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- #include <windows.h>
- #ifdef __APPLE__
- #include <GLUT/glut.h>
- #else
- #include <GL/glut.h>
- #endif
- #include <stdlib.h>
- using namespace std;
- static int slices = 16;
- static int stacks = 16;
- /* GLUT callback Handlers */
- static void resize(int width, int height)
- {
- const float ar = (float) width / (float) height;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity() ;
- }
- static void display(void)
- {
- const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
- const double a = t*90.0;
- const GLfloat fPozycja_swiatla_pod[3] = {0,0,-7};
- const GLfloat fPozycja_swiatla[3] = {0,0,7};
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glColor3d(1,0,0);
- glLightfv (GL_LIGHT0, GL_POSITION, fPozycja_swiatla_pod); // ustawienie światła pod podłogą
- glPushMatrix ();
- glFrontFace (GL_CW); // zmiana domyślnego nawinięcia
- glScalef (1.0f, 1.0f, 1.0f); // przeskalowanie położenia wszystkich aktorów
- glPushMatrix();
- glTranslated(0,-2,-12);
- glRotated(180,1,0,0);
- glRotated(a,0,0,1);
- //glutSolidTorus(0.25,2,slices,stacks);
- glutSolidTeapot(1.25);
- glPopMatrix();
- glFrontFace (GL_CCW); // przywrócenie domyślnego nawinięcia
- glPopMatrix ();
- /*
- glPushMatrix();
- glTranslated(0,3.1,-12);
- glRotated(0,1,0,0);
- glRotated(a,0,0,1);
- glutSolidTorus(0.25,2,slices,stacks);
- glPopMatrix();
- glPushMatrix();
- glTranslated(0,-1.9,-12);
- glRotated(180,1,0,0);
- glRotated(a,0,0,1);
- glutSolidTorus(0.25,2,slices,stacks);
- glPopMatrix();
- */
- glDisable (GL_LIGHTING); // wyłączenie oświetlenia
- glEnable (GL_BLEND); // włączenie mieszania kolorów
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // równanie mieszania kolorów
- glPushMatrix();
- glTranslated(7,0,-7);
- glRotated(10,1,0,0);
- double dx=0.5;
- double dy=0.5;
- glBegin(GL_QUADS);
- for(double x=-20;x<2;x+=dx){
- for(double y=-20;y<20;y+=dy){
- if(static_cast<int>((x+y)/dx)%2==0)
- glColor4f(0,0,1,0.5);
- else
- glColor4f(0,1,0,0.5);
- glVertex3f(x,0,y);
- glVertex3f(x,0,y+dy);
- glVertex3f(x+dx,0,y+dy);
- glVertex3f(x+dx,0,y);
- }
- }
- glEnd();
- glPopMatrix();
- glDisable (GL_BLEND); // wyłączenie mieszania
- glEnable (GL_LIGHTING); // włączenie oświetlenia
- glLightfv (GL_LIGHT0, GL_POSITION, fPozycja_swiatla); // ustawienie światła nad podłogą
- glPushMatrix();
- glColor3f(1,0,0);
- glTranslated(0,3.1,-12);
- glRotated(0,1,0,0);
- glRotated(a,0,0,1);
- //glutSolidTorus(0.25,2,slices,stacks);
- glutSolidTeapot(1.25);
- glPopMatrix();
- glutSwapBuffers();
- }
- static void key(unsigned char key, int x, int y)
- {
- switch (key)
- {
- case 27 :
- case 'q':
- exit(0);
- break;
- case '+':
- slices++;
- stacks++;
- break;
- case '-':
- if (slices>3 && stacks>3)
- {
- slices--;
- stacks--;
- }
- break;
- }
- glutPostRedisplay();
- }
- static void idle(void)
- {
- glutPostRedisplay();
- }
- const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
- const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
- const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
- const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
- const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
- const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
- const GLfloat high_shininess[] = { 100.0f };
- /* Program entry point */
- int main(int argc, char *argv[])
- {
- glutInit(&argc, argv);
- glutInitWindowSize(1280,720);
- glutInitWindowPosition(10,10);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow("GLUT Shapes");
- glutReshapeFunc(resize);
- glutDisplayFunc(display);
- glutKeyboardFunc(key);
- glutIdleFunc(idle);
- glClearColor(1,1,1,1);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glEnable(GL_LIGHT0);
- glEnable(GL_NORMALIZE);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_LIGHTING);
- glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position);
- glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
- glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
- glutMainLoop();
- return EXIT_SUCCESS;
- }
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