#include <GL/gl.h> #include <GL/glu.h> #include "aux.h" static int spin = 0; void movelight (AUX_EVENTREC *event) { spin = (spin + 30) % 360; } void myinit (void) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } /* Here is where the light position is reset after the modeling * transformation (glRotated) is called. This places the * light at a new position in world coordinates. The cube * represents the position of the light. */ void display(void) { GLfloat position[] = { 0.0, 0.0, 1.5, 1.0 }; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glTranslatef (0.0, 0.0, -5.0); glPushMatrix (); glRotated ((GLdouble) spin, 1.0, 0.0, 0.0); glRotated (0.0, 1.0, 0.0, 0.0); glLightfv (GL_LIGHT0, GL_POSITION, position); glTranslated (0.0, 0.0, 1.5); glDisable (GL_LIGHTING); glColor3f (0.0, 1.0, 1.0); auxWireCube (0.1); glEnable (GL_LIGHTING); glPopMatrix (); auxSolidTorus (0.275, 0.85); glPopMatrix (); glFlush (); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); } int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow (argv[0]); myinit(); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, movelight); auxReshapeFunc (myReshape); auxMainLoop(display); }