1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
/*
 * Testing openGL with drawing an animate torus
 */
#include <GL/glut.h>
#include <cmath>
#include <math.h>
#include <stdio.h>

#define pi 3.142857

// Colors
GLfloat WHITE[] = {1, 1, 1};
GLfloat RED[] = {1, 0, 0};
GLfloat GREEN[] = {0, 1, 0};
GLfloat MAGENTA[] = {1, 0, 1};

// A camera.  It moves horizontally in a circle centered at the origin
// of radius 10.  It moves vertically straight up and down.
class Camera {<--- Code 'classCamera{' is invalid C code. Use --std or --language to configure the language.
    double theta;  // determines the x and z positions
    double y;      // the current y position
    double dTheta; // increment in theta for swinging the camera around
    double dy;     // increment in y for moving the camera up/down

  public:
    Camera() : theta(0), y(3), dTheta(0.04), dy(0.2) {
    }

    double getX() {
        return 10 * cos(theta);
    }

    double getY() {
        return y;
    }

    double getZ() {
        return 10 * sin(theta);
    }

    void moveRight() {
        theta += dTheta;
    }

    void moveLeft() {
        theta -= dTheta;
    }

    void moveUp() {
        y += dy;
    }

    void moveDown() {
        if (y > dy)
            y -= dy;
    }
};

// A ball.  A ball has a radius, a color, and bounces up and down
// between a maximum height and the xz plane.  Therefore its x and z
// coordinates are fixed.  It uses a lame bouncing algorithm, simply
// moving up or down by 0.05 units at each frame.
class Ball {
    double radius;
    GLfloat *color;
    double maximumHeight;
    double x;
    double y;
    double z;
    int direction;

  public:
    Ball(double r, GLfloat *c, double h, double x, double z)
        : radius(r), color(c), maximumHeight(h), direction(-1), y(h), x(x),
          z(z) {
    }

    void update() {
        y += direction * 0.05;

        if (y > maximumHeight) {
            y = maximumHeight;
            direction = -1;
        }

        else if (y < radius) {
            y = radius;
            direction = 1;
        }

        glPushMatrix();
        glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
        glTranslated(x, y, z);
        glutSolidSphere(radius, 30, 30);
        glPopMatrix();
    }
};

// A checkerboard class.  A checkerboard has alternating red and white
// squares.  The number of squares is set in the constructor.  Each
// square is 1 x 1.  One corner of the board is (0, 0) and the board
// stretches out along positive x and positive z.  It rests on the xz
// plane.  I put a spotlight at (4, 3, 7).
class Checkerboard {
    int displayListId;
    int width;
    int depth;

  public:
    Checkerboard(int width, int depth) : width(width), depth(depth) {
    }

    double centerx() {
        return width / 2;
    }
    double centerz() {
        return depth / 2;
    }

    void create() {
        displayListId = glGenLists(1);
        glNewList(displayListId, GL_COMPILE);
        GLfloat lightPosition[] = {4, 3, 7, 1};
        glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
        glBegin(GL_QUADS);
        glNormal3d(0, 1, 0);

        for (int x = 0; x < width - 1; x++) {
            for (int z = 0; z < depth - 1; z++) {
                glMaterialfv(GL_FRONT,
                             GL_AMBIENT_AND_DIFFUSE,
                             (x + z) % 2 == 0 ? RED : WHITE);

                glVertex3d(x, 0, z);
                glVertex3d(x + 1, 0, z);
                glVertex3d(x + 1, 0, z + 1);
                glVertex3d(x, 0, z + 1);
            }
        }
        glEnd();
        glEndList();
    }

    void draw() {
        glCallList(displayListId);
    }
};

// Global variables: a camera, a checkerboard and some balls.
Checkerboard checkerboard(8, 8);
Camera camera;
Ball balls[] = {Ball(1, GREEN, 7, 6, 1),
                Ball(1.5, MAGENTA, 6, 3, 4),
                Ball(0.4, WHITE, 5, 1, 7)};

// Application-specific initialization: Set up global lighting
// parameters and create display lists.
void init() {
    glEnable(GL_DEPTH_TEST);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, WHITE);
    glLightfv(GL_LIGHT0, GL_SPECULAR, WHITE);
    glMaterialfv(GL_FRONT, GL_SPECULAR, WHITE);
    glMaterialf(GL_FRONT, GL_SHININESS, 30);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    checkerboard.create();
}

// Draws one frame, the checkerboard then the balls, from the current
// camera position.
void display() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    gluLookAt(camera.getX(),
              camera.getY(),
              camera.getZ(),
              checkerboard.centerx(),
              0.0,
              checkerboard.centerz(),
              0.0,
              1.0,
              0.0);
    checkerboard.draw();
    for (int i = 0; i < sizeof balls / sizeof(Ball); i++) {
        balls[i].update();
    }
    glFlush();
    glutSwapBuffers();
}

// On reshape, constructs a camera that perfectly fits the window.
void reshape(GLint w, GLint h) {
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40.0, GLfloat(w) / GLfloat(h), 1.0, 150.0);
    glMatrixMode(GL_MODELVIEW);
}

// Requests to draw the next frame.
void timer(int v) {
    glutPostRedisplay();
    glutTimerFunc(1000 / 60, timer, v);
}

// Moves the camera according to the key pressed, then ask to refresh
// the display.
void special(int key, int, int) {
    switch (key) {
    case GLUT_KEY_LEFT:
        camera.moveLeft();
        break;
    case GLUT_KEY_RIGHT:
        camera.moveRight();
        break;
    case GLUT_KEY_UP:
        camera.moveUp();
        break;
    case GLUT_KEY_DOWN:
        camera.moveDown();
        break;
    }
    glutPostRedisplay();
}

// Initializes GLUT and enters the main loop.
int main(int argc, char **argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowPosition(80, 80);
    glutInitWindowSize(800, 600);
    glutCreateWindow("Bouncing Balls");
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutSpecialFunc(special);
    glutTimerFunc(100, timer, 0);
    init();
    glutMainLoop();
}