Compile and run :
#include #include #include void init(void) { GLfloat light_diffuse[] ={0.0, 1.0, .0, 0.0}; GLfloat mat_specular[] = { 1.0, 2.0, 0.0, 0.0 }; GLfloat mat_shininess[] = { 60.0 }; GLfloat light_position[] = { 6.0, 1.0, 2.0, 4.0 }; glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel (GL_SMOOTH); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); } void display(void) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f (0.0, 5.0, 2.0); glutSolidCone (1.0, 0.9, 20, 30); glFlush (); } void reshape (int w, int h) { glViewport (0, 1, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-1.5*(GLfloat)w/(GLfloat)h, 1.5*(GLfloat)w/(GLfloat)h, -2.5, 1.5, -15.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(1.0, -6.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.); glScalef (0.7, 1.0, 1.0); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize (500, 500); glutInitWindowPosition (100, 100); glutCreateWindow (argv[0]); init (); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMainLoop(); return 0; }
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