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Task/Draw-a-rotating-cube/C/draw-a-rotating-cube.c
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63
Task/Draw-a-rotating-cube/C/draw-a-rotating-cube.c
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#include<gl/freeglut.h>
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double rot = 0;
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float matCol[] = {1,0,0,0};
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void display(){
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(30,1,1,0);
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glRotatef(rot,0,1,1);
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glMaterialfv(GL_FRONT,GL_DIFFUSE,matCol);
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glutWireCube(1);
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glPopMatrix();
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glFlush();
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}
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void onIdle(){
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rot += 0.1;
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glutPostRedisplay();
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}
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void reshape(int w,int h){
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float ar = (float) w / (float) h ;
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glViewport(0,0,(GLsizei)w,(GLsizei)h);
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glTranslatef(0,0,-10);
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glMatrixMode(GL_PROJECTION);
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gluPerspective(70,(GLfloat)w/(GLfloat)h,1,12);
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glLoadIdentity();
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glFrustum ( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ) ;
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void init(){
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float pos[] = {1,1,1,0};
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float white[] = {1,1,1,0};
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float shini[] = {70};
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glClearColor(.5,.5,.5,0);
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glShadeModel(GL_SMOOTH);
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glLightfv(GL_LIGHT0,GL_AMBIENT,white);
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glLightfv(GL_LIGHT0,GL_DIFFUSE,white);
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glMaterialfv(GL_FRONT,GL_SHININESS,shini);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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}
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int main(int argC, char* argV[])
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{
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glutInit(&argC,argV);
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glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
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glutInitWindowSize(600,500);
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glutCreateWindow("Rossetta's Rotating Cube");
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init();
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutIdleFunc(onIdle);
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glutMainLoop();
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return 0;
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}
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