GLUT example

/*

 * GLUT Shapes Demo

 *

 * Written by Nigel Stewart November 2003

 *

 * This program is test harness for the sphere, cone

 * and torus shapes in GLUT.

 *

 * Spinning wireframe and smooth shaded shapes are

 * displayed until the ESC or q key is pressed.  The

 * number of geometry stacks and slices can be adjusted

 * using the + and - keys.

 */

#ifdef __APPLE__

#include <GLUT/glut.h>

#else

#include <GL/glut.h>

#endif

#include <stdlib.h>

static int slices = 16;

static int stacks = 16;

/* GLUT callback Handlers */

static 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() ;

}

static void display(void)

{

    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;

    const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glColor3d(1,0,0);

    glPushMatrix();

        glTranslated(-2.4,1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutSolidSphere(1,slices,stacks);

    glPopMatrix();

    glPushMatrix();

        glTranslated(0,1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutSolidCone(1,1,slices,stacks);

    glPopMatrix();

    glPushMatrix();

        glTranslated(2.4,1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutSolidTorus(0.2,0.8,slices,stacks);

    glPopMatrix();

    glPushMatrix();

        glTranslated(-2.4,-1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutWireSphere(1,slices,stacks);

    glPopMatrix();

    glPushMatrix();

        glTranslated(0,-1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutWireCone(1,1,slices,stacks);

    glPopMatrix();

    glPushMatrix();

        glTranslated(2.4,-1.2,-6);

        glRotated(60,1,0,0);

        glRotated(a,0,0,1);

        glutWireTorus(0.2,0.8,slices,stacks);

    glPopMatrix();

    glutSwapBuffers();

}

static void key(unsigned char key, int x, int y)

{

    switch (key)

    {

        case 27 :

        case 'q':

            exit(0);

            break;

        case '+':

            slices++;

            stacks++;

            break;

        case '-':

            if (slices>3 && stacks>3)

            {

                slices--;

                stacks--;

            }

            break;

    }

    glutPostRedisplay();

}

static void idle(void)

{

    glutPostRedisplay();

}

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 };

/* Program entry point */

int main(int argc, char *argv[])

{

    glutInit(&argc, argv);

    glutInitWindowSize(640,480);

    glutInitWindowPosition(10,10);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutReshapeFunc(resize);

    glutDisplayFunc(display);

    glutKeyboardFunc(key);

    glutIdleFunc(idle);

    glClearColor(1,1,1,1);

    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 EXIT_SUCCESS;

}