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main.c
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#include <glut.h>
#include <GL/gl.h>
#include "body.h"
#include "animation.h"
#include "scenario.h"
void
init ()
{
initialize (); // initialize the animation part
loadTexture (); // not yet prepared
}
void
resize (int width, int height)
{
const float ar = (float) width / (float) height;
glViewport (0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glFrustum (-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity () ;
}
void
display ()
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d (0.95, 0.95, 0.95);
drawCharacter ();
drawScenario ();
glutSwapBuffers ();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int
main (int argc, char** argv)
{
glutInit (&argc, argv);
glutInitWindowSize (1000, 1000);
glutInitWindowPosition (10,10);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow ("move animation");
init ();
glutReshapeFunc (resize); // camera view change
glutDisplayFunc (display);// show in monitor on OpenGL window
glutKeyboardFunc (walk); // use keyboard to control move
glClearColor (0.8, 0.8, 0.7, 1);
glEnable (GL_CULL_FACE);
glCullFace (GL_BACK);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
glEnable (GL_LIGHT0);
glEnable (GL_NORMALIZE);
glEnable (GL_COLOR_MATERIAL);
glEnable (GL_LIGHTING);
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);
glMaterialfv (GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv (GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv (GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop ();
return 0;
}