/* * (c) Copyright 1995-1999, Igor Tarasov * FidoNet: 2:5020/370.2 620.20 1103.5 * Inet: itarasov@rtuis.miem.edu.ru * Phone: (095)942-50-97 */ #include #include #include #include void CALLBACK resize(int width,int height) { glViewport(0,0,width,height); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho(-5,5, -5,5, 2,12); gluLookAt( 0,0,5, 0,0,0, 0,1,0 ); glMatrixMode( GL_MODELVIEW ); } void CALLBACK display(void) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3d(1,1,1); glBegin(GL_QUADS); glVertex3d(-4,-4,0); glVertex3d(-4, 4,0); glVertex3d( 4, 4,0); glVertex3d( 4,-4,0); glEnd(); /* glColor3d(1,0,0); auxSolidSphere(0.1); */ auxSwapBuffers(); } void main() { float pos[4] = {3,3,3,0.5}; float dir[3] = {-1,-1,-1}; GLfloat mat_specular[] = {1,1,1,1}; auxInitPosition( 50, 10, 400, 400); auxInitDisplayMode( AUX_RGB | AUX_DEPTH | AUX_DOUBLE ); auxInitWindow( "Light" ); auxIdleFunc(display); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 128.0); glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, 0); glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 90); auxMainLoop(display); }