include GL glut include stdio include stdlib ifndef CALLBACK define CA

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#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#ifndef CALLBACK
#define CALLBACK
#endif
GLuint startList;
void CALLBACK errorCallback(GLenum errorCode)
{
const GLubyte *estring;
estring = gluErrorString(errorCode);
fprintf(stderr, "Quadric Error: %s\n", estring);
exit(0);
}
void init(void)
{
GLUquadricObj *qobj;
GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat model_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
glClearColor(0.1, 0.7, 0.5, 0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, model_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
/* Create 4 display lists, each with a different quadric object.
* Different drawing styles and surface normal specifications
* are demonstrated.
*/
//startList = glGenLists(4);
startList = glGenLists(6);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL); /* smooth shaded */
gluQuadricNormals(qobj, GLU_SMOOTH);
glNewList(startList, GL_COMPILE);
gluSphere(qobj, 0.49, 15, 10);
glEndList();
gluQuadricDrawStyle(qobj, GLU_FILL); /* flat shaded */
gluQuadricNormals(qobj, GLU_FLAT);
glNewList(startList+1, GL_COMPILE);
gluCylinder(qobj, 0.5, 0.0, 1.0, 15, 5);
glEndList();
gluQuadricDrawStyle(qobj, GLU_LINE); /* all polygons wireframe */
gluQuadricNormals(qobj, GLU_NONE);
glNewList(startList+2, GL_COMPILE);
gluDisk(qobj, 0.25, 1.0, 20, 4);
glEndList();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); /* boundary only */
gluQuadricNormals(qobj, GLU_NONE);
glNewList(startList+3, GL_COMPILE);
gluPartialDisk(qobj, 0.0, 1.0, 20, 4, -55.0, 300.0);
glEndList();
gluQuadricDrawStyle(qobj, GLU_LINE); /* all polygons wireframe */
gluQuadricNormals(qobj, GLU_NONE);
glNewList(startList + 4, GL_COMPILE);
gluDisk(qobj, 0.09, 0.49, 20, 4);
glEndList();
gluQuadricDrawStyle(qobj, GLU_LINE); /* smooth shaded */
gluQuadricNormals(qobj, GLU_NONE);
glNewList(startList + 5, GL_COMPILE);
gluSphere(qobj, 0.75, 25, 20);
glEndList();
}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glEnable(GL_LIGHTING);
glShadeModel (GL_SMOOTH);
glColor3f(0.0, 0.1, 1.0);
glTranslatef(-3.0, -1.0, 0.0);
glRotatef(30, 1.0f, 0.0f, 0.0f);
glCallList(startList);
glShadeModel (GL_FLAT);
glTranslatef(0.0, 2.0, 0.0);
glPushMatrix();
glRotatef(300.0, 1.0, 0.0, 0.0);
glCallList(startList+1);
glPopMatrix();
glDisable(GL_LIGHTING);
glColor3f(0.0, 0.0, 0.0);
glTranslatef(4.0, -2.0, 0.0);
glCallList(startList+2);
glColor3f(5.0, 0.0, 0.0);
glTranslatef(0.0, 2.0, 0.0);
glCallList(startList+3);
glEnable(GL_LIGHTING);
glShadeModel (GL_NONE);
glColor3f(0.5, 0.1, 0.9);
glTranslatef(0.0, 0.0, 0.0);
glCallList(startList + 4);
glEnable(GL_LIGHTING);
glShadeModel (GL_NONE);
glTranslatef(-2.0, -1.0, 0.0);
glRotatef(300.0, 1.0, 0.0, 0.0);
glCallList(startList + 5);
glPopMatrix();
glFlush();
}
void reshape (int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho(-2.5*(GLfloat)w/(GLfloat)h,
2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1366, 768);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}