GLUT provides function glutSolidSphere to render a Solid Sphere and
glutWireSphere to render a Wire Frame Sphere. They Render the spheres
centered at the modeling coordinates origin of the specified radii. The
sphere is subdivided around the Z axis into slices and along the Z axis
into stacks. Here are the syntax of both the above functions
void glutSolidSphere (GLdouble radius, GLint slices, GLint stacks);
void glutWireSphere (GLdouble radius, GLint slices, GLint stacks);
Where, radius –> The radius of the spheres, slices –> The number
of subdivision around the Z-axis and stacks –> The number of
subdivisions along the Z-axis.
Source Code
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| #include <windows.h> #include <GL/glut.h> #include <stdlib.h> 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 ) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3d(1,0,0); glPushMatrix(); glTranslated(0.0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); glPushMatrix(); glTranslated(0.0,-1.2,-6); glutWireSphere(1,16,16); glPopMatrix(); 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 }; /* 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( "Programming Techniques - 3D Spheres" ); glutReshapeFunc(resize); glutDisplayFunc(display); 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; } |
Output
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