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In this example you can turn on/off the light sources in the scene using keyboard handling function .

Code:



#include <iostream>
#include <stdlib.h>

#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

using namespace std;

//Called when a key is pressed
void handleKeypress(unsigned char key, int x, int y) {
    

    switch
(key){
        case 'a':
            glDisable(GL_LIGHT0); 
            break
;
        case 's':
            glEnable(GL_LIGHT0); 
            break
;

        case 'd':
            glDisable(GL_LIGHT1); 
            break
;
        case 'f':
            glEnable(GL_LIGHT1); 
            break
;
        case 27: //Escape key
            exit(0);
        default:
            break;
    }
    glutPostRedisplay();
}

//Initializes 3D rendering
void initRendering() {
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING); //Enable lighting
    glEnable(GL_LIGHT0); //Enable light #0
    glEnable(GL_LIGHT1); //Enable light #1
    glEnable(GL_NORMALIZE); //Automatically normalize normals
    //glShadeModel(GL_SMOOTH); //Enable smooth shading
}

//Called when the window is resized
void handleResize(int w, int h) {
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0, (double)/ (double)h, 1.0, 200.0);
}

float _angle = -70.0f;

//Draws the 3D scene
void drawScene() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    glMatrixMode
(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -8.0f);
    
    
//Add ambient light
    GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2, 0.2)
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
    
    
//Add positioned light
    GLfloat diffuseLightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f}; 
    GLfloat specularLightColor0
[] = {1.0f, 1.0f, 1.0f, 1.0f}; 
    GLfloat lightPos0
[] = {1.0f, 1.0f, 0.0f, 1.0f};
    //glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLightColor0);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specularLightColor0);
    glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
    
    
//Add directed light
    GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)
    //Coming from the direction (-1, 0.5, 0.5)
    GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
    glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);
    glLightfv(GL_LIGHT1, GL_POSITION, lightPos1);
    glRotatef(_angle, 0.0f, 1.0f, 0.0f);
    glColor3f(1.0f, 1.0f, 0.0f);
    
    glutSolidTeapot
(2.0);
    glutSwapBuffers();
}

void update(int value) {
    _angle += 1.5f;
    if (_angle > 360) {
        _angle -= 360;
    }
    
    glutPostRedisplay
();
    glutTimerFunc(25, update, 0);
}

int main(int argc, char** argv) {
    //Initialize GLUT
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(400, 400);
    //Create the window
    glutCreateWindow("Lighting Example");
    initRendering();
    //Set handler functions
    glutDisplayFunc(drawScene);
    glutKeyboardFunc(handleKeypress);
    glutReshapeFunc(handleResize);
    glutTimerFunc(25, update, 0); //Add a timer
    
    glutMainLoop
();
    return 0;
}

 





Attachments:
On-OFF-Light.png
On-OFF-Light.png [ 23.4 KiB | Viewed 12142 times ]

_________________
M. S. Rakha, Ph.D.
Queen's University
Canada
Author:
Mastermind
User avatar Posts: 2715
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