Created
September 4, 2014 15:23
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opengl lighting test
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#include <GL/glut.h> | |
#include <stdio.h> | |
#include <stdlib.h> | |
float spin = 0; | |
static const float no[] = { 0, 0, 0, 1 }; | |
float pos_x = 0, pos_y = 0, pos_z = 0; | |
static char key[256] = {0}; | |
void draw(void) | |
{ | |
float light_pos0[] = { 0, 0, 0, 1 }; | |
float light_pos1[] = { 6, 0, 0, 0 }; | |
glShadeModel(GL_SMOOTH); | |
glPushMatrix(); { | |
glTranslatef(pos_x, pos_y, pos_z); | |
glLightfv(GL_LIGHT0, GL_POSITION, light_pos0); | |
glFrontFace(GL_CCW); | |
// right-side light | |
{ | |
float emission[] = { 0.75, 0.5, 0, 1 }; | |
glMaterialfv(GL_FRONT, GL_SPECULAR, no); | |
glMaterialfv(GL_FRONT, GL_SHININESS, no); | |
glMaterialfv(GL_FRONT, GL_EMISSION, emission); | |
} | |
glPushMatrix(); { | |
glRotatef(-spin, 0, 1, 0); | |
glLightfv(GL_LIGHT1, GL_POSITION, light_pos1); | |
glTranslatef(6, 0, 0); | |
glutSolidSphere(0.3, 10, 10); | |
} glPopMatrix(); | |
glPushMatrix(); { | |
glRotatef(spin, 0, 1, 0); | |
// Center light | |
{ | |
float emission[] = { 1, 1, 1, 1 }; | |
glMaterialfv(GL_FRONT, GL_SPECULAR, no); | |
glMaterialfv(GL_FRONT, GL_SHININESS, no); | |
glMaterialfv(GL_FRONT, GL_EMISSION, emission); | |
} | |
glutSolidSphere(0.3, 10, 10); | |
{ | |
float mat_specular[] = { 1, 1, 1, 1 }; | |
float mat_shininess[] = { 50 }; | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no); | |
} | |
glFrontFace(GL_CW); | |
glShadeModel(GL_FLAT); | |
glPushMatrix(); { | |
glTranslatef(-2, 2, 0); | |
glRotatef(spin, 0.1, 1, 0); | |
glutSolidTeapot(2.0); | |
} glPopMatrix(); | |
glFrontFace(GL_CCW); | |
glShadeModel(GL_SMOOTH); | |
glPushMatrix(); { | |
glTranslatef(-2, -2, 0); | |
glRotatef(spin, 0.1, 1, 0); | |
glRotatef(30, 1, 0, 0); | |
glutSolidCube(1.0); | |
} glPopMatrix(); | |
glPushMatrix(); { | |
glTranslatef(2, 0, 0); | |
glRotatef(spin, 0.1, 1, 0); | |
glRotatef(30, 1, 0, 0); | |
glutSolidSphere(1.0, 80, 80); | |
} glPopMatrix(); | |
} glPopMatrix(); | |
} glPopMatrix(); | |
spin += 0.5; | |
if (key['q']) pos_z += 0.1; | |
if (key['e']) pos_z -= 0.1; | |
if (key['w']) pos_y -= 0.1; | |
if (key['s']) pos_y += 0.1; | |
if (key['a']) pos_x += 0.1; | |
if (key['d']) pos_x -= 0.1; | |
if (key[27]) exit(0); | |
} | |
void key_down(unsigned char k, int x, int y) | |
{ | |
key[k] = 1; | |
} | |
void key_up(unsigned char k, int x, int y) | |
{ | |
key[k] = 0; | |
} | |
void render(void) | |
{ | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
glEnable(GL_LIGHTING); | |
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
draw(); | |
glDisable(GL_LIGHTING); | |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
draw(); | |
glutSwapBuffers(); | |
} | |
int main(int argc, char * argv[]) | |
{ | |
glutInit(&argc, argv); | |
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); | |
glutInitWindowSize(640, 480); | |
glutCreateWindow("Lighting"); | |
glutIdleFunc(&render); | |
glutKeyboardFunc(&key_down); | |
glutKeyboardUpFunc(&key_up); | |
glMatrixMode(GL_PROJECTION); | |
gluPerspective(45, 640.0 / 480.0, 1, 100); | |
glTranslatef(0, 0, -10); | |
glMatrixMode(GL_MODELVIEW); | |
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); | |
glEnable(GL_CULL_FACE); | |
/* lighting & material */ { | |
float light_pos[] = { 0, 0, 0, 1 }; | |
float white_light[] = { 1, 1, 1, 1 }; | |
float ambient[] = { 0.1, 0.1, 0.1, 1 }; | |
glLightfv(GL_LIGHT0, GL_POSITION, light_pos); | |
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); | |
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light); | |
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); | |
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); | |
glEnable(GL_LIGHTING); | |
glEnable(GL_LIGHT0); | |
} | |
/* lighting */ { | |
float light_pos[] = { 2, 0, 1, 0 }; | |
float white_light[] = { 0.75, 0.5, 0, 1 }; | |
glLightfv(GL_LIGHT1, GL_POSITION, light_pos); | |
glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light); | |
glEnable(GL_LIGHT1); | |
} | |
glClearColor(0, 0, 0, 0); | |
glEnable(GL_DEPTH_TEST); | |
glClearDepth(1.0); | |
glutMainLoop(); | |
return 0; | |
} |
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