#include<GL/glut.h>
GLint b;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1,0.5,0,0,0,0,0,1,0);
glColor3f(1,0,0);
glRotatef(b,0,1,0);
glutSolidSphere(3.0,40,50);
glColor3f(0,1,0);
glTranslatef(6.0,0,0);
glutSolidSphere(1.0,20,20);
glRotatef(b,0,1,0);
glColor3f(1,1,0);
glTranslatef(2.0,0,0);
glutSolidSphere(0.4,10,10);
glutSwapBuffers();
}
void cube()
{
b+=2;
glutPostRedisplay();
}
void time(int value)
{
b+=2;
if(b>=360)b-=360;
glutPostRedisplay();
glutTimerFunc(30,time,1);
}
void reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10.0,10.0,-10.0,10.0,-10.0,10.0);
}
void init()
{
glClearColor(1.0,1.0,1.0,1.0);
GLfloat light0_ambient[]= { 0.2, 0.2, 0.2, 1.0 };
GLfloat light0_diffuse[]= { 1.0, 1.0, 1.0, 1.0};
GLfloat light0_specular[] = { 1.0, 0, 0, 1.0 };
GLfloat light0_position[] = { 1.0, 1.0, 1.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR,light0_specular);
glLightfv(GL_LIGHT0, GL_POSITION,light0_position);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHT0);
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("simple");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutTimerFunc(20,time,1);
init();
glutMainLoop();
return(true);
}