/* USO DE: glFrustum(x_min, x_max, y_min, y_max, z_cerca, z_lejos) */
/* se vE mas grande lo que estA mas cerca y lo lejano se ve mas pequeño
Esta es la principal diferencia con la proyección ortogonal
que los rayos proyectivos no son paralelos.
*/
#include <GL/glut.h>
#include <unistd.h>
void PintaEjes()
{
glBegin(GL_LINES);
glColor3f(1,0,0); glVertex3f(-5, 0, 0); glVertex3f(5, 0, 0); // X
glColor3f(0,1,0); glVertex3f(0, -5, 0); glVertex3f(0, 5, 0); // Y
glColor3f(0,0,1); glVertex3f(0, 0, -5); glVertex3f(0, 0, 5); // Z
glEnd();
}
void Gradua ( )
{
int k=0, x1,y1,x2,y2;
glBegin(GL_LINES);
glColor3f(1,0,0); for(k=1; k<10; k++) { glVertex3f(-5+k, 0.2, 0); glVertex3f(-5+k, -0.2, 0); }
glColor3f(0,1,0); for(k=1; k<10; k++) { glVertex3f(0.2, -5+k, 0); glVertex3f(-0.2, -5+k, 0); }
glColor3f(0,1,0); for(k=1; k<10; k++) { glVertex3f(0.2, 0, -5+k); glVertex3f(-0.2, 0, -5+k); }
glEnd();
}
Inicializa()
{
glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-5.0,5.0, -5.0,5.0, -5.0,5.0);
}
void Dibuja(void)
{
glMatrixMode(GL_MODELVIEW);
gluLookAt(2,2,2, 0,0,-5, 0,1,0);
//gluLookAt(2,0,2, 0,3,-2, 0,-1,0);
PintaEjes( ); Gradua( );
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(-2.0f, -2.0f, 0.0f);
glVertex3f(2.0f, -2.0f, 0.0f);
glVertex3f(2.0f, -2.0f, 4.0f);
glVertex3f(-2.0f, -2.0f, 4.0f);
glEnd();
glTranslatef(-0.0f, -0.0f, -2.0f);
glutWireSphere(0.50, 50, 50);
glFlush();
sleep(30);
exit(0);
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition(300,150);
glutInitWindowSize(650,650);
glutCreateWindow("USO DE LA CAMARA ... ");
Inicializa();
glutDisplayFunc(Dibuja);
glutMainLoop();
return 0;
}