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126 lines (97 loc) · 2.54 KB
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Copy path6.c
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126 lines (97 loc) · 2.54 KB
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#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
void wall(double thickness)
{
glPushMatrix();
glTranslated(0.5,0.5*thickness,0.5);
glScaled(1.0,thickness,1.0);
glutSolidCube(1.0);
glPopMatrix();
}
void tableleg(double thick,double len)
{
glPushMatrix();
glTranslated(0,len/2,0);
glScaled(thick,len,thick);
glutSolidCube(1.0);
glPopMatrix();
}
void table(double topwidth,double topthickness,double legthickness,double leglen)
{
glPushMatrix();
glTranslated(0,leglen,0);
glScaled(topwidth,topthickness,topwidth);
glutSolidCube(1.0);
glPopMatrix();
double dist= topwidth/2.0 - legthickness/2.0;
glPushMatrix();
glTranslated(dist,0,dist);
tableleg(legthickness,leglen);
glTranslated(0,0,-2*dist);
tableleg(legthickness,leglen);
glTranslated(-2*dist,0,2*dist);
tableleg(legthickness,leglen);
glTranslated(0,0,-2*dist);
tableleg(legthickness,leglen);
glPopMatrix();
}
void displaysolid(void)
{
GLfloat mat_ambient[]={0.7f,0.7f,0.7f,1.0f};
GLfloat mat_diffuse[]={0.5f,0.5f,0.5f,1.0f};
GLfloat mat_specular[]={1.0f,1.0f,1.0f,1.0f};
GLfloat mat_shininess[]={50.0f};
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);
GLfloat lightint[]={0.7f,0.7f,0.7f,1.0f};
GLfloat lightpos[]={2.0f,6.0f,3.0f,0.0f};
glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,lightint);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double winht=1.0;
glOrtho(-1.5,1.5,-1.5,1.5,0.1,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2.3,1.3,2.0,0.0,0.25,0.0,0.0,1.0,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotated(90.0,0.0,0.0,1.0);
wall(0.02);
glPopMatrix();
wall(0.02);
glPushMatrix();
glRotated(-90.0,1.0,0.0,0.0);
wall(0.02);
glPopMatrix();
glPushMatrix();
glTranslated(0.4,0,0.4);
table(0.6,0.02,0.02,0.3);
glPopMatrix();
glPushMatrix();
glTranslated(0.6,0.38,0.5);
glRotated(30,0,1,0);
glutSolidTeapot(0.08);
glPopMatrix();
glFlush();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutInitWindowPosition(0,0);
glutCreateWindow("teapot");
glutDisplayFunc(displaysolid);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glClearColor(0.1,0.1,0.1,0.0);
glViewport(0,0,640,480);
glutMainLoop();
}