windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/auxsamp.c

183 lines
4.4 KiB
C
Raw Normal View History

2020-09-26 03:20:57 -05:00
/*
* bgammon.c
*
* start easy, just have pieces...
*
*/
#include <windows.h>
#include <gl.h>
#include <glu.h>
#include <glaux.h>
GLvoid initialize(GLvoid);
GLvoid drawScene(GLvoid);
GLvoid resize(GLsizei, GLsizei);
GLvoid drawLight(GLvoid);
void polarView( GLdouble, GLdouble, GLdouble, GLdouble);
GLfloat latitude, longitude, radius;
void __cdecl main(void)
{
initialize();
auxMainLoop( drawScene );
}
GLvoid 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[] = {2.0, 2.0, 2.0, 1.0};
GLfloat diffuseProperties[] = {0.8, 0.8, 0.8, 1.0};
GLfloat specularProperties[] = {1.0, 4.0, 4.0, 1.0};
width = 1024.0;
height = 768.0;
auxInitPosition( width/4, height/4, width/2, height/2);
auxInitDisplayMode( AUX_RGBA | AUX_DEPTH16 | AUX_DOUBLE );
auxInitWindow( "Rotating Shapes" );
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 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[] = {0.0, 0.0, 0.0, 1.0};
static GLfloat angle = 0.0;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
latitude += 6.0;
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();
}