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shade_model.c
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shade_model.c
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/*
# GL_SMOOTH
The most important use case of GL_SMOOTH is lightning:
when an object is lit, each vertex gets a different color
depending on the position of the light.
OpenGL then interpolates the vertices just like in this example,
giving the illusion of realistic illumination.
*/
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
static void display(void) {
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glEnd();
glFlush();
}
static void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
glClearColor(0.0, 0.0, 0.0, 0.0);
if (argc > 1) {
/* The color of the last point wins. */
glShadeModel(GL_FLAT);
} else {
glShadeModel(GL_SMOOTH);
}
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return EXIT_SUCCESS;
}