#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include <cmath>
int screenheight = 600;
int screenwidth = 800;
bool flag = true;
double angle = 30; //The angle for the rotation (in degrees)
typedef struct{
float x;
float y;
}Point2D;
Point2D p1,p2;
void DrawLineSegment(Point2D pt1, Point2D pt2){
glPointSize(1.0);
glBegin(GL_LINES);
glVertex2i(pt1.x, pt1.y);
glVertex2i(pt2.x, pt2.y);
glEnd();
glPointSize(6.0);
glBegin(GL_POINTS);
glVertex2i(pt2.x, pt2.y);
glEnd();
glFlush();
}
Point2D translate(Point2D p, float tx, float ty){
p.x =p.x; //.....wite the equations for translation
p.y = p.y; //.....wite the equations for translation
return p;
}
Point2D rotate(Point2D p, float ang){
ang = ang * 3.14 / 180.0; //angle in radians
Point2D ptemp;
ptemp.x = p.x * cos(ang) - p.y * sin(ang);
ptemp.y = p.x * sin(ang) + p.y * cos(ang);
return ptemp;
}
void myMouse(int button, int state, int x, int y) {
if(state == GLUT_DOWN) {
if(button == GLUT_LEFT_BUTTON) {
glClear(GL_COLOR_BUFFER_BIT);
Point2D p1;
p1.x = 0;
p1.y = 0;
p2.x = x;
p2.y = screenheight - y;
DrawLineSegment(p1, p2);
}
else if (button == GLUT_RIGHT_BUTTON) {
Point2D Rotated_p2 = rotate(p2,angle);
DrawLineSegment(p1,Rotated_p2);
}
}
}
void myDisplay(){
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0f, 0.0f, 0.0f);
}
int main( int argc, char ** argv ) {
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 800, 600 );
glutCreateWindow( "My Drawing Screen" );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( 0, 800, 0, 600 );
glViewport(0, 0, 800, 600);
glutMouseFunc( myMouse );
glutDisplayFunc( myDisplay );
glutMainLoop();
return( 0 );
}
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