/* 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 // Standard Header For Most Programs #include // The GL Header File #include // The GL Utility Toolkit (Glut) Header void init ( 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 glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glBegin(GL_TRIANGLES); // Drawing Using Triangles glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); // Finished Drawing The Triangle glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units glBegin(GL_QUADS); // Draw A Quad glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); glutSwapBuffers ( ); // Swap The Buffers To Not Be Left With A Clear Screen } void reshape ( int w, int h ) // Create The Reshape Function (the viewport) { glViewport ( 0, 0, w, h ); glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix glLoadIdentity ( ); // Reset The Projection Matrix if ( h==0 ) // Calculate The Aspect Ratio Of The Window gluPerspective ( 80, ( float ) w, 1.0, 5000.0 ); else gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 ); glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix glLoadIdentity ( ); // Reset The Model View Matrix } 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 =) init (); glutInitDisplayMode ( GLUT_RGB | 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 glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts glutReshapeFunc ( reshape ); glutKeyboardFunc ( keyboard ); glutSpecialFunc ( arrow_keys ); glutMainLoop ( ); // Initialize The Main Loop }