Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include "materials.h"
- #include <windows.h>
- #ifdef __APPLE__
- #include <GLUT/glut.h>
- #else
- #include <GL/glut.h>
- #endif
- #include <stdlib.h>
- static float katRef = 30;
- static float skupRef = 2;
- static float kat = 0;
- 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 = PolishedGoldAmbient;
- const GLfloat *mat_diffuse = PolishedGoldDiffuse;
- const GLfloat *mat_specular = PolishedGoldSpecular;
- GLfloat high_shininess = PolishedGoldShininess;
- GLfloat fPozycja_reflektora[4] = {0.0f, 0.0f, -4.f, 1.0f};
- GLfloat fKierunek_reflektora[4] = {0.f, 1.2f, -6.f, 1.0f};
- GLfloat fSlabe_swiatlo[] = {0.55f, 0.0f, 0.0f, 1.0f};
- GLfloat fMocne_swiatlo[] = {1.0f, 0.0f, 0.0f, 1.0f};
- 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;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glColor3d(1,0,0);
- glPushMatrix();
- glTranslated(-2.4,0,-6);
- glutSolidCube(1);
- glPopMatrix();
- glPushMatrix();
- glTranslated(0,0,-6);
- glutSolidCone(1,1,20,20);
- glPopMatrix();
- glPushMatrix();
- glTranslated(2.4,0,-6);
- glutSolidTorus(0.2,0.8,20,20);
- glPopMatrix();
- glutSwapBuffers();
- }
- static void key(unsigned char key, int x, int y)
- {
- switch (key)
- {
- case 27 :
- case 'q':
- exit(0);
- break;
- case 'a':
- fPozycja_reflektora[0]-=0.1;
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- break;
- case 'd':
- fPozycja_reflektora[0]+=0.1;
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- break;
- case 'w':
- fPozycja_reflektora[1]+=0.1;
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- break;
- case 's':
- fPozycja_reflektora[1]-=0.1;
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- break;
- case '+':
- fPozycja_reflektora[2]+=0.1;
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- break;
- case '-':
- fPozycja_reflektora[2]-=0.1;
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- break;
- case 't':
- fKierunek_reflektora[0]-=0.1;
- glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION, fKierunek_reflektora);
- break;
- case 'g':
- fKierunek_reflektora[0]+=0.1;
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, fKierunek_reflektora);
- break;
- case 'f':
- fKierunek_reflektora[1]+=0.1;
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, fKierunek_reflektora);
- break;
- case 'h':
- fKierunek_reflektora[1]-=0.1;
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, fKierunek_reflektora);
- break;
- case 'u':
- fKierunek_reflektora[2]+=0.1;
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, fKierunek_reflektora);
- break;
- case 'j':
- fKierunek_reflektora[2]-=0.1;
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, fKierunek_reflektora);
- break;
- case '1':
- skupRef+=1;
- glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, skupRef);
- break;
- case '2':
- skupRef-=1;
- glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, skupRef);
- break;
- case '3':
- katRef+=1;
- glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, katRef);
- break;
- case '4':
- katRef-=1;
- glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, katRef);
- break;
- }
- glutPostRedisplay();
- }
- static void idle(void)
- {
- glutPostRedisplay();
- }
- void menu(int value)
- {
- if(value == 0)
- {
- glDisable(GL_LIGHT1);
- glEnable(GL_LIGHT0);
- }
- if(value == 1)
- {
- // glDisable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- }
- }
- /* Program entry point */
- int main(int argc, char *argv[])
- {
- glutInit(&argc, argv);
- glutInitWindowSize(640,480);
- glutInitWindowPosition(10,10);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow("GLUT Shapes");
- glutReshapeFunc(resize);
- glutDisplayFunc(display);
- glutKeyboardFunc(key);
- glutIdleFunc(idle);
- glClearColor(0,0,0,1);
- 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);
- glutCreateMenu(menu);
- glutAddMenuEntry("Ogolne swiatlo",0);
- glutAddMenuEntry("Punktowe",1);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- //-------------------swiatlo ogolne-------------------
- 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);
- glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, katRef);
- glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, skupRef);
- glLightfv(GL_LIGHT1, GL_AMBIENT, fSlabe_swiatlo);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, fMocne_swiatlo);
- glLightfv(GL_LIGHT1, GL_SPECULAR, fMocne_swiatlo);
- glLightfv(GL_LIGHT1, GL_POSITION, fPozycja_reflektora);
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, fKierunek_reflektora);
- //----------------- ustawienie materialu
- glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
- glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
- glMaterialf(GL_FRONT, GL_SHININESS, high_shininess);
- glutMainLoop();
- return EXIT_SUCCESS;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement