#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
/* Create
checkerboard texture */
#define checkImageWidth 128
#define checkImageHeight 128
static GLubyte
checkImage[checkImageHeight][checkImageWidth][4];
static GLuint texName;
void makeCheckImage(void)
{
int
i, j, c;
for
(i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth;
j++) {
c =
((((i&0x8)==0)^((j&0x8)==0)))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
checkImage[i][j][3] = (GLubyte) 255;
}
}
}
void init(void)
{
GLfloat mat_specular[] = {
1.0, 1.0, 1.0, 1.0 };
GLfloat
mat_shininess[] = { 50.0 };
glClearColor
(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
/*
texture stuff */
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT,
1);
glGenTextures(1,
&texName);
glBindTexture(GL_TEXTURE_2D,
texName);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, checkImageWidth,
checkImageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE,
checkImage);
/*
lighting stuff */
glShadeModel
(GL_SMOOTH);
glMaterialfv(GL_FRONT_AND_BACK,
GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK,
GL_SHININESS, mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void display(void)
{
GLfloat
mat_red[] = {1.0, 0.0, 0.0, 0.0};
GLfloat
mat_green[] = {0.0, 1.0, 0.0, 0.0};
GLfloat
mat_blue[] = {0.0, 0.0, 1.0, 0.0};
GLfloat
mat_black[] = {0.0, 0.0, 0.0, 0.0};
GLfloat
light_position[] = {10.0, 10.0, 10.0, 0.0};
/*
this will be your shadow matrix.
You need to specify what this contains.
* OpenGL has a funky ordering for rows
and columns
* use this ordering for rows and columns
*/
GLfloat
m[16];
m[0]=
1; m[4]= 0; m[8] = 0; m[12]= 0;
m[1]=
0; m[5]= 1; m[9] = 0; m[13]= 0;
m[2]=
0; m[6]= 0; m[10]= 0; m[14]= 0;
m[3]=
0; m[7]= 0; m[11]= 0; m[15]= 1;
glLoadIdentity();
gluLookAt(10,0,5,
0,0,0, 0,0,1);
glLightfv(GL_LIGHT0,
GL_POSITION, light_position);
glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT);
/*
draw checkered floor */
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,
GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D,
texName);
glBegin(GL_QUADS);
/*
z=-0.01 so that the floor doesn't overlap your shadows */
glTexCoord2f(0.0,
0.0); glVertex3f(-4.0, -4.0, -0.01);
glTexCoord2f(0.0,
1.0); glVertex3f(-4.0, 4.0,
-0.01);
glTexCoord2f(1.0,
1.0); glVertex3f( 4.0, 4.0,
-0.01);
glTexCoord2f(1.0,
0.0); glVertex3f( 4.0, -4.0, -0.01);
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
/*
draw cubes */
/*
scale translate and draw blue cube */
glMaterialfv(GL_FRONT_AND_BACK,
GL_AMBIENT_AND_DIFFUSE, mat_blue);
glPushMatrix();
glTranslatef(2.5,
2.5, 0); //
translate cube front and right.
glScalef(0.5,
0.5, 3); //
scale to be narrow and tall
glTranslatef(0,0,0.5); //
translate unit cube to surface
glutSolidCube(1); //
draw unit cube
glPopMatrix();
/*
scale rotate and draw green cube */
glMaterialfv(GL_FRONT_AND_BACK,
GL_AMBIENT_AND_DIFFUSE, mat_green);
glPushMatrix();
glTranslatef(0,
-3, 0.5); // translate to left side and up
so that it is on the surface
glRotatef(90,
1, 0, 0); //
rotate to its side
glScalef(0.5,
0.5, 3); //
scale to be narrow and tall
glutSolidCube(1); //
draw unit cube
glPopMatrix();
/*
apply a matrix 'm' to a cone w/o scaling, rotation, or projection */
/*
the matrix is wrong, so don't expect this to work */
glDisable(GL_LIGHTING); //
so that OpenGL doesn't shade your shadows.
glColor3f(0.0,
0.0, 0.0); // shadow color
glPushMatrix();
glMultMatrixf(m); //
apply transform of matrix m
glutSolidCube(1); //
draw unit cube
glPopMatrix();
glEnable(GL_LIGHTING); //
enable lighting for future calls to display()
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}