#include "peoject.h"
void init(void)
{
GLfloat mat_specular[] = {1.0,1.0,0.0,1.0};
GLfloat mat_shininess[] = {50.0};
GLfloat light_position[] = {1.0,1.0,1.0,0.0};
GLfloat light_ambient[] = {1.0,0.0,0.0,1.0};
GLfloat light_diffuse[] = {1.0,1.0,0.0,1.0};
GLfloat light_specular[] = {1.0,1.0,0.0,1.0};
glClearColor(1.0,1.0,1.0,0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT,GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0,GL_POSITION, light_position);
glLightfv(GL_LIGHT0,GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR, light_specular);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidSphere(1.0,80,64);
glFlush();
}
void reshape(int w, int h)
{
glViewport(0,0,(GLsizei)w, (GLsizei)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)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -1.5,1.5, -10.0,10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
glutCreateWindow("simple sun shane");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}