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/*
* 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(); }
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