#include
#include
#define EXIT_SUCCESS 0
void Dibuja(void);
int main(int argc, char **argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(640,480);
glutInitWindowPosition(100,150);
glutCreateWindow("Ventana");
glutDisplayFunc(Dibuja);
glutMainLoop();
getchar();
return EXIT_SUCCESS;
}
void Dibuja(void){
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
que usa opengl, por ahora no hace nada si no crear una ventana vacia, pero ella esta lista para desplegar figuritas, un ejemplo de como generar figuritas coloridas es el siguiente, no se asombre usté de la extension, es el precio de la naturaleza de glut:
/*Para compilar este codigo en un sistema *nix necesitamos tener instalado freeglut toolkit o glut3g toolkit en el sistema, que no es si no el conjunto de librerias de glut. Para compilarlo, sin hacer uso de un makefile, por esta ocasion, diponemos de la siguiente linea de comando:
When creating your project, uncheck OWL,
uncheck Class Library, select Static
instead of Dynamic and change the target
model to Console from GUI.
Also link glut.lib to your project once its done.
*/
#include// The GL Header File
#include// The GL Utility Toolkit (Glut) Header
float rtri; // Angle For The Triangle
float rquad; // Angle For The Quad
void InitGL ( GLvoid ) // Create Some Everyday Functions
{
glShadeModel(GL_SMOOTH);
// Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
// Black Background
glClearDepth(1.0f);
// Depth Buffer Setup
glEnable(GL_DEPTH_TEST);
// Enables Depth Testing
glDepthFunc(GL_LEQUAL);
// The Type Of Depth Testing To Do
glEnable ( GL_COLOR_MATERIAL );
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void display ( void ) // Create The Display Function
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();
// Reset The Current Modelview Matrix
glPushMatrix();
glTranslatef(-1.5f,0.0f,-6.0f);
// Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis
glBegin(GL_TRIANGLES);
// Drawing Using Triangles
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd();
// Finished Drawing The Triangle
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f,0.0f,-6.0f); // Move Right 1.5 Units And Into The Screen 6.0
glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis
glColor3f(0.5f,0.5f,1.0f);
// Set The Color To Blue One Time Only
glBegin(GL_QUADS);
// Draw A Quad
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Blue
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // Done
//Drawing The Quad
// Done Drawing The Quad
glPopMatrix();
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )
glutSwapBuffers ( );
// Swap The Buffers To Not Be Left With A Clear Screen
}
void reshape ( int width , int height ) // Create The Reshape Function (the viewport)
{
if (height==0)
// Prevent A Divide By Zero By
{
height=1;
// Making Height Equal One
}
glViewport(0,0,width,height);
// Reset The Current Viewport
glMatrixMode(GL_PROJECTION);
// Select The Projection Matrix
glLoadIdentity();
// Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
// Select The Modelview Matrix
glLoadIdentity();
}
void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
{
switch ( key ) {
case 27: // When Escape Is Pressed...
exit ( 0 ); // Exit The Program
break; // Ready For Next Case
default: // Now Wrap It Up
break;
}
}
void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
{
switch ( a_keys ) {
case GLUT_KEY_UP: // When Up Arrow Is Pressed...
glutFullScreen ( ); // Go Into Full Screen Mode
break;
case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
break;
default:
break;
}
}
void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
{
glutInit ( &argc, argv ); // Erm Just Write It =)
glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE ); // Display Mode
glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
glutCreateWindow ( "NeHe's OpenGL Framework" ); // Window Title (argv[0] for current directory as title)
glutFullScreen ( ); // Put Into Full Screen InitGL ();
glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
glutReshapeFunc ( reshape );
glutKeyboardFunc ( keyboard );
glutSpecialFunc ( arrow_keys );
glutIdleFunc ( display );
glutMainLoop ( ); // Initialize The Main Loop
}
NOTESE QUEDEBEMOS TENER INSTALADA LA LIBRERIA GLUT, PARA ELLO POSTEE EN UNA ENTRADA ANTERIOR LOS PAQUETES NECESARIOS EN DEBIAN
gcc archivo_fuente -lglut -o archivo_salida
lo cual nos genera un archivo llamado archivo_salida, el cual ejecutamos en la terminal:
./archivo_salida (enter)