Berikut ini adalah program OpenGL untuk membuat prisma.
Praktikum grafika 9.
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <glut.h>
#include <glu.h>
void initRendering() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_NORMALIZE);
glShadeModel(GL_SMOOTH);
}
void handleResize(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);
}
float _angle = 60.0f;
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -8.0f);
GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f};
GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
//radius
GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f};
GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);
glLightfv(GL_LIGHT1, GL_POSITION, lightPos1);
glRotatef(_angle, 1.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
//bangun 1
//glNormal3f(0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, 1.5f);
//bangun 2
//glNormal3f(0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 1.0f, 0.0f);
//glVertex3f(-1.5f, -1.0f, 1.5f);
//glVertex3f(1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, 1.5f);
glVertex3f(1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, 1.5f);
//bangun 3
//glNormal3f(0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, 1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
//bangun 4
//glNormal3f(0.0f, 0.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glVertex3f(-1.5f, 1.0f, 1.5f);
glVertex3f(-1.5f, -1.0f, 1.5f);
//bangun 5
//glNormal3f(0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 0.0f, 1.0f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, -1.0f, 1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glVertex3f(1.5f, 1.0f, -1.5f);
glEnd();
glutSwapBuffers();
}
void update(int value) {
_angle += 1.5f;
if (_angle > 360) {
_angle -= 360;
}
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
glutCreateWindow("Lighting - videotutorialsrock.com");
initRendering();
glutDisplayFunc(drawScene);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0);
glutMainLoop();
return 0;
}
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