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- #define GLUT_DISABLE_ATEXIT_HACK
- #include <windows.h>
- #ifdef __APPLE__
- #include <GLUT/glut.h>
- #else
- #include <GL/glut.h>
- #endif
- #include <stdlib.h>
- static int slices = 16;
- static int stacks = 16;
- float obrot_x;
- /* GLUT callback Handlers */
- int angle = 1;
- static void Timer(int value){
- obrot_x += 1.0;
- glutPostRedisplay();
- // 100 milliseconds
- glutTimerFunc(10, Timer, 0);
- }
- 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);
- gluPerspective(60,ar,2.0,100.0);
- }
- float posx = 4;
- float posz = 5;
- float d = 0;
- float f= 60;
- float g1 = 90;
- float g2 = 90;
- float obrot_y;
- float xx;
- float yx;
- float zx;
- float xy;
- float yy;
- float zy;
- static void display(void)
- {
- const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
- const double b = t*g1;
- const double a = t*g2;
- GLfloat fPozycja_swiatla[4] = {100.0f, 100.0f, 50.0f, 1.0f};
- GLfloat fSlabe_swiatlo[] = {0.25f, 0.25f, 0.25f, 1.0f};
- GLfloat fMocne_swiatlo[] = {1.0f, 1.0f, 1.0f, 1.0f};
- glLightfv (GL_LIGHT0, GL_AMBIENT, fSlabe_swiatlo); // światło otoczenia
- glLightfv (GL_LIGHT0, GL_DIFFUSE, fMocne_swiatlo); // światło rozproszenia
- glLightfv (GL_LIGHT0, GL_SPECULAR, fMocne_swiatlo); // światło odbite
- glLightfv (GL_LIGHT0, GL_POSITION, fPozycja_swiatla); // pozycja światła
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity() ;
- gluLookAt(
- posx, 0, posz,
- 0,0,-1,
- 0,1,0);
- // gluRotated
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // obrót wokół osi y dla klawiszy l i r
- //dwie kule
- glPushMatrix();
- glTranslated(1.0,1.0,-2);
- glRotated(-60,-1,-0,-0);
- glRotated(0,0,0,1);
- glutSolidSphere(1,slices,stacks);
- glPopMatrix();
- glPushMatrix();
- glRotatef(obrot_x, 0.0f, 1.0f, 0.0f);
- glRotatef(obrot_y, xy, yy, zy);
- glTranslated(-1.0,1.0,-3);
- glRotated(-60,-1,-0,-0);
- glRotated(0,0,0,1);
- glutSolidSphere(1,slices,stacks);
- 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--;
- }
- case'r':
- xx=0;
- yx=1;
- zx=0;
- obrot_x=obrot_x-5;
- break;
- case'u':
- xy=1;
- yy=0;
- zy=0;
- obrot_y=obrot_y+5;
- 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[] = { 0.1f, 0.1f, 0.1f, 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[])
- {
- glClearColor(1.0, 1.0, 1.0, 1.0);
- glutInit(&argc, argv);
- glutInitWindowSize(640,480);
- glutInitWindowPosition(10,10);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow("Uklad sloneczny");
- glutReshapeFunc(resize);
- glutDisplayFunc(display);
- glutKeyboardFunc(key);
- glutIdleFunc(idle);
- glClear(GL_COLOR_BUFFER_BIT);
- glClearColor(2.0, 2.0, 2.0, 1.0);
- 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);
- */ Timer(0);
- glutMainLoop();
- return EXIT_SUCCESS;
- }
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