#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
#include <GL/freeglut/freeglut.h>
#define WIDTH 320
#define HEIGHT 240
//青
GLfloat aqua[] = { 0.0, 0.0, 1.0, 1.0 };
//ライトの位置
GLfloat lightpos[] = { 200.0, 1000.0, -500.0, 1.0 };
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(150.0,150.0,-150.0,
0.0,0.0,0.0,
0.0,1.0,0.0);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glMaterialfv(GL_FRONT, GL_DIFFUSE, aqua);
glutSolidSphere(40.0,16,16);
glutSwapBuffers();
}
void idle(void)
{
glutPostRedisplay();
}
void Init(){
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//切り替えの方法
//ワイヤーフレーム
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//ポリゴンの描画方法を線描画から塗りつぶし描画にする
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//スムースシェーディング
glShadeModel(GL_SMOOTH);
}
int main(int argc, char *argv[])
{
glutInitWindowPosition(100, 100);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("スムースシェーディング");
glutDisplayFunc(display);
glutIdleFunc(idle);
Init();
glutMainLoop();
return 0;
}
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