#include<GL/glut.h>
float angle=0;
void eye()
{
glPushMatrix();
glColor3f(1,1,1);
glutSolidSphere(0.1, 20, 20);
glTranslatef( 0, 0, 0.1);
glColor3f(0,0,0);
glutSolidSphere(0.02, 10, 10);
glPopMatrix();
}
void head()
{
glPushMatrix();
glTranslatef(0,0.3,0);
glColor3f(0,0,1);
glutSolidSphere(0.3, 30, 30);
glColor3f(1,1,1);
glTranslatef( 0, -0.1, 0.1);
glutSolidSphere(0.25, 30, 30);
glPopMatrix();
glPushMatrix();
glColor3f(1,1,1);
glPopMatrix();
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0,1,0);
head();
glTranslatef(0,0,0.6);
eye();
glPopMatrix();
glColor3f(1,1,1);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle++;
glutPostRedisplay();
}
void timer(int t)
{
glutTimerFunc(20,timer,t+1);
angle+=1;
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutTimerFunc(2000, timer ,1);
glutIdleFunc(idle);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glutMainLoop();
}
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