#include <iostream>
#include <stdlib.h>
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
using namespace std;
static int slices = 30;
static int stacks = 30;
GLfloat EarthOrbitRadius = 8.0;
GLfloat MoonOrbitRadius = .9;
//Called when a key is pressed
void handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 27: //Escape key
exit(0);
}
}
//Initializes 3D rendering
void initRendering() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING); //Enable lighting
glEnable(GL_LIGHT0); //Enable light #0
glEnable(GL_LIGHT1); //Enable light #1
glEnable(GL_NORMALIZE); //Automatically normalize normals
glShadeModel(GL_SMOOTH); //Enable smooth shading
}
//Called when the window is resized
void handleResize(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);
}
float _angle = -70.0f;
//Draws the 3D scene
void drawScene()
{
gluLookAt( 0.0,-0.0,6.0,
0.0,0.0,3.0,
0.0,-3.0,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
//Add ambient light
GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2, 0.2)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
//Add positioned light
GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5)
GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
//Add directed light
GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)
//Coming from the direction (-1, 0.5, 0.5)
GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);
glLightfv(GL_LIGHT1, GL_POSITION, lightPos1);
glRotatef(_angle, 0.0f, 1.0f, 0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
//glBegin(GL_QUADS);
//center sun
glPushMatrix();
//glTranslated(0.0,0.0,-10);
//glRotatef(_angle, 0.0f, 1.0f, 0.0f);
glutSolidSphere(1,slices,stacks);
//Earth
glColor3d(0.1,0.1,.3);
glPushMatrix();
glTranslated(EarthOrbitRadius,0.5,-0);
glutSolidSphere(1,slices,stacks);
//Moon
glRotated(_angle,0,1,0);
glRotated(_angle,0,1,0);
glRotated(_angle,0,1,0);
glRotated(_angle,0,1,0);
glRotated(_angle,0,1,0);
glRotated(_angle,0,1,0);
glColor3d(0.9,0.5,0.3);
glTranslated(MoonOrbitRadius,-0.5,1);
glRotated(_angle,0,1,0);
glutSolidSphere(0.3,slices,stacks);
glPopMatrix();//Earth
glPopMatrix();// sun
//glEnd();
glutSwapBuffers();
}
void update(int value) {
_angle += .5f;
if (_angle > 360) {
_angle -= 360;
}
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
//Create the window
glutCreateWindow("Lighting - videotutorialsrock.com");
initRendering();
//Set handler functions
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0); //Add a timer
glutMainLoop();
return 0;
}
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