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CG_Lab_Programs/CG_Lab_Program6/program6.cpp at master · sidpug/CG_Lab_Programs · GitHub
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program6.cpp
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#
include
<
GL/glut.h
>
void
teapot
(GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix
();
glTranslatef
(x, y, z);
glutSolidTeapot
(
0.1
);
glPopMatrix
();
}
void
tableTop
(GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix
();
glTranslatef
(x, y, z);
glScalef
(
0.6
,
0.02
,
0.5
);
glutSolidCube
(
1.0
);
glPopMatrix
();
}
void
tableLeg
(GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix
();
glTranslatef
(x, y, z);
glScalef
(
0.02
,
0.3
,
0.02
);
glutSolidCube
(
1.0
);
glPopMatrix
();
}
void
wall
(GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix
();
glTranslatef
(x, y, z);
glScalef
(
1.0
,
1.0
,
0.02
);
glutSolidCube
(
1.0
);
glPopMatrix
();
}
void
light
()
{
GLfloat mat_ambient[] = {
1.0
,
1.0
,
1.0
,
1.0
};
GLfloat mat_diffuse[] = {
0.5
,
0.5
,
0.5
,
1.0
};
GLfloat mat_specular[] = {
1.0
,
1.0
,
1.0
,
1.0
};
GLfloat mat_shininess[] = {
50
.
0f
};
GLfloat lightIntensity[] = {
0.7
,
0.7
,
0.7
,
1.0
};
GLfloat light_position[] = {
2.0
,
6.0
,
3.0
,
0.0
};
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
, mat_shininess);
glLightfv
(
GL_LIGHT0
,
GL_POSITION
, light_position);
glLightfv
(
GL_LIGHT0
,
GL_DIFFUSE
, lightIntensity);
}
void
display
()
{
GLfloat teapotP = -
0.07
, tabletopP = -
0.15
, tablelegP =
0.2
, wallP =
0.5
;
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glLoadIdentity
();
gluLookAt
(-
2.0
,
2.0
,
5.0
,
0.0
,
0.0
,
0.0
,
0.0
,
1.0
,
0.0
);
light
();
//
Adding light source to your project
teapot
(
0.0
, teapotP,
0.0
);
//
Create teapot
tableTop
(
0.0
, tabletopP,
0.0
);
//
Create table’s top
tableLeg
(tablelegP, -
0.3
, tablelegP);
//
Create 1st leg
tableLeg
(-tablelegP, -
0.3
, tablelegP);
//
Create 2nd leg
tableLeg
(-tablelegP, -
0.3
, -tablelegP);
//
Create 3rd leg
tableLeg
(tablelegP, -
0.3
, -tablelegP);
//
Create 4th leg
wall
(
0.0
,
0.0
, -wallP);
//
Create 1st wall
glRotatef
(
90.0
,
1.0
,
0.0
,
0.0
);
wall
(
0.0
,
0.0
, wallP);
//
Create 2nd wall
glRotatef
(
90.0
,
0.0
,
1.0
,
0.0
);
wall
(
0.0
,
0.0
, wallP);
//
Create 3rd wall
glFlush
();
}
void
myinit
()
{
glClearColor
(
0.0
,
0.0
,
0.0
,
1.0
);
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
glOrtho
(-
1.0
,
1.0
, -
1.0
,
1.0
, -
1.0
,
10.0
);
glMatrixMode
(
GL_MODELVIEW
);
}
void
main
(
int
argc,
char
** argv)
{
glutInit
(&argc, argv);
glutInitDisplayMode
(
GLUT_SINGLE
|
GLUT_RGB
|
GLUT_DEPTH
);
glutInitWindowSize
(
500
,
500
);
glutInitWindowPosition
(
0
,
0
);
glutCreateWindow
(
"
Teapot on a table USN:1AH18CS092
"
);
myinit
();
glutDisplayFunc
(display);
glEnable
(
GL_LIGHTING
);
glEnable
(
GL_LIGHT0
);
glShadeModel
(
GL_SMOOTH
);
glEnable
(
GL_NORMALIZE
);
glEnable
(
GL_DEPTH_TEST
);
glutMainLoop
();
}
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