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3D_transform.cpp
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#include<GL/glut.h>
#include<iostream>
using namespace std;
int height=500,width=500;
void init()
{
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glColor3ub(0,255,0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,float(width)/height,1.0f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1,2,-2,
0,0,0,
0,1,0);
//gluOrtho2D(0,500,0,500);
}
void boundary(float x1,float y1,float z1,float x2,float y2,float z2)
{
glBegin(GL_LINES);
glColor3ub(255,255,255);
//e1
glColor3ub(0,0,255);
glVertex3f(x1,y1,z1);
glVertex3f(x2,y1,z1);
//e2
glVertex3f(x2,y1,z1);
glVertex3f(x2,y2,z1);
//e3
glVertex3f(x2,y2,z1);
glVertex3f(x1,y2,z1);
//e4
glVertex3f(x1,y2,z1);
glVertex3f(x1,y1,z1);
glColor3ub(255,0,0);
//e5
glVertex3f(x1,y1,z2);
glVertex3f(x2,y1,z2);
//e6
glVertex3f(x2,y1,z2);
glVertex3f(x2,y2,z2);
//e7
glVertex3f(x2,y2,z2);
glVertex3f(x1,y2,z2);
//e8
glVertex3f(x1,y2,z2);
glVertex3f(x1,y1,z2);
glColor3ub(255,255,255);
//e9
glVertex3f(x1,y2,z1);
glVertex3f(x1,y2,z2);
//e10
glVertex3f(x2,y2,z1);
glVertex3f(x2,y2,z2);
//e11
glVertex3f(x2,y1,z1);
glVertex3f(x2,y1,z2);
//e12
glVertex3f(x1,y1,z1);
glVertex3f(x1,y1,z2);
glEnd();
}
void draw_square(float x1,float y1,float z1,float x2,float y2,float z2)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3ub(100,100,100);
//front
glVertex3f(x1,y1,z1);
glVertex3f(x1,y2,z1);
glVertex3f(x2,y2,z1);
glVertex3f(x2,y1,z1);
//back
glVertex3f(x1,y1,z2);
glVertex3f(x1,y2,z2);
glVertex3f(x2,y2,z2);
glVertex3f(x2,y1,z2);
//left
glVertex3f(x1,y1,z1);
glVertex3f(x1,y2,z1);
glVertex3f(x1,y2,z2);
glVertex3f(x1,y1,z2);
//right
glVertex3f(x2,y2,z1);
glVertex3f(x2,y1,z1);
glVertex3f(x2,y1,z2);
glVertex3f(x2,y2,z2);
//top
glVertex3f(x1,y2,z1);
glVertex3f(x2,y2,z1);
glVertex3f(x2,y2,z2);
glVertex3f(x1,y2,z2);
//bottom
glVertex3f(x1,y1,z1);
glVertex3f(x2,y1,z1);
glVertex3f(x2,y1,z2);
glVertex3f(x1,y1,z2);
glEnd();
boundary(x1,y1,z1,x2,y2,z2);
glFlush();
}
void disp()
{
float x1=-500,y1=-500,z1=-500,x2=500,y2=500,z2=500;
x1/=1000;
y1/=1000;
z1/=1000;
x2/=1000;
y2/=1000;
z2/=1000;
draw_square(x1,y1,z1,x2,y2,z2);
float transx,transy,transz;
cout<<"Enter translate in X-axis -> ";
cin>>transx;
cout<<"Enter translate in Y-axis -> ";
cin>>transy;
cout<<"Enter translate in Z-axis -> ";
cin>>transz;
transx/=1000;
transy/=1000;
transz/=1000;
draw_square(x1+transx,y1+transy,z1+transz,x2+transx,y2+transy,z2+transz);
}
int main(int a,char ** b)
{
glutInit(&a,b);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB );
glutInitWindowSize(500,500);
glutCreateWindow("3d tranform...");
glutDisplayFunc(disp);
init();
glutMainLoop();
}