/*
* (c) Copyright 1993 - 1998 Microsoft Corporation
*
* bgammon.c
*
* start easy, just have pieces...
*
*/
#include "glos.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
GLvoidinitialize(GLvoid);
GLvoidCALLBACK drawScene(GLvoid);
GLvoid CALLBACK resize(GLsizei, GLsizei);
GLvoiddrawLight(GLvoid);
void polarView( GLdouble, GLdouble, GLdouble, GLdouble);
GLfloat latitude, longitude, radius;
void _CRTAPI1 main(void)
{
initialize();
auxMainLoop( drawScene );
}
GLvoid CALLBACK 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)
{
GLfloatmaxObjectSize, aspect;
GLdoublenear_plane, far_plane;
GLsizeiwidth, height;
GLfloatambientProperties[] = {0.7, 0.7, 0.7, 1.0};
GLfloatdiffuseProperties[] = {0.8, 0.8, 0.8, 1.0};
GLfloatspecularProperties[] = {1.0, 1.0, 1.0, 1.0};
width = 1024.0;
height = 768.0;
auxInitPosition( width/4, height/4, width/2, height/2);
auxInitDisplayMode( AUX_RGB | AUX_DEPTH | AUX_DOUBLE );
auxInitWindow( "AUX Library Demo" );
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 CALLBACK drawScene(GLvoid)
{
static GLfloatwhiteAmbient[] = {0.3, 0.3, 0.3, 1.0};
static GLfloatredAmbient[] = {0.3, 0.1, 0.1, 1.0};
static GLfloatgreenAmbient[] = {0.1, 0.3, 0.1, 1.0};
static GLfloatblueAmbient[] = {0.1, 0.1, 0.3, 1.0};
static GLfloatwhiteDiffuse[] = {1.0, 1.0, 1.0, 1.0};
static GLfloatredDiffuse[] = {1.0, 0.0, 0.0, 1.0};
static GLfloatgreenDiffuse[] = {0.0, 1.0, 0.0, 1.0};
static GLfloatblueDiffuse[] = {0.0, 0.0, 1.0, 1.0};
static GLfloatwhiteSpecular[] = {1.0, 1.0, 1.0, 1.0};
static GLfloatredSpecular[] = {1.0, 0.0, 0.0, 1.0};
static GLfloatgreenSpecular[] = {0.0, 1.0, 0.0, 1.0};
static GLfloatblueSpecular[] = {0.0, 0.0, 1.0, 1.0};
static GLfloatlightPosition0[] = {1.0, 1.0, 1.0, 1.0};
static GLfloatangle = 0.0;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
latitude += 4.0;
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();
}