/* Demo of the classic barn object. Implemented Fall 2003 Scott D. Anderson */ #include #include // for sqrt #include #include const int barnWidth =30; const int barnHeight=40; const int barnLength=50; GLfloat barn[10][3] = { {0,0,0}, //left, bottom, front {barnWidth,0,0}, // right, bottom, front {barnWidth,barnHeight,0}, // right, top, front {0,barnHeight,0}, // left, top, front {barnWidth/2.0,barnHeight+barnWidth/2.0,0}, // ridge, front {0,0,-barnLength}, // left, bottom, back {barnWidth,0,-barnLength}, // right, bottom, back {barnWidth,barnHeight,-barnLength}, //right, top, back {0,barnHeight,-barnLength}, // left, top, back {barnWidth/2.0,barnHeight+barnWidth/2.0,-barnLength},// ridge, back }; // Almost every facet is a different color so that we can see them. void drawBarn() { int i; glColor3f(1,0,0); // set color to red glBegin(GL_POLYGON); // front { glVertex3fv(barn[0]); glVertex3fv(barn[1]); glVertex3fv(barn[2]); glVertex3fv(barn[3]); } glEnd(); //glColor3f(0,1,1); glBegin(GL_POLYGON); // front ridge { glVertex3fv(barn[3]); glVertex3fv(barn[2]); glVertex3fv(barn[4]); } glEnd(); glColor3f(0,1,0); glBegin(GL_POLYGON); // back { glVertex3fv(barn[5]); glVertex3fv(barn[6]); glVertex3fv(barn[7]); glVertex3fv(barn[8]); } glEnd(); glBegin(GL_POLYGON); // back ridge { glVertex3fv(barn[7]); glVertex3fv(barn[8]); glVertex3fv(barn[9]); } glEnd(); glColor3f(0.5,0,0.5); glBegin(GL_POLYGON); // left side { glVertex3fv(barn[0]); glVertex3fv(barn[3]); glVertex3fv(barn[8]); glVertex3fv(barn[5]); } glEnd(); glColor3f(0.5,0,0); glBegin(GL_POLYGON); // right side { glVertex3fv(barn[1]); glVertex3fv(barn[2]); glVertex3fv(barn[7]); glVertex3fv(barn[6]); } glEnd(); glColor3f(0.5,0.5,0); glBegin(GL_POLYGON); // left side roof { glVertex3fv(barn[3]); glVertex3fv(barn[4]); glVertex3fv(barn[9]); glVertex3fv(barn[8]); } glEnd(); glBegin(GL_POLYGON); /* right side roof */ { glVertex3fv(barn[2]); glVertex3fv(barn[4]); glVertex3fv(barn[9]); glVertex3fv(barn[7]); } glEnd(); } #include "init.cpp" bool TWP = false; void display(void) { glClearColor(0.75,0.75,0.75,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(TWP) twCamera(); else init(); drawBarn(); glFlush(); glutSwapBuffers(); } void keys(unsigned char key,int x, int y) { if( key=='t') { TWP=true; } if( key=='i') { TWP=false; } glutPostRedisplay(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400,300); glutCreateWindow(argv[0]); glEnable(GL_AUTO_NORMAL); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glDepthFunc(GL_LEQUAL); glutDisplayFunc(display); init(); glutMainLoop(); return 0; }