📄 ambient.c
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// Ambient.c
// OpenGL SuperBible
// Beginning of OpenGL lighting sample
// Demonstrates Ambient Lighting
// Program by Richard S. Wright Jr.
#include "../../Common/OpenGLSB.h" // System and OpenGL Stuff
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Nose Cone /////////////////////////////
// Bright Green
glColor3ub(0, 255, 0);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f, 0.0f, 60.0f);
glVertex3f(-15.0f, 0.0f, 30.0f);
glVertex3f(15.0f,0.0f,30.0f);
glVertex3f(15.0f,0.0f,30.0f);
glVertex3f(0.0f, 15.0f, 30.0f);
glVertex3f(0.0f, 0.0f, 60.0f);
glVertex3f(0.0f, 0.0f, 60.0f);
glVertex3f(0.0f, 15.0f, 30.0f);
glVertex3f(-15.0f,0.0f,30.0f);
// Body of the Plane ////////////////////////
// light gray
glColor3ub(192,192,192);
glVertex3f(-15.0f,0.0f,30.0f);
glVertex3f(0.0f, 15.0f, 30.0f);
glVertex3f(0.0f, 0.0f, -56.0f);
glVertex3f(0.0f, 0.0f, -56.0f);
glVertex3f(0.0f, 15.0f, 30.0f);
glVertex3f(15.0f,0.0f,30.0f);
glVertex3f(15.0f,0.0f,30.0f);
glVertex3f(-15.0f, 0.0f, 30.0f);
glVertex3f(0.0f, 0.0f, -56.0f);
///////////////////////////////////////////////
// Left wing
// Dark gray
glColor3ub(64,64,64);
glVertex3f(0.0f,2.0f,27.0f);
glVertex3f(-60.0f, 2.0f, -8.0f);
glVertex3f(60.0f, 2.0f, -8.0f);
glVertex3f(60.0f, 2.0f, -8.0f);
glVertex3f(0.0f, 7.0f, -8.0f);
glVertex3f(0.0f,2.0f,27.0f);
glVertex3f(60.0f, 2.0f, -8.0f);
glVertex3f(-60.0f, 2.0f, -8.0f);
glVertex3f(0.0f,7.0f,-8.0f);
// Other wing top section
glVertex3f(0.0f,2.0f,27.0f);
glVertex3f(0.0f, 7.0f, -8.0f);
glVertex3f(-60.0f, 2.0f, -8.0f);
// Tail section///////////////////////////////
// Bottom of back fin
glColor3ub(255,255,0);
glVertex3f(-30.0f, -0.50f, -57.0f);
glVertex3f(30.0f, -0.50f, -57.0f);
glVertex3f(0.0f,-0.50f,-40.0f);
// top of left side
glVertex3f(0.0f,-0.5f,-40.0f);
glVertex3f(30.0f, -0.5f, -57.0f);
glVertex3f(0.0f, 4.0f, -57.0f);
// top of right side
glVertex3f(0.0f, 4.0f, -57.0f);
glVertex3f(-30.0f, -0.5f, -57.0f);
glVertex3f(0.0f,-0.5f,-40.0f);
// back of bottom of tail
glVertex3f(30.0f,-0.5f,-57.0f);
glVertex3f(-30.0f, -0.5f, -57.0f);
glVertex3f(0.0f, 4.0f, -57.0f);
// Top of Tail section left
glColor3ub(255,0,0);
glVertex3f(0.0f,0.5f,-40.0f);
glVertex3f(3.0f, 0.5f, -57.0f);
glVertex3f(0.0f, 25.0f, -65.0f);
glVertex3f(0.0f, 25.0f, -65.0f);
glVertex3f(-3.0f, 0.5f, -57.0f);
glVertex3f(0.0f,0.5f,-40.0f);
// Back of horizontal section
glVertex3f(3.0f,0.5f,-57.0f);
glVertex3f(-3.0f, 0.5f, -57.0f);
glVertex3f(0.0f, 25.0f, -65.0f);
glEnd();
glPopMatrix();
// Display the results
glutSwapBuffers();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
// Light values
// Bright white light
GLfloat ambientLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glEnable(GL_CULL_FACE); // Do not calculate inside of jet
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
// Lighting stuff
glEnable(GL_LIGHTING); // Enable lighting
// Set light model to use ambient light specified by ambientLight
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambientLight);
glEnable(GL_COLOR_MATERIAL); // Enable Material color tracking
// Front material ambient and diffuse colors track glColor
glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
// Nice light blue
glClearColor(0.0f, 0.0f, 05.f,1.0f);
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-= 5.0f;
if(key == GLUT_KEY_DOWN)
xRot += 5.0f;
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
if(key > 356.0f)
xRot = 0.0f;
if(key < -1.0f)
xRot = 355.0f;
if(key > 356.0f)
yRot = 0.0f;
if(key < -1.0f)
yRot = 355.0f;
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
GLfloat nRange = 80.0f;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutCreateWindow("Ambient Light Jet");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}
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