/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * aim.c * This program calculates the fovy (field of view angle * in the y direction), by using trigonometry, given the * size of an object and its size. */ #include "glos.h" #include #include #include #include #include void myinit(void); GLdouble calculateAngle (double size, double distance); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); void myinit (void) { glShadeModel (GL_FLAT); } /* Clear the screen. Set the current color to white. * Draw the wire frame cube and sphere. */ void CALLBACK display (void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f (1.0, 1.0, 1.0); glLoadIdentity (); /* glTranslatef() as viewing transformation */ glTranslatef (0.0, 0.0, -5.0); auxWireCube(2.0); auxWireSphere(1.0); glFlush(); } #define PI 3.1415926535 /* atan2 () is a system math routine which calculates * the arctangent of an angle, given length of the * opposite and adjacent sides of a right triangle. * atan2 () is not an OpenGL routine. */ GLdouble calculateAngle (double size, double distance) { GLdouble radtheta, degtheta; radtheta = 2.0 * atan2 (size/2.0, distance); degtheta = (180.0 * radtheta) / PI; //printf ("degtheta is %lf\n", degtheta); return ((GLdouble) degtheta); } /* Called when the window is first opened and whenever * the window is reconfigured (moved or resized). */ void CALLBACK myReshape(GLsizei w, GLsizei h) { GLdouble theta; h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); theta = calculateAngle (2.0, 5.0); gluPerspective(theta, (GLfloat) w/(GLfloat) h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 500, 500); auxInitWindow ("Field of View Angle"); myinit (); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }