#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
#include <GL/freeglut/freeglut.h>
#include <math.h>
#define PI 3.1415926
#define WIDTH 320
#define HEIGHT 240
//回転用
float anglex = 0.0f;
//オレンジ
GLfloat orange[] = { 1.0, 0.6, 0.0, 1.0 };
//ライトの位置
GLfloat lightpos[] = { 200.0, 150.0, -500.0, 1.0 };
//単位行列
GLfloat mat[]={
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
};
//回転行列
GLfloat rotate[]={
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
};
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
//glLoadIdentity();と同じ↓
glLoadMatrixf(mat);
//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)
gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();と同じ↓
glLoadMatrixf(mat);
//視点の設定
gluLookAt(150.0,100.0,-200.0, //カメラの座標
0.0,0.0,0.0, // 注視点の座標
0.0,1.0,0.0); // 画面の上方向を指すベクトル
//ライトの設定
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
//マテリアルの設定
glMaterialfv(GL_FRONT, GL_DIFFUSE, orange);
//回転
//glRotatef(anglex,1.0f,0.0f,0.0f);と同じ↓
float radian=2*PI*anglex/360.0;
rotate[5]=cos(radian);
rotate[6]=sin(radian);
rotate[9]=-sin(radian);
rotate[10]=cos(radian);
glMultMatrixf(rotate);
glutSolidTorus(20.0,40.0,16,16);
glutSwapBuffers();
}
void idle(void)
{
anglex+=1.0f;
Sleep(1);
glutPostRedisplay();
}
void Init(){
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char *argv[])
{
glutInitWindowPosition(100, 100);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("回転行列");
glutDisplayFunc(display);
glutIdleFunc(idle);
Init();
glutMainLoop();
return 0;
}
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