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- #include<stdio.h>
- #include <GL/gl.h>
- #include <GL/glut.h>
- //int rund(double x) { return ((int)(x*10))%10>5?(int)++x:(int)x; }
- void axes()
- {
- glColor3f (1.0, 0.0, 0.0);
- glBegin(GL_POINTS);
- for(int i=-1000;i<=1000;i++){
- glVertex2d(0,i);
- glVertex2d(i,0);
- }
- glEnd();
- glFlush();
- }
- void rectangle0(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4)
- {
- glColor3f (0.77,0.88,0.94);
- glBegin(GL_POLYGON);
- glVertex2d(x1,y1);
- glVertex2d(x2,y2);
- glVertex2d(x3,y3);
- glVertex2d(x4,y4);
- glEnd();
- glFlush();
- }
- void rectangle1(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4)
- {
- glColor3f (0.91,0.62,0.45);
- glBegin(GL_POLYGON);
- glVertex2d(x1,y1);
- glVertex2d(x2,y2);
- glVertex2d(x3,y3);
- glVertex2d(x4,y4);
- glEnd();
- glFlush();
- }
- void rectangle2(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4)
- {
- glColor3f (0.76,0.53,0.59);
- glBegin(GL_POLYGON);
- glVertex2d(x1,y1);
- glVertex2d(x2,y2);
- glVertex2d(x3,y3);
- glVertex2d(x4,y4);
- glEnd();
- glFlush();
- }
- void triangle(int x1, int y1, int x2, int y2, int x3, int y3)
- {
- glColor3f (0.63, 0.65, 0.69);
- glBegin(GL_TRIANGLES);
- glVertex2d(x1,y1);
- glVertex2d(x2,y2);
- glVertex2d(x3,y3);
- glEnd();
- glFlush();
- }
- void display(void)
- {
- glClear (GL_COLOR_BUFFER_BIT);
- // axes();
- rectangle0(-500,-300,500,-300,500,300,-500,300);
- rectangle1(-125,-300,125,-300,125,150,-125,150);
- rectangle2(-400,-100,-225,-100,-225,100,-400,100);
- rectangle2(225,-100,400,-100,400,100,225,100);
- triangle(-500,300,500,300,0,600);
- }
- void init (void){
- glClearColor (0.0, 0.0, 0.0, 0.0);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluOrtho2D(-1000,1000,-1000,1000); //fix the windows size
- }
- int main(int argc, char** argv)
- {
- glutInit(&argc, argv);
- glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
- glutInitWindowSize (1000, 1000);
- glutInitWindowPosition (50, 50);
- glutCreateWindow ("172-15-9804");
- init ();
- glutDisplayFunc(display);
- glutMainLoop();
- return 0;
- }
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