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lighted_cube.c
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#include <SDL.h>
#include <GL/gl.h>
// gcc cube.c $(sdl2-config --cflags --libs ) -lGL
/*
* Rotate a multicolored cube. One side changes colors
*/
void draw_cube(float x, float y, float z, float n);
int main() {
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO);
window = SDL_CreateWindow(
"Move the Cube with your arrow keys", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
0, // width, in pixels
0, // height, in pixels
SDL_WINDOW_OPENGL|SDL_WINDOW_FULLSCREEN_DESKTOP|SDL_WINDOW_RESIZABLE // flags - see below
);
SDL_GLContext context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, context);
int w,h;
SDL_GetWindowSize(window, &w, &h);
glViewport(0,0,w,h);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glFrustum(1,-1,1,-1,0.5,100);
glTranslatef(0,0,-1.5);
glScalef((float)(w)/h,2,1);
glMatrixMode(GL_MODELVIEW);
// Enable Lighting
float light_position[] = {0,-1,0,1};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.5);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
SDL_GL_SetSwapInterval(1);
float c_x = 0, c_z = 0;
while(1){
//Draw purple plane
float color[] = {0.4,0.2,0.7,1};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
glBegin(GL_QUADS);
glNormal3f(0,-1,0);
glVertex3f(1,0.5,1);
glVertex3f(1,0.5,-1);
glVertex3f(-1,0.5,-1);
glVertex3f(-1,0.5,1);
glEnd();
SDL_Event e;
while (SDL_PollEvent(&e)){
if (e.type == SDL_QUIT)
return 0;
}
int num = 0;
// Move the cube
const char* state = SDL_GetKeyboardState(&num);
if(state[SDL_SCANCODE_UP]){
if (c_z >= -1) c_z -= 0.01;
}
if(state[SDL_SCANCODE_DOWN]){
if (c_z <= 1) c_z += 0.01;
}
if(state[SDL_SCANCODE_RIGHT]){
if (c_x >= -1) c_x -= 0.01;
}
if(state[SDL_SCANCODE_LEFT]){
if(c_x <= 1) c_x += 0.01;
}
// Rotate the world
if(state[SDL_SCANCODE_W]){
glRotatef(1,1,0,0);
}
if(state[SDL_SCANCODE_S]){
glRotatef(-1,1,0,0);
}
if(state[SDL_SCANCODE_D]){
glRotatef(1,0,1,0);
}
if(state[SDL_SCANCODE_A]){
glRotatef(-1,0,1,0);
}
draw_cube(c_x,0.5,c_z,0.1);
SDL_GL_SwapWindow(window);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
SDL_Delay(3000); // Pause execution for 3000 milliseconds, for example
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
void draw_cube(float x, float y, float z, float n){
glBegin(GL_QUADS);
float color[] = {53.0 / 0xff,244.0 / 0xff,24.0 / 0xff,1};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
// Front face
glNormal3f(0,0,1);
glVertex3f(x+n,y+n,z+n);
glVertex3f(x+n,y+-n,z+n);
glVertex3f(x+-n,y+-n,z+n);
glVertex3f(x+-n,y+n,z+n);
// Back face
glNormal3f(0,0,-1);
glVertex3f(x+n,y+n,z+-n);
glVertex3f(x+n,y+-n,z+-n);
glVertex3f(x+-n,y+-n,z+-n);
glVertex3f(x+-n,y+n,z+-n);
// Top face
glNormal3f(0,1,0);
glVertex3f(x+n,y+n,z+n);
glVertex3f(x+n,y+n,z+-n);
glVertex3f(x+-n,y+n,z+-n);
glVertex3f(x+-n,y+n,z+n);
// Bottom face
glNormal3f(0,-1,0);
glVertex3f(x+n,y+-n,z+n);
glVertex3f(x+n,y+-n,z+-n);
glVertex3f(x+-n,y+-n,z+-n);
glVertex3f(x+-n,y+-n,z+n);
// right face
glNormal3f(1,0,0);
glVertex3f(x+n,y+-n,z+n);
glVertex3f(x+n,y+-n,z+-n);
glVertex3f(x+n,y+n,z+-n);
glVertex3f(x+n,y+n,z+n);
// left face
glNormal3f(-1,0,0);
glVertex3f(x+-n,y+-n,z+n);
glVertex3f(x+-n,y+-n,z+-n);
glVertex3f(x+-n,y+n,z+-n);
glVertex3f(x+-n,y+n,z+n);
glEnd();
}