//Code For Sunrise and Sunset:
#include<iostream>
#include<stdlib.h>
#ifdef __APPLE__
#include<openGL/openGL.h>
#include<GLUT/glut.h>
#else
#include<GL/glut.h>
#endif
using namespace std;
float ballX = -0.8f;
float ballY = -0.3f;
float ballZ = -1.2f;
float colR=3.0;
float colG=1.5;
float colB=1.0;
float bgColR=0.0;
float bgColG=0.0;
float bgColB=0.0;
static int flag=1;
void drawBall(void) {
glColor3f(colR,colG,colB); //set ball colour
glTranslatef(ballX,ballY,ballZ); //moving it toward the screen a
//bit on creation
glutSolidSphere (0.05, 30, 30); //create ball.
}
void drawAv(void) {
glBegin(GL_POLYGON);
glColor3f(1.0,1.0,1.0);
glVertex3f(-0.9,-0.7,-1.0);
glVertex3f(-0.5,-0.1,-1.0);
glVertex3f(-0.2,-1.0,-1.0);
glVertex3f(0.5,0.0,-1.0);
glVertex3f(0.6,-0.2,-1.0);
glVertex3f(0.9,-0.7,-1.0);
glEnd();
}
void drawClouds(){}
void keyPress(int key, int x, int y)
{
if(key==GLUT_KEY_RIGHT)
ballX -= 0.05f;
if(key==GLUT_KEY_LEFT)
ballX += 0.05f;
glutPostRedisplay();
}
void initRendering() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING); //Enable lighting
glEnable(GL_LIGHT0); //Enable light #0
glEnable(GL_LIGHT1); //Enable light #1
glEnable(GL_NORMALIZE); //Automatically normalize normals
//glShadeModel(GL_SMOOTH); //Enable smooth shading
}
//Called when the window is resized
void handleResize(int w, int h) {
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective
//Set the camera perspective
glLoadIdentity(); //Reset the camera
gluPerspective(45.0, //The camera angle
(double)w / (double)h, //The width-to-height ratio
1.0, //The near z clipping coordinate
200.0); //The far z clipping coordinate
}
void drawScene()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glClearColor(bgColR,bgColG,bgColB,0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Add ambient light
GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2, 0.2)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
//Add positioned light
GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5)
GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
//Add directed light
GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)
//Coming from the direction (-1, 0.5, 0.5)
GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);
glLightfv(GL_LIGHT1, GL_POSITION, lightPos1);
//drawing the SUN
glPushMatrix();
drawBall();
glPopMatrix();
//drawing the Mount Avarest
glPushMatrix();
drawAv();
glPopMatrix();
//drawing the Clouds
glPushMatrix();
drawClouds();
glPopMatrix();
glutSwapBuffers();
}
//float _angle = 30.0f;
void update(int value) {
if(ballX>0.9f)
{
ballX = -0.8f;
ballY = -0.3f;
flag=1;
colR=2.0;
colG=1.50;
colB=1.0;
bgColB=0.0;
}
if(flag)
{
ballX += 0.001f;
ballY +=0.0007f;
colR-=0.001;
//colG+=0.002;
colB+=0.005;
bgColB+=0.001;
if(ballX>0.01)
{
flag=0;
}
}
if (!flag)
{
ballX += 0.001f;
ballY -=0.0007f;
colR+=0.001;
colB-=0.01;
bgColB-=0.001;
if(ballX<-0.3)
{
flag=1;
}
}
glutPostRedisplay(); //Tell GLUT that the display has changed
//Tell GLUT to call update again in 25 milliseconds
glutTimerFunc(25, update, 0);
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Sun");
initRendering();
glutDisplayFunc(drawScene);
glutFullScreen();
glutSpecialFunc(keyPress);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0);
glutMainLoop();
return(0);
}
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