/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * sceneflat.c * This program draws lighted objects with flat shading. */ #include "glos.h" #include #include #include void myinit(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); /* Initialize light source and shading model (GL_FLAT). */ void myinit(void) { GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; /* light_position is NOT default value */ GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; 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); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glShadeModel (GL_FLAT); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef (20.0, 1.0, 0.0, 0.0); glPushMatrix (); glTranslatef (-0.75, 0.5, 0.0); glRotatef (90.0, 1.0, 0.0, 0.0); auxSolidTorus (0.275, 0.85); glPopMatrix (); glPushMatrix (); glTranslatef (-0.75, -0.5, 0.0); glRotatef (270.0, 1.0, 0.0, 0.0); auxSolidCone (1.0, 2.0); glPopMatrix (); glPushMatrix (); glTranslatef (0.75, 0.0, -1.0); auxSolidSphere (1.0); glPopMatrix (); glPopMatrix (); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, 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); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16); auxInitPosition (0, 0, 500, 500); auxInitWindow ("Flat Shading"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }