Thursday 23 January 2014

Rendering Spheres glutSolidSphere and glutWireSphere using GLUT in C – A sample program

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

GLUTSpheres

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