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SimpleLight.c :
Code:

/*
* SimpleLight.c
*
* Example program illustrating a simple use
* of lighting.  Creates six spheres of different
* fully saturated colors.  Adds a white light that
* slow rotates around the spheres.
*
* Author: Samuel R. Buss
*
* Software accompanying the book
*      3D Computer Graphics: A Mathematical Introduction with OpenGL,
*      by S. Buss, Cambridge University Press, 2003.
*
* Software is "as-is" and carries no warranty.  It may be used without
*   restriction, but if you modify it, please change the filenames to
*   prevent confusion between different versions.
* Bug reports: Sam Buss, [email protected].
* Web page: http://math.ucsd.edu/~sbuss/MathCG
*
* USAGE:
*    Press "r" key to toggle (off and on) running the animation
*    Press "s" key to single-step animation
*    The up arrow key and down array key control the
*         time step used in the animation rate.  This will
*         speed up or slow down the rate at which the light
*         revolves around the spheres.
*     Press ESCAPE to exit.
*
*/

#include <math.h>      // For math routines (such as sqrt & trig).
#include <stdio.h>
#include <stdlib.h>      // For the "exit" function
#include <GL/glut.h>   // OpenGL Graphics Utility Library
#include "SimpleLight.h"

// Values that control the material properties.
float Noemit[4] = {0.0, 0.0, 0.0, 1.0};
float SphShininess = 50;   // Specular exponent for the spheres.
float SphAmbDiff[6][4] = {      // The ambient/diffuse colors of the six spheres
   {0.5, 0.0, 0.0, 1.0},         // Red
   {0.5, 0.5, 0.0, 1.0},         // Yellow
   {0.0, 0.5, 0.0, 1.0},         // Green
   {0.0, 0.5, 0.5, 1.0},         // Cyan
   {0.0, 0.0, 0.5, 1.0},         // Blue
   {0.5, 0.0, 0.5, 1.0}         // Magenta
};
float SphSpecular[4] = { 1, 1, 1, 1.0 };   

// Lighting values
float ambientLight[4] = {0.2, 0.2, 0.2, 1.0};
float Lt0amb[4] = {0.3, 0.3, 0.3, 1.0};
float Lt0diff[4] = {1.0, 1.0, 1.0, 1.0};
float Lt0spec[4] = {1.0, 1.0, 1.0, 1.0};

float zeroPos[4] = {0, 0, 0, 1};         // Origin (homogeneous representation)
float dirI[4] = {1, 0, 0, 0};            // Direction of unit vector I (point at infinity)

int LightIsPositional = 0;

int RunMode = 1;      // Used as a boolean (1 or 0) for "on" and "off"

// The next global variable controls the animation's state and speed.
float CurrentAngle = 0.0f;         // Angle in degrees
float AnimateStep = 0.5f;         // Rotation step per update

// glutKeyboardFunc is called below to set this function to handle
//      all "normal" key presses.
void myKeyboardFunc( unsigned char key, int x, int y )
{
   switch ( key ) {
   case 'r':
      RunMode = 1-RunMode;      // Toggle to opposite value
      if ( RunMode==1 ) {
         glutPostRedisplay();
      }
      break;
   case 's':
      RunMode = 1;
      drawScene();
      RunMode = 0;
      break;
   case 'l':                  // Toggle local light mode
      LightIsPositional = 1 - LightIsPositional;
      if ( RunMode==0 ) {
         drawScene();
      }
      break;
   case 27:   // Escape key
      exit(1);
   }
}

// glutSpecialFunc is called below to set this function to handle
//      all "special" key presses.  See glut.h for the names of
//      special keys.
void mySpecialKeyFunc( int key, int x, int y )
{
   switch ( key ) {
   case GLUT_KEY_UP:      
      if ( AnimateStep < 5.0) {         // Don't let speed get very big.
         AnimateStep *= sqrt(2.0);      // Increase the angle increment
      }
      break;
   case GLUT_KEY_DOWN:
      if (AnimateStep>1.0e-3) {      // Avoid underflow problems.
         AnimateStep /= sqrt(2.0);   // Decrease the angle increment
      }
      break;
   }
}

/*
* drawScene() handles the animation and the redrawing of the
*      graphics window contents.
*/
void drawScene(void)
{
   int i;

   // Clear the rendering window
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    if (RunMode==1) {
      // Calculate animation parameters
        CurrentAngle += AnimateStep;
      if ( CurrentAngle > 360.0 ) {
         CurrentAngle -= 360.0*floor(CurrentAngle/360.0);   // Don't allow overflow
      }
   }
   
   // Rotate the image
   glMatrixMode( GL_MODELVIEW );         // Current matrix affects objects positions
   glLoadIdentity();                  // Initialize to the identity

   // Position the light (before drawing the illuminated objects)
   glPushMatrix();
   glRotatef( CurrentAngle, 0.0, 0.0, 1.0 );      // Rotate through animation angle
   glTranslatef( 7.0, 0.0, 0.0 );               // Translate rotation center to origin
   glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Lt0spec);   // Make sphere glow (emissive)
   glutSolidSphere(0.3, 5, 5);      
   glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Noemit);   // Turn off emission

   if ( LightIsPositional==1 ) {
      glLightfv(GL_LIGHT0, GL_POSITION, zeroPos );   // Position is transformed by ModelView matrix
   }
   else {
      glLightfv(GL_LIGHT0, GL_POSITION, dirI );      // Direction is transformed by ModelView matrix
   }
   glPopMatrix();

   // Draw six spheres of different colors
   for ( i=0; i<6; i++ ) {
      glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, SphAmbDiff[i] );
      glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SphSpecular );
      glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, SphShininess);
      glPushMatrix();
      glRotatef( 60.0*(float)i, 0.0, 0.0, 1.0 );   // Rotate each one another 60 degrees
      glTranslatef(2.5, 0.0, 0.0);
      glutSolidSphere( 1.0, 20, 20 );
      glPopMatrix();
   }
   // Flush the pipeline, swap the buffers
    glFlush();
    glutSwapBuffers();

   if ( RunMode==1 ) {
      glutPostRedisplay();   // Trigger an automatic redraw for animation
   }

}

// Initialize OpenGL's rendering modes
void initRendering()
{
    glEnable( GL_DEPTH_TEST );   // Depth testing must be turned on

   glEnable(GL_LIGHTING);      // Enable lighting calculations
   glEnable(GL_LIGHT0);      // Turn on light #0.

   // Set global ambient light
   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);   

   // Light 0 light values.  Its position is set in drawScene().
   glLightfv(GL_LIGHT0, GL_AMBIENT, Lt0amb);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, Lt0diff);
   glLightfv(GL_LIGHT0, GL_SPECULAR, Lt0spec);
}

// Called when the window is resized
//      w, h - width and height of the window in pixels.
void resizeWindow(int w, int h)
{
   float viewWidth = 7.0;         // Actually this is half of the width
   float viewHeight = 7.0;         // Again, this is half of the height
   glViewport(0, 0, w, h);
   h = (h==0) ? 1 : h;
   w = (w==0) ? 1 : w;
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   if ( h < w ) {
      viewWidth *= (float)w/(float)h;
   }
   else {
      viewHeight *= (float)h/(float)w;
   }
   glOrtho( -viewWidth, viewWidth, -viewHeight, viewHeight, -1.0, 1.0 );

}


// Main routine
// Set up OpenGL, define the callbacks and start the main loop
int main( int argc, char** argv )
{
   glutInit(&argc,argv);

   // We're going to animate it, so double buffer
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );

   // Window position (from top corner), and size (width% and hieght)
    glutInitWindowPosition( 10, 60 );
    glutInitWindowSize( 360, 360 );
    glutCreateWindow( "SimpleLight" );

   // Initialize OpenGL parameters.
    initRendering();

   // Set up callback functions for key presses
   glutKeyboardFunc( myKeyboardFunc );         // Handles "normal" ascii symbols
   glutSpecialFunc( mySpecialKeyFunc );      // Handles "special" keyboard keys

   // Set up the callback function for resizing windows
    glutReshapeFunc( resizeWindow );

   // Call this for background processing
   // glutIdleFunc( myIdleFunction );

   // Call this whenever window needs redrawing
    glutDisplayFunc( drawScene );

   fprintf(stdout, "Arrow keys control speed.  Press \"r\" to run,  \"s\" to single step.\n");
   
   // Start the main loop.  glutMainLoop never returns.
   glutMainLoop(  );

    return(0);   // This line is never reached.
}



SimpleAnim.h :
Code:
/*
* SimpleAnim.h
*
* Author: Samuel R. Buss
*
* Software accompanying the book
*      3D Computer Graphics: A Mathematical Introduction with OpenGL,
*      by S. Buss, Cambridge University Press, 2003.
*
* Software is "as-is" aand carries no warranty.  It may be used without
*   restriction, but if you modify it, please change the filenames to
*   prevent confusion between different versions.
* Bug reports: Sam Buss, [email protected].
* Web page: http://math.ucsd.edu/~sbuss/MathCG
*/

// Function prototypes for SimpleAnim.cpp

void myKeyboardFunc( unsigned char key, int x, int y );
void mySpecialKeyFunc( int key, int x, int y );

void drawScene(void);

void initRendering();
void resizeWindow(int w, int h);






Attachments:
untitled.GIF
untitled.GIF [ 8.95 KiB | Viewed 18359 times ]

_________________
M. S. Rakha, Ph.D.
Queen's University
Canada
Author:
Mastermind
User avatar Posts: 2715
Have thanks: 74 time

what files ?


_________________
M. S. Rakha, Ph.D.
Queen's University
Canada


Author:
Mastermind
User avatar Posts: 2715
Have thanks: 74 time

i want header files of this code and other codes header files also



Author:
Newbie
User avatar Posts: 2
Have thanks: 0 time

1. copy the contents of "compilers\include" into the include folder (Visual studio installation path\VC\Include)

2. copy the contents of "compilers\lib" into the library folder (Visual studio installation path\VC\lib)

3. copy the contents of "dlls" into your system folder (Windows\system32 folder).



Attachments:
OpenGl needed files.zip [718.55 KiB]
Downloaded 1396 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  [ 4 posts ] 

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