#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include <cmath>
int screenheight = 600;
int screenwidth = 800;
bool flag = true;
int first = 0;
double angle = 30;
//The angle for the rotation (in degrees)
typedef struct{
float x;
float y;
}Point2D;
Point2D p1,p2,p3,p4;
void DrawPolygonSegment(Point2D pt1, Point2D pt2, Point2D pt3, Point2D pt4){
glPointSize(1.0);
glBegin(GL_POLYGON);
glVertex2i(pt1.x, pt1.y);
glVertex2i(pt2.x, pt2.y);
glVertex2i(pt3.x, pt3.y);
glVertex2i(pt4.x, pt4.y);
glEnd();
glPointSize(6.0);
glBegin(GL_POINTS);
glVertex2i(pt1.x, pt1.y);
glVertex2i(pt2.x, pt2.y);
glVertex2i(pt3.x, pt3.y);
glVertex2i(pt4.x, pt4.y);
glEnd();
glFlush();
}
Point2D rotate(Point2D p, float ang){
ang = ang * 3.14 / 180.0; //angle in radians
Point2D ptemp;
ptemp.x = p.x * cos(ang) - p.y * sin(ang);
ptemp.y = p.x * sin(ang) + p.y * cos(ang);
return ptemp;
}
void myMouse()
{
glClear(GL_COLOR_BUFFER_BIT);
p1.x = 200;
p1.y =200;
p2.x = 400;
p2.y = 200;
p3.x = 400;
p3.y =400;
p4.x=200;
p4.y=400;
DrawPolygonSegment(p1,p2,p3,p4);
}
void translatepolygon_R()
{
Point2D Rotated_p1 = rotate(p1,angle);
Point2D Rotated_p2 = rotate(p2,angle);
Point2D Rotated_p3 = rotate(p3,angle);
Point2D Rotated_p4 = rotate(p4,angle);
DrawPolygonSegment(Rotated_p1,Rotated_p2,Rotated_p3,Rotated_p4);
}
void key(unsigned char key, int x, int y)
{
if(key=='R') glutIdleFunc(translatepolygon_R);
}
void myDisplay(){
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0f, 0.0f, 0.0f);
}
int main( int argc, char ** argv ) {
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 800, 600 );
glutCreateWindow( "My Drawing Screen" );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( 0, 800, 0, 600 );
glViewport(0, 0, 800, 600);
glutDisplayFunc( myDisplay );
glutDisplayFunc( myMouse );
glutKeyboardFunc(key);
glutMainLoop();
return( 0 );
}
Monday, June 2, 2014
Opengl,C++ : Rotate Squre with respect to the origin
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