, 0);
//Cabeza
glPushMatrix();
glTranslatef(0,2,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidSphere(0.6,30,30);
glPopMatrix();
//Cuerpo
glPushMatrix();
glTranslatef(0,1,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidTorus(0.5,0.5,30,30);
glPopMatrix();
//Cuerpo
glPushMatrix();
glTranslatef(0,0,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidTorus(0.7,0.7,30,30);
glPopMatrix();
//Cuerpo
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidTorus(0.9,0.9,30,30);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(2,1,0);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(2.8,1,0);
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(3.4,1,0);
glScalef(0.5,0.5,0.5);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(-2,1,0);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(-2.8,1,0);
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(-3.4,1,0);
glScalef(0.5,0.5,0.5);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Ojo izq
glPushMatrix();
glColor3f(0, 0, 0);
glTranslatef(-0.3,2.1,0);
glutSolidSphere(0.15,20,20);
glPopMatrix();
//Ojo der
glPushMatrix();
glColor3f(0, 0, 0);
glTranslatef(0.3,2.1,0);
glutSolidSphere(0.15,20,20);
glPopMatrix();
// PIE DER
glPushMatrix();
glTranslatef(0.8,-2.8,0);
glScalef(1.1,1.9,1);
glutSolidSphere(0.5,20,20);
glPopMatrix();
// PIE IZQ
glPushMatrix();
glTranslatef(-0.8,-2.8,0);
glScalef(1.1,1.9,1);
glutSolidSphere(0.5,20,20);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(ang2, 1, 0, 0);
glRotatef(ang1, 0, 1, 0);
dibujaObjeto();
glPopMatrix();
//glutSwapBuffers();
}
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
moviendo = 1;
startx = x;
starty = y;
}
if (state == GLUT_UP) {
moviendo = 0;
}
}
void mover(int x, int y)
{
if (moviendo) {
ang1 = ang1 + (x - startx);
ang2 = ang2 + (y - starty);
startx = x;
starty = y;
glutPostRedisplay();
}
}
void proyeccion(void){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(10, 1, 20, 2000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(20.0, 10.0, 60.0, /* vista en (0,8,60) */
0.0, 0.0, 0.0, /* centro en (0,8,0) */
0.0, 1.0, 0.); /* altura en Y */
}
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("QUADRICS + MOUSE + CAMERA");
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
figura = gluNewQuadric(); //crear un objeto de opengl
proyeccion();
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(mover);
glutMainLoop();
return 0;
}
#include <GL/glut.h>
GLfloat ang1 = 0,ang2 = 0;
int moviendo, startx, starty;
float angulo = 0;
static GLdouble tamanio = 10.0;
GLUquadric *figura;
void dibujaObjeto(){
gluQuadricDrawStyle(figura, GLU_FILL);
glClear( GL_COLOR_BUFFER_BIT );
glColor3f(0.0, 0.0, 0.0);
glPushMatrix();
glRotatef(angulo+2, 0, 1, 0);
//Cabeza
glPushMatrix();
glTranslatef(0,2,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidSphere(0.6,30,30);
glPopMatrix();
//Cuerpo
glPushMatrix();
glTranslatef(0,1,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidTorus(0.5,0.5,30,30);
glPopMatrix();
//Cuerpo
glPushMatrix();
glTranslatef(0,0,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidTorus(0.7,0.7,30,30);
glPopMatrix();
//Cuerpo
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(90,1,0,0);
glScalef(1.5,0.7,1);
glutSolidTorus(0.9,0.9,30,30);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(2,1,0);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(2.8,1,0);
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(3.4,1,0);
glScalef(0.5,0.5,0.5);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(-2,1,0);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(-2.8,1,0);
glScalef(0.7,0.7,0.7);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Brazo
glPushMatrix();
glTranslatef(-3.4,1,0);
glScalef(0.5,0.5,0.5);
glutSolidSphere(0.5,20,20);
glPopMatrix();
//Ojo izq
glPushMatrix();
glColor3f(0, 0, 0);
glTranslatef(-0.3,2.1,0);
glutSolidSphere(0.15,20,20);
glPopMatrix();
//Ojo der
glPushMatrix();
glColor3f(0, 0, 0);
glTranslatef(0.3,2.1,0);
glutSolidSphere(0.15,20,20);
glPopMatrix();
// PIE DER
glPushMatrix();
glTranslatef(0.8,-2.8,0);
glScalef(1.1,1.9,1);
glutSolidSphere(0.5,20,20);
glPopMatrix();
// PIE IZQ
glPushMatrix();
glTranslatef(-0.8,-2.8,0);
glScalef(1.1,1.9,1);
glutSolidSphere(0.5,20,20);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(ang2, 1, 0, 0);
glRotatef(ang1, 0, 1, 0);
dibujaObjeto();
glPopMatrix();
//glutSwapBuffers();
}
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
moviendo = 1;
startx = x;
starty = y;
}
if (state == GLUT_UP) {
moviendo = 0;
}
}
void mover(int x, int y)
{
if (moviendo) {
ang1 = ang1 + (x - startx);
ang2 = ang2 + (y - starty);
startx = x;
starty = y;
glutPostRedisplay();
}
}
void proyeccion(void){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(10, 1, 20, 2000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(20.0, 10.0, 60.0, /* vista en (0,8,60) */
0.0, 0.0, 0.0, /* centro en (0,8,0) */
0.0, 1.0, 0.); /* altura en Y */
}
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("QUADRICS + MOUSE + CAMERA");
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
figura = gluNewQuadric(); //crear un objeto de opengl
proyeccion();
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(mover);
glutMainLoop();
return 0;
}
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