#include void display(); void reshape(int, int); void init(); int main(int argc, char** argv) { glutInit(&argc, argv); glutInitWindowSize(400, 400); glutInitWindowPosition(0, 0); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH); glutCreateWindow("Planet"); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMainLoop(); } void init() { GLfloat mat_diffuse[] = {1.0, 0.0, 0.0, 1.0}; GLfloat mat_specular[] = {0.0, 0.0, 1.0, 1.0}; GLfloat mat_ambient[] = {0.0, 1.0, 0.0, 1.0}; GLfloat mat_shininess[] = {50.0}; GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0}; GLfloat light_position[] = {0.5, 0.5, -0.5, 0.0}; glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); // z buffer enable glEnable(GL_DEPTH_TEST); // enable lighting glEnable(GL_LIGHTING); // set light property glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); // set material property glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glColor3f(1.0,0.0,0.0); //glutSolidSphere(0.8, 128, 128); glFlush(); } void reshape (int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity(); glOrtho (-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }