/* * (c) Copyright 1993-1995 Microsoft Corporation * * bgammon.c * * start easy, just have pieces... * */ #include "glos.h" #include #include #include GLvoid initialize(GLvoid); GLvoid CALLBACK drawScene(GLvoid); GLvoid CALLBACK resize(GLsizei, GLsizei); GLvoid drawLight(GLvoid); void polarView( GLdouble, GLdouble, GLdouble, GLdouble); GLfloat latitude, longitude, radius; void _CRTAPI1 main(void) { initialize(); auxMainLoop( drawScene ); } GLvoid CALLBACK resize( GLsizei width, GLsizei height ) { GLfloat aspect; glViewport( 0, 0, width, height ); aspect = (GLfloat) width / height; glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0, aspect, 3.0, 7.0 ); glMatrixMode( GL_MODELVIEW ); } GLvoid initialize(GLvoid) { GLfloat maxObjectSize, aspect; GLdouble near_plane, far_plane; GLsizei width, height; GLfloat ambientProperties[] = {0.7, 0.7, 0.7, 1.0}; GLfloat diffuseProperties[] = {0.8, 0.8, 0.8, 1.0}; GLfloat specularProperties[] = {1.0, 1.0, 1.0, 1.0}; width = 1024.0; height = 768.0; auxInitPosition( width/4, height/4, width/2, height/2); auxInitDisplayMode( AUX_RGB | AUX_DEPTH | AUX_DOUBLE ); auxInitWindow( "AUX Library Demo" ); auxIdleFunc( drawScene ); auxReshapeFunc( resize ); glClearColor( 0.0, 0.0, 0.0, 1.0 ); glClearDepth( 1.0 ); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glLightfv( GL_LIGHT0, GL_AMBIENT, ambientProperties); glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuseProperties); glLightfv( GL_LIGHT0, GL_SPECULAR, specularProperties); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1.0); glEnable( GL_LIGHT0 ); glMatrixMode( GL_PROJECTION ); aspect = (GLfloat) width / height; gluPerspective( 45.0, aspect, 3.0, 7.0 ); glMatrixMode( GL_MODELVIEW ); near_plane = 3.0; far_plane = 7.0; maxObjectSize = 3.0; radius = near_plane + maxObjectSize/2.0; latitude = 0.0; longitude = 0.0; } void polarView(GLdouble radius, GLdouble twist, GLdouble latitude, GLdouble longitude) { glTranslated(0.0, 0.0, -radius); glRotated( -twist, 0.0, 0.0, 1.0 ); glRotated( -latitude, 1.0, 0.0, 0.0); glRotated( longitude, 0.0, 0.0, 1.0); } GLvoid CALLBACK drawScene(GLvoid) { static GLfloat whiteAmbient[] = {0.3, 0.3, 0.3, 1.0}; static GLfloat redAmbient[] = {0.3, 0.1, 0.1, 1.0}; static GLfloat greenAmbient[] = {0.1, 0.3, 0.1, 1.0}; static GLfloat blueAmbient[] = {0.1, 0.1, 0.3, 1.0}; static GLfloat whiteDiffuse[] = {1.0, 1.0, 1.0, 1.0}; static GLfloat redDiffuse[] = {1.0, 0.0, 0.0, 1.0}; static GLfloat greenDiffuse[] = {0.0, 1.0, 0.0, 1.0}; static GLfloat blueDiffuse[] = {0.0, 0.0, 1.0, 1.0}; static GLfloat whiteSpecular[] = {1.0, 1.0, 1.0, 1.0}; static GLfloat redSpecular[] = {1.0, 0.0, 0.0, 1.0}; static GLfloat greenSpecular[] = {0.0, 1.0, 0.0, 1.0}; static GLfloat blueSpecular[] = {0.0, 0.0, 1.0, 1.0}; static GLfloat lightPosition0[] = {1.0, 1.0, 1.0, 1.0}; static GLfloat angle = 0.0; glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPushMatrix(); latitude += 4.0; longitude += 2.5; polarView( radius, 0, latitude, longitude ); glPushMatrix(); angle += 6.0; glRotatef(angle, 1.0, 0.0, 1.0); glTranslatef( 0.0, 1.5, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); drawLight(); glPopMatrix(); glPushAttrib(GL_LIGHTING_BIT); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, redAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, redDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, whiteSpecular); glMaterialf(GL_FRONT, GL_SHININESS, 100.0); auxSolidCone( 0.3, 0.6 ); glPopAttrib(); auxWireSphere(1.5); glPushAttrib(GL_LIGHTING_BIT); glMaterialfv(GL_BACK, GL_AMBIENT, greenAmbient); glMaterialfv(GL_BACK, GL_DIFFUSE, greenDiffuse); glMaterialfv(GL_FRONT, GL_AMBIENT, blueAmbient); glMaterialfv(GL_FRONT, GL_DIFFUSE, blueDiffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, blueSpecular); glMaterialf(GL_FRONT, GL_SHININESS, 50.0); glPushMatrix(); glTranslatef(0.8, -0.65, 0.0); glRotatef(30.0, 1.0, 0.5, 1.0); auxSolidCylinder( 0.3, 0.6 ); glPopMatrix(); glPopAttrib(); glPopMatrix(); auxSwapBuffers(); } GLvoid drawLight(GLvoid) { glPushAttrib(GL_LIGHTING_BIT); glDisable(GL_LIGHTING); glColor3f(1.0, 1.0, 1.0); auxSolidDodecahedron(0.1); glPopAttrib(); }