// Snowman.
cpp
// Demonstrates using Quadric Objects
// OpenGL SuperBible
// Richard S. Wright Jr.
#include "GL/freeglut.h" // OpenGL toolkit
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
////////////////////////////////////////////////////////////////////////////
// Change viewing volume and viewport. Called when window is resized
void ChangeSize(int w, int h)
GLfloat fAspect;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
fAspect = (GLfloat)w/(GLfloat)h;
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Produce the perspective projection
gluPerspective(35.0f, fAspect, 1.0, 40.0);
//glOrtho(-5.0, 5.0, -5.0, 5.0, 5.0, -5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// This function does any needed initialization on the rendering
// context. Here it sets up and initializes the lighting for
// the scene.
void SetupRC()
// Light values and coordinates
GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f };
GLfloat sourceLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_AMBIENT,sourceLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,sourceLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Black blue background
glClearColor(0.25f, 0.25f, 0.50f, 1.0f );
// Respond to arrow keys
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-= 5.0f;
if(key == GLUT_KEY_DOWN)
xRot += 5.0f;
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
xRot = (GLfloat)((const int)xRot % 360);
yRot = (GLfloat)((const int)yRot % 360);
// Refresh the Window
glutPostRedisplay();
// Called to draw scene
void RenderScene(void)
GLUquadricObj *pObj; // Quadric Object
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state and do the rotations
glPushMatrix();
// Move object back and do in place rotation
glTranslatef(0.0f, -1.0f, -5.0f);
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Draw something
pObj = gluNewQuadric();
gluQuadricNormals(pObj, GLU_SMOOTH);
// Main Body
glPushMatrix();
glColor3f(1.0f, 1.0f, 1.0f);
gluSphere(pObj, .40f, 26, 13); // Bottom
glTranslatef(0.0f, .550f, 0.0f); // Mid section
gluSphere(pObj, .3f, 26, 13);
glTranslatef(0.0f, 0.45f, 0.0f); // Head
gluSphere(pObj, 0.24f, 26, 13);
// Eyes
glColor3f(0.0f, 0.0f, 0.0f);
glTranslatef(0.1f, 0.1f, 0.21f);
gluSphere(pObj, 0.02f, 26, 13);
glTranslatef(-0.2f, 0.0f, 0.0f);
gluSphere(pObj, 0.02f, 26, 13);
// Nose
glColor3f(1.0f, 0.3f, 0.3f);
glTranslatef(0.1f, -0.12f, 0.0f);
gluCylinder(pObj, 0.04f, 0.0f, 0.3f, 26, 13);
glPopMatrix();
// Hat
glPushMatrix();
glColor3f(0.0f, 0.0f, 0.0f);
glTranslatef(0.0f, 1.17f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.17f, 0.17f, 0.4f, 26, 13);
// Hat brim
glDisable(GL_CULL_FACE);
gluDisk(pObj, 0.17f, 0.28f, 26, 13);
glEnable(GL_CULL_FACE);
glTranslatef(0.0f, 0.0f, 0.40f);
gluDisk(pObj, 0.0f, 0.17f, 26, 13);
glPopMatrix();
// Restore the matrix state
glPopMatrix();
// Buffer swap
glutSwapBuffers();
int main(int argc, char *argv[])
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Modeling with Quadrics");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;