#include <GL/gl.h> #include <GL/glu.h> #include "aux.h" /* Initialize material property, light source, lighting model, * and depth buffer. */ void myinit(void) { GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; GLfloat light1_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; GLfloat light1_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light1_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light1_position[] = { -2.0, 2.0, 1.0, 1.0 }; GLfloat spot_direction[] = { 1.0, -1.0, 0.0 }; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.5); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0); glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 45.0); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spot_direction); glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 2.0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); auxSolidSphere(1.0); glFlush(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-1.5*(GLfloat)w/(GLfloat)h, 1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }