ACCNOT.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

/* accnot.c
*/
#include "glos.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

void myinit(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);


/* Initialize lighting and other values.
*/

void myinit(void)
{
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };

glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}

void CALLBACK display(void)
{
GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glShadeModel (GL_FLAT);
glPushMatrix ();
glRotatef (30.0, 1.0, 0.0, 0.0);

glPushMatrix ();
glTranslatef (-0.80, 0.35, 0.0);
glRotatef (100.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
auxSolidTorus (0.275, 0.85);
glPopMatrix ();

glPushMatrix ();
glTranslatef (-0.75, -0.50, 0.0);
glRotatef (45.0, 0.0, 0.0, 1.0);
glRotatef (45.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
auxSolidCube (1.5);
glPopMatrix ();

glPushMatrix ();
glTranslatef (0.75, 0.60, 0.0);
glRotatef (30.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
auxSolidSphere (1.0);
glPopMatrix ();

glPushMatrix ();
glTranslatef (0.70, -0.90, 0.25);
glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
auxSolidOctahedron (1.0);
glPopMatrix ();

glPopMatrix ();
glFlush();
}

void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if(!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
else
glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}

/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB
| AUX_ACCUM | AUX_DEPTH16);
auxInitPosition (0, 0, 250, 250);
auxInitWindow ("Auxillary 3-D Models");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}