#include <GL/glut.h> #include <math.h> float eyeX=0, eyeY= 0, eyeZ= 2; float centerX=0, centerY=0, centerZ=0; float upX=0, upY=1, upZ=0; float angle=0, dir=1;; static void display(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, 1, 0.001, 10000); glMatrixMode(GL_MODELVIEW);
angle+=dir; if(angle>60) dir=-dir; if(angle<0) dir=-dir;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3d(1,0,0); glPushMatrix(); gluLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
glPushMatrix(); glColor3f(1,0,0); glutSolidTeapot(0.3);///head glPushMatrix(); glTranslatef(0, -0.3, 0); glColor3f(1,1,1); glutSolidTeapot(0.3);///body glPushMatrix(); ///glTranslatef(0.6,0,0);///old rotate glTranslatef(0.3,0,0);/// T glRotatef(angle, 0,0,1);///R glTranslatef(0.3,0,0);/// T glutSolidTeapot(0.3);///right upper arm glPushMatrix(); glTranslatef(0.3, 0,0);///T glRotatef(angle, 0,0,1);///R glTranslatef(0.3, 0,0);///T glutSolidTeapot(0.3);///right lower arm glPopMatrix(); glPopMatrix(); glPushMatrix(); ///glTranslatef(0.6,0,0);///old rotate glTranslatef(-0.3,0,0);/// T glRotatef(-angle, 0,0,1);///R glTranslatef(-0.3,0,0);/// T glutSolidTeapot(0.3);///left upper arm glPushMatrix(); glTranslatef(-0.3, 0,0);///T glRotatef(-angle, 0,0,1);///R glTranslatef(-0.3, 0,0);///T glutSolidTeapot(0.3);///left lower arm glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(640,480); glutInitWindowPosition(10,10); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
///glutReshapeFunc(resize); glutDisplayFunc(display); ///glutKeyboardFunc(key); ///glutIdleFunc(idle); glutIdleFunc(display);
glClearColor(1,1,1,1); ///glEnable(GL_CULL_FACE); ///glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING);
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);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS; } |
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