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📄 scene.c

📁 open gl source code for a nice scenic view
💻 C
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/* Copyright (c) Mark J. Kilgard, 1994. *//** * (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED  * Permission to use, copy, modify, and distribute this software for  * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that  * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission.  * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. *  * US Government Users Restricted Rights  * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. *//* *  scene.c *  This program demonstrates the use of the GL lighting model. *  Objects are drawn using a grey material characteristic.  *  A single light source illuminates the objects. */#include <stdlib.h>#include <GL/glut.h>/*  Initialize material property and light source. */void myinit(void){    GLfloat light_ambient[] =    {0.0, 0.0, 0.0, 1.0};    GLfloat light_diffuse[] =    {1.0, 0.0, 0.0, 1.0};    GLfloat light_specular[] =    {1.0, 1.0, 1.0, 1.0};/* light_position is NOT default value */    GLfloat light_position[] =    {1.0, 1.0, 1.0, 0.0};    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);    glLightfv(GL_LIGHT0, GL_POSITION, light_position);    glEnable(GL_LIGHT0);    glDepthFunc(GL_LESS);    glEnable(GL_DEPTH_TEST);    glEnable(GL_LIGHTING);}void display(void){    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    glPushMatrix();    glScalef(1.3, 1.3, 1.3);    glRotatef(20.0, 1.0, 0.0, 0.0);    glPushMatrix();    glTranslatef(-0.75, 0.5, 0.0);    glRotatef(90.0, 1.0, 0.0, 0.0);    glutSolidTorus(0.275, 0.85, 10, 15);    glPopMatrix();    glPushMatrix();    glTranslatef(-0.75, -0.5, 0.0);    glRotatef(270.0, 1.0, 0.0, 0.0);    glutSolidTetrahedron();    glPopMatrix();    glPushMatrix();    glTranslatef(0.75, 0.0, -1.0);    glutSolidIcosahedron();    glPopMatrix();    glPopMatrix();    glFlush();}void myReshape(int w, int h){    glViewport(0, 0, w, h);    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    if (w <= h)        glOrtho(-2.5, 2.5, -2.5 * (GLfloat) h / (GLfloat) w,            2.5 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);    else        glOrtho(-2.5 * (GLfloat) w / (GLfloat) h,            2.5 * (GLfloat) w / (GLfloat) h, -2.5, 2.5, -10.0, 10.0);    glMatrixMode(GL_MODELVIEW);}void polygon_mode(int value){    switch (value) {    case 1:        glEnable(GL_DEPTH_TEST);        glEnable(GL_LIGHTING);        glDisable(GL_BLEND);        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);        break;    case 2:        glDisable(GL_DEPTH_TEST);        glDisable(GL_LIGHTING);        glColor3f(1.0, 1.0, 1.0);        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);        glEnable(GL_LINE_SMOOTH);        glEnable(GL_BLEND);        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);        break;    }    glutPostRedisplay();}void main_menu(int value){    if (value == 666)        exit(0);}/*  Main Loop *  Open window with initial window size, title bar,  *  RGBA display mode, and handle input events. */int main(int argc, char **argv){    int submenu;    glutInit(&argc, argv);    glutInitWindowPosition(500, 500);    glutInitWindowSize(500, 500);    glutCreateWindow(argv[0]);    myinit();    glutReshapeFunc(myReshape);    glutDisplayFunc(display);    submenu = glutCreateMenu(polygon_mode);    glutAddMenuEntry("Filled", 1);    glutAddMenuEntry("Outline", 2);    glutCreateMenu(main_menu);    glutAddMenuEntry("Quit", 666);    glutAddSubMenu("Polygon mode", submenu);    glutAttachMenu(GLUT_RIGHT_BUTTON);    glutMainLoop();    return 0;             /* ANSI C requires main to return int. */}

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