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In this example we rotate 3D sphere with light in a circle shape like solar system.

Code:
#include <GL\glut.h>
#include <math.h>      // For math routines (such as sqrt & trig).
GLfloat xRotated, yRotated, zRotated;
GLdouble radius=2;
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[]    = {0.1, 0.1, 0.1, 1.0};
GLfloat qaDiffuseLight[]    = {1, 1, 1, 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, 0, 0, 1};

void display(void);
void reshape(int x, int y);
 
void idleFunc
(void)
{
        if ( zRotated > 360.0 ) {
         zRotated -= 360.0*floor(zRotated/360.0);   // Don't allow overflow
      }

          if ( yRotated > 360.0 ) {
         yRotated -= 360.0*floor(yRotated/360.0);   // Don't allow overflow
      }
     zRotated += 0.01;
     yRotated +=0.01;
     
    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);
    

}
 
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();
   
    glTranslatef
(0.0,0.0,-20.0);


      // 
   glPushMatrix();
 
     
    glTranslatef
(0.0,0.0,0);
    // 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, 0.2);
    glutSolidSphere(radius,25,25);
    
     glPopMatrix
();



    glPushMatrix();
     
    
    glRotatef
(yRotated,0.0,1.0,0.0);
    glTranslatef(5.0,0.0,0.0);
      
    
// Set the light position
     glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition);
     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emitLight);   // Make sphere glow (emissive) 
     glutSolidSphere(radius/6,25,25);
     glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Noemit);  

    glPopMatrix
(); 


    

    glFlush
();
    glutSwapBuffers();      
   
}
 
void reshape
(int x, int y)
{
    if (== 0 || x == 0) return;   
    glMatrixMode
(GL_PROJECTION);  
    glLoadIdentity
(); 
    
    gluPerspective
(39.0,(GLdouble)x/(GLdouble)y,0.6,40.0);
    glMatrixMode(GL_MODELVIEW);
    glViewport(0,0,x,y);  //Use the whole window for rendering
}
 
 





Attachments:
rotate_In_Circle.png
rotate_In_Circle.png [ 9.46 KiB | Viewed 15286 times ]

_________________
M. S. Rakha, Ph.D.
Queen's University
Canada
Author:
Mastermind
User avatar Posts: 2715
Have thanks: 74 time
Post new topic Reply to topic  [ 1 post ] 

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