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snowman.c
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snowman.c
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// gcc snowman_sample.c -lglut -lGL -lGLU -lm -o snowman && ./snowman
#include <GL/glut.h>
// Rotation
static GLfloat yRot = 0.0f;
// Change viewing volume and viewport. Called when window is resized
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
fAspect = (GLfloat)w/(GLfloat)h;
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Produce the perspective projection
gluPerspective(35.0f, fAspect, 1.0, 40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// This function does any needed initialization on the rendering context. Here it sets up and initializes the lighting for the scene.
void SetupRC(){
// Light values and coordinates
GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f };
GLfloat sourceLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_AMBIENT,sourceLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Black blue background
glClearColor(0.7f, 0.8f, 1.0f, 0.0f);
}
// Respond to arrow keys (rotate snowman)
void SpecialKeys(int key, int x, int y){
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
yRot = (GLfloat)((const int)yRot % 360);
// Refresh the Window
glutPostRedisplay();
}
// Called to draw scene
void RenderScene(void){
GLUquadricObj *pObj; // Quadric Object
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state and do the rotations
glPushMatrix();
// Move object back and do in place rotation
glTranslatef(0.0f, -1.0f, -5.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Draw something
pObj = gluNewQuadric();
gluQuadricNormals(pObj, GLU_SMOOTH);
// white
glColor3f(1.0f, 1.0f, 1.0f);
// Main Body
// gluSphere(); // Bottom
// Mid section
// glPushMatrix();
// glTranslatef();
// gluSphere();
// glPopMatrix();
// Head
glPushMatrix(); // save transform matrix state
glTranslatef(0.0f, 1.4f, 0.0f);
gluSphere(pObj, 0.24f, 26, 13);
glPopMatrix(); // restore transform matrix state
// Nose (orange)
glColor3f(1.0, 0.2, 0.0);
glPushMatrix();
glTranslatef(0.0f, 1.4f, 0.2f);
gluCylinder(pObj, 0.04f, 0.0f, 0.3f, 26, 13);
glPopMatrix();
// Eyes (black)
glColor3f(0.0, 0.0, 0.0);
glPushMatrix();
glTranslatef(0.07f, 1.5f, 0.18f);
gluSphere(pObj, 0.048f, 26, 13);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.07f, 1.5f, 0.18f);
gluSphere(pObj, 0.048f, 26, 13);
glPopMatrix();
// Body
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
glTranslatef(0.0, 0.88, 0.0);
gluSphere(pObj, 0.38f, 26, 13);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 0.3, 0.0);
gluSphere(pObj, 0.48f, 26, 13);
glPopMatrix();
// Arms
glColor3f(0.7, 0.35, 0.25);//tentativa de marrom
glPushMatrix();
glTranslatef(0.28, 0.93, 0.0f);
glRotatef(-150.0f, 5.0f, 0.5f, 5.0f);
gluCylinder(pObj, 0.02f, 0.01f, 0.5f, 26, 13);
glPopMatrix();
//left hand
glPushMatrix();
glTranslatef(0.72, 1.148, 0.038f);
glRotatef(-90.0f, 5.0f, 0.0f, 5.0f);
gluCylinder(pObj, 0.01f, 0.005f, 0.2f, 26, 13);
glPopMatrix();
glPushMatrix();
glTranslatef(0.72, 1.148, 0.038f);
glRotatef(-180.0f, 5.0f, 0.0f, 5.0f);
gluCylinder(pObj, 0.01f, 0.005f, 0.2f, 26, 13);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.84, 1.1, 0.02f);
glRotatef(150.0f, 5.0f, 0.5f, 5.0f);
gluCylinder(pObj, 0.01f, 0.02f, 0.5f, 26, 13);
glPopMatrix();
//right hand
glPushMatrix();
glTranslatef(-0.98, 1.22, -0.02f);
glRotatef(-240.0f, 5.0f, 0.0f, 5.0f);
gluCylinder(pObj, 0.005f, 0.01f, 0.2f, 26, 13);
glPopMatrix();
glPushMatrix();
glTranslatef(-1.04, 1.1, 0.03f);
glRotatef(-240.0f, 10.0f, 10.0f, 10.0f);
gluCylinder(pObj, 0.005f, 0.01f, 0.2f, 26, 13);
glPopMatrix();
// Hat
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0, 1.9, 0.0f);
glRotatef(90.0f, 5.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.1f, 0.1f, 0.2f, 50, 150);
glPopMatrix();
// Hat brim
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0, 1.63, 0.0f);
glRotatef(90.0f, 5.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.25f, 0.25f, 0.05f, 50, 150);
glPopMatrix();
glPushMatrix();
glColor3f(1.0, 0.0, 0.0);
glTranslatef(0.0, 1.7, 0.0f);
glRotatef(90.0f, 5.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.1f, 0.1f, 0.1f, 50, 150);
glPopMatrix();
// Mouth
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0f, 1.28, 0.2f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.08, 1.3, 0.18f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.11, 1.36, 0.18f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(-0.08, 1.3, 0.18f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(-0.11, 1.36, 0.18f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
// Button
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0f, 0.9, 0.37f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0f, 1.1, 0.3f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0f, 1.0, 0.35f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
glPushMatrix();
glColor3f(0.0, 0.0, 0.0);
glTranslatef(0.0f, 0.8, 0.36f);
gluSphere(pObj, 0.03f, 26, 13);
glPopMatrix();
//Scarf
glPushMatrix();
glColor3f(1.0, 0.0, 0.0);
glTranslatef(0.0, 1.24, 0.0f);
glRotatef(90.0f, 5.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.25f, 0.25f, 0.08f, 50, 150);
glPopMatrix();
glPushMatrix();
glTranslatef(0.15, 1.13, 0.24f);
glRotatef(-220.0f, 5.0f, 0.5f, -1.5f);
glScalef(0.4f, 0.6f, 0.05f);
glutSolidCube(0.2);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2, 1.13, -0.2f);
glRotatef(220.0f, 5.0f, -1.0f, -1.8f);
glScalef(0.4f, 0.6f, 0.05f);
glutSolidCube(0.2);
glPopMatrix();
// Restore the matrix state
glPopMatrix();
// Buffer swap
glutSwapBuffers();
}
int main(int argc, char *argv[]){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Modeling with Quadrics");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}