/* -*- Mode:C; Coding:us-ascii-unix; fill-column:132 -*- */
/**********************************************************************************************************************************/
/**
@file lightedSphere.c
@author Mitch Richling <http://www.mitchr.me/>
@Copyright Copyright 1997 by Mitch Richling. All rights reserved.
@brief lighted poly shadeing @EOL
@Keywords none
@Std C99
Demonstrates how to draw filled polygons and how to place a light.
***********************************************************************************************************************************/
/**********************************************************************************************************************************/
/* Apple puts GLUT into a framework named GLUT, while the rest of the world just sticks GLUT into the GL include directory... */
#ifdef __APPLE__
#include <GLUT/glut.h> /* Open GL Util APPLE */
#else
#include <GL/glut.h> /* Open GL Util OpenGL*/
#endif
/**********************************************************************************************************************************/
static float angle = 0;
static float angleDelta = 0.3;
static float eangle = 0.0;
static float eangleDelta = 0.1;
/**********************************************************************************************************************************/
void displayCall() {
GLfloat specMat[] = {1,1,1,1};
GLfloat shnyMat[] = { 50 };
GLfloat lightPos[] = {2, 2, 2, 0};
GLfloat whiteLight[] = { 1, 1, 1, 1};
GLfloat ambLight[] = { 0.51, 0.51, 0.51, 1.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glMaterialfv(GL_FRONT, GL_SPECULAR, specMat);
glMaterialfv(GL_FRONT, GL_SHININESS, shnyMat);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambLight);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2, 2, 2, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotatef(eangle, 0, 1, 0);
glRotatef(angle, 0, 0, 1);
glColor3f(1,0,0);
glutSolidSphere(1.0, 20, 20);
glutSwapBuffers();
} /* end func displayCall */
/**********************************************************************************************************************************/
void idleCall() {
eangle += eangleDelta;
if(eangle >= 360.0)
eangle -= 360.0;
angle += angleDelta;
if(angle >= 360.0)
angle -= 360.0;
if(angle <= 0)
angle += 360.0;
glutPostRedisplay();
} /* end func idleCall */
/**********************************************************************************************************************************/
void processKeyCall(unsigned char key, int x, int y) {
angleDelta = -angleDelta;
} /* end func processKeyCall */
/**********************************************************************************************************************************/
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(300, 200);
glutCreateWindow("Demo Prog");
glutDisplayFunc(displayCall);
glutIdleFunc(idleCall);
glutKeyboardFunc(processKeyCall);
glutMainLoop();
return 0;
} /* end func main */
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