/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * disk.c * This program demonstrates the use of the quadrics * Utility Library routines to draw circles and arcs. */ #include "glos.h" #include #include #include void myinit(void); void CALLBACK myReshape(GLsizei w, GLsizei h); void CALLBACK display(void); GLUquadricObj * quadObj; /* Clear the screen. For each triangle, set the current * color and modify the modelview matrix. */ void CALLBACK display(void) { glClearColor (0.0, 0.0, 0.0, 1.0); glClear (GL_COLOR_BUFFER_BIT); glPushMatrix(); gluQuadricDrawStyle (quadObj, GLU_FILL); glColor3f (1.0, 1.0, 1.0); glTranslatef (10.0, 10.0, 0.0); gluDisk (quadObj, 0.0, 5.0, 10, 2); glPopMatrix(); glPushMatrix(); glColor3f (1.0, 1.0, 0.0); glTranslatef (20.0, 20.0, 0.0); gluPartialDisk (quadObj, 0.0, 5.0, 10, 3, 30.0, 120.0); glPopMatrix(); glPushMatrix(); gluQuadricDrawStyle (quadObj, GLU_SILHOUETTE); glColor3f (0.0, 1.0, 1.0); glTranslatef (30.0, 30.0, 0.0); gluPartialDisk (quadObj, 0.0, 5.0, 10, 3, 135.0, 270.0); glPopMatrix(); glPushMatrix(); gluQuadricDrawStyle (quadObj, GLU_LINE); glColor3f (1.0, 0.0, 1.0); glTranslatef (40.0, 40.0, 0.0); gluDisk (quadObj, 2.0, 5.0, 10, 10); glPopMatrix(); glFlush(); } void myinit (void) { quadObj = gluNewQuadric (); glShadeModel(GL_FLAT); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (0.0, 50.0, 0.0, 50.0*(GLfloat)h/(GLfloat)w, -1.0, 1.0); else glOrtho (0.0, 50.0*(GLfloat)w/(GLfloat)h, 0.0, 50.0, -1.0, 1.0); 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 ("Quadrics"); myinit (); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }