#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
#include <GL/freeglut/freeglut.h>
#define WIDTH 320
#define HEIGHT 240
//オレンジ
GLfloat orange[] = { 1.0f, 0.6f, 0.0f, 1.0f };
//ライトの位置
GLfloat lightpos[] = { 0.0, 0.0, 50.0, 1.0 };
float normal=-5.0f;
bool flag=false;
void display( void ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)
gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//視点の設定
gluLookAt(0.0,0.0,-100.0, //カメラの座標
0.0,0.0,0.0, // 注視点の座標
0.0,1.0,0.0); // 画面の上方向を指すベクトル
//ライトの設定
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
//マテリアルの設定
glMaterialfv(GL_FRONT, GL_DIFFUSE, orange);
glBegin(GL_POLYGON);
glNormal3f(-normal , -normal , -normal);
glVertex3f(0 , -15 , 0);
glVertex3f(-30 ,15 , 0);
glVertex3f(0 , 15 , 0);
glEnd();
glutSwapBuffers();
}
void idle(void)
{
if(flag){normal-=0.1f;}else{normal+=0.1f;}
if(normal>0.0f)flag=true;
if(normal<-5.0f)flag=false;
Sleep(1);
glutPostRedisplay();
}
void Init(){
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
int main(int argc, char *argv[])
{
glutInitWindowPosition(100, 100);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("面法線を設定");
glutDisplayFunc(display);
glutIdleFunc(idle);
Init();
glutMainLoop();
return 0;
}
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