/*
** File:          dancer0.c
** Description:   Uses GLU quadric objects.
**                First step in creating a hierarchical
**                model of a dancer.
** Rev:           1.0
** Created:       10 September 2002
** Last Update:   16 September 2002
** Author:        Fran Soddell
** Email:         F.Soddell@bendigo.latrobe.edu.au
*/
#include <GL/glut.h>
#include <stdio.h>
#define TRUE  1
#define FALSE 0
/*
** manage 3D
*/
enum {x,y,z};
/*
** manage window
*/
int width =400;
int height=400;
int xPosition=50;
int yPosition=70;
/*
** manage world projection
*/
enum {xLeft,xRight,yBottom,yTop,zNear,zFar};
GLdouble world[]={
   -6.0,6.0,-6.0,6.0,0.1,1000
};
GLdouble fovy   =90.0;
GLdouble aspect =1.0;
int perspective =TRUE;
/*
** manage camera
*/
GLdouble eye[]={
   0,1,3
};
GLdouble centre[]={
   0.0,1.0,0.0
};
GLdouble up[]={
   0.0,1.0,0.0
};
/*
** manage colour
*/
#define NUM_COLOURS 8
#define ALPHA 0.0
enum {red,green,blue,
      yellow,magenta,cyan,
      white,black,colours};
typedef GLfloat colourType[4];
colourType colour[NUM_COLOURS]={
   {1.0,0.0,0.0,1.0},{0.0,1.0,0.0,1.0},{0.0,0.0,1.0,1.0},
   {1.0,1.0,0.0,1.0},{1.0,0.0,1.0,1.0},{0.0,1.0,1.0,1.0},
   {1.0,1.0,1.0,1.0},{0.0,0.0,0.0,1.0}
};
/*
** ***********************************************************
** code
** ***********************************************************
*/
void renderDancer(){
}
void renderView(){
}
void setCamera(){
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   gluLookAt(eye[x], eye[y],eye[z],
             centre[x],centre[y],centre[z],
             up[x],up[y],up[z]);
}
void display(){
   setCamera();
   /*
   ** Clear window with background colour before (re)rendering.
   */
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   renderView();
   glFlush();
}
void setProjection(){
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   if(!perspective)
      glOrtho(world[xLeft],  world[xRight],
              world[yBottom],world[yTop],
              world[zNear],  world[zFar]);
   else
      gluPerspective(fovy,1,world[zNear],world[zFar]);
}
void reshapeWindow(int w, int h){
   int yOrigin=0, xOrigin=0;
   if(w>h){
      yOrigin=(h-w)/2;
      h=w;
   }
   else{
      xOrigin=(w-h)/2;
      w=h;
   }
   glViewport(xOrigin,yOrigin,(GLsizei)w,(GLsizei)h);
   setProjection();
}
void keyboard(unsigned char key,int xMouse,int yMouse){
   switch(key){
      case 27 : exit(0);
      case 'p': perspective=!perspective;
                setProjection();
                break;
      case 'f': if(fovy<180) fovy+=0.5;
                setProjection();
                break;
      case 'F': if(fovy>0) fovy-=0.5;
                setProjection();
                break;
   }
   glutPostRedisplay();
}
void setUpGLUT(int argc,char ** argv){
   glutInit(&argc,argv);
   glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
   glutInitWindowSize(width,height);
   glutInitWindowPosition(xPosition,yPosition);
   glutCreateWindow("Hierarchical Model - Dancer");
   /*
   ** Register callbacks.
   */
   glutDisplayFunc(display);
   glutReshapeFunc(reshapeWindow);
   glutKeyboardFunc(keyboard);
}
void initialiseGL(){
   int i;
   glClearColor(0,0,0,ALPHA);
   glEnable(GL_DEPTH_TEST);
}
int main(int argc,char ** argv){
   setUpGLUT(argc,argv);
   initialiseGL();
   /*
   ** Display window and enter the GLUT event
   ** processing loop.
   */
   glutMainLoop();

   return 0;
}
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