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// Copyright 2006 Nanorex, Inc. See LICENSE file for details.
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <math.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include <GL/glu.h>
// Position of the eye in spherical coordinates
#define EYE_THETA 0.0
#define EYE_PHI 0.0
#define EYE_R 100.0
// Position of the eye in cartesian coordinates
#define EYE_X (EYE_R * cos(EYE_THETA) * cos(EYE_PHI))
#define EYE_Y (EYE_R * sin(EYE_THETA) * cos(EYE_PHI))
#define EYE_Z (EYE_R * sin(EYE_PHI))
static GLUquadric *quad = NULL;
void
glSetup(int windowWidth, int windowHeight)
{
float lightPosition[4] = { 1.0, 0.5, -0.1, 0.0 };
glClearColor(0.2, 0.2, 0.2, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glEnable(GL_DEPTH_TEST);
gluPerspective(45.0, (double)windowWidth / (double)windowHeight, EYE_R/10.0, EYE_R*20.0);
gluLookAt(EYE_X, EYE_Y, EYE_Z,
0.0, 0.0, 0.0,
0.0, 0.0, 1.0);
quad = gluNewQuadric();
if (quad == NULL) {
perror("can't allocate quadric");
exit(1);
}
}
void
line(float x1, float y1, float z1,
float x2, float y2, float z2,
float r, float g, float b)
{
glBegin(GL_LINES);
glColor3f(r, g, b);
glVertex3f(x1, y1, z1);
glVertex3f(x2, y2, z2);
glEnd();
}
void
sphere(double x, double y, double z, double radius, double r, double g, double b)
{
const GLfloat materialColor[4] = {
r, g, b, 1.0
};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor);
glPushMatrix();
glTranslated(x, y, z);
gluSphere(quad, radius, 8, 8);
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
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