#pragma comment(linker, "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
#pragma comment(lib, "glew32.lib")
#include <stdio.h>
#include <GL/glew.h>
#include <GL/freeglut/freeglut.h>
#include "GLSL.h"
#define WIDTH 320
#define HEIGHT 240
GLSL glsl;
//回転用
float anglex = 0.0f;
//ライトの位置
GLfloat lightpos[] = { 20.0, 80.0, -50.0, 1.0 };
float Ambient[] = {0.8f, 0.0f, 0.2f, 1.0f};
float Diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};//拡散反射
float AmbientLight[] = { 1.0f, 1.0f, 1.0f, 1.0f};
float DiffuseLight[] = { 0.2f, 0.7f, 0.7f, 1.0f};//拡散光
void setLight(){
glMaterialfv(GL_FRONT,GL_AMBIENT,Ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,Diffuse);
glLightfv(GL_LIGHT0, GL_AMBIENT, AmbientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, DiffuseLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
}
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(150.0,100.0,-200.0, //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
setLight();
//回転
glRotatef(anglex,1.0f,0.0f,0.0f);//X軸を回転
glsl.ON();//シェーダー描画に切り替え
glutSolidSphere(40.0,16,16);
glsl.OFF();//シェーダー解除
glutSwapBuffers();
}
void idle(void){
anglex+=2.0f;
Sleep(1);
glutPostRedisplay();
}
void Init(){
glsl.InitGLSL("vertex.shader","flagment.shader");
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void main(int argc, char *argv[]){
glutInitWindowPosition(100, 100);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("ディフューズ");
glutDisplayFunc(display);
glutIdleFunc(idle);
Init();
glutMainLoop();
return;
}
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