Mon Mar 05, 2012 1:40 am
#include <GL\glut.h>
GLfloat xRotated, yRotated, zRotated;
GLdouble radius=0.5;
GLfloat qaBlack[] = {0.0, 0.0, 0.0, 1.0}; //Black Color
GLfloat qaGreen[] = {0.0, 1.0, 0.0, 1.0}; //Green Color
GLfloat qaWhite[] = {1.0, 1.0, 1.0, 1.0}; //White Color
GLfloat qaRed[] = {1.0, 0.0, 0.0, 1.0}; //White Color
// Set lighting intensity and color
GLfloat qaAmbientLight[] = {0.2, 0.2, 0.2, 1.0};
GLfloat qaDiffuseLight[] = {0.8, 0.8, 0.8, 1.0};
GLfloat qaSpecularLight[] = {1.0, 1.0, 1.0, 1.0};
GLfloat emitLight[] = {0.9, 0.9, 0.9, 0.01};
GLfloat Noemit[] = {0.0, 0.0, 0.0, 1.0};
// Light source position
GLfloat qaLightPosition[] = {0.5, 0, -3.5, 0.5};
void display(void);
void reshape(int x, int y);
void idleFunc(void)
{
zRotated += 0.02;
display();
}
void initLighting()
{
// Enable lighting
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Set lighting intensity and color
glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight);
// Set the light position
glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
}
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
glutInitWindowSize(350,350);
glutCreateWindow("Solid Sphere");
initLighting();
xRotated = yRotated = zRotated = 0.0;
glutIdleFunc(idleFunc);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
void display(void)
{
glMatrixMode(GL_MODELVIEW);
// clear the drawing buffer.
glClear(GL_COLOR_BUFFER_BIT);
// clear the identity matrix.
glLoadIdentity();
// traslate the draw by z = -4.0
// Note this when you decrease z like -8.0 the drawing will looks far , or smaller.
glTranslatef(0.0,0.0,-5.0);
// scaling transfomation
glScalef(1.0,1.0,1.0);
glRotatef(zRotated,0.0,0.0,1.0);
// Set material properties
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, qaGreen);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, qaGreen);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, qaWhite);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20);
// built-in (glut library) function , draw you a sphere.
glutSolidSphere(radius,25,25);
// Flush buffers to screen
glFlush();
glutSwapBuffers();
// sawp buffers called because we are using double buffering
// glutSwapBuffers();
}
void reshape(int x, int y)
{
if (y == 0 || x == 0) return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(39.0,(GLdouble)x/(GLdouble)y,0.6,21.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y); //Use the whole window for rendering
}
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