/* 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; }