Rendering Dodecahedron, Octahedron, Tetrahedron and Icosahedrons using GLUT in C

GLUT provides functions with no parameters and pre – assigned radii for these Objects. The pre – assigned radii of Dodecahedron, Octahedron, Tetrahedron and Icosahedrons are, respectively, sqrt(3), 1, sqrt(3), 1.  The syntax of each object is given below
Dodecahedron
void glutSolidDodecahedron (void);
void glutWireDodecahedron (void);
Octahedron
void glutSolidOctahedron (void);
void glutWireOctahedron (void);
Tetrahedron
void glutSolidTetrahedron (void);
void glutWireTetrahedron (void);
Icosahedrons
void glutSolidIcosahedron (void);
void glutWireIcosahedron (void);

Source Code

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#include <windows.h>
#include <GL/glut.h>
#include <stdlib.h> 
 
static void resize(int width, int height)
{
    const float ar = (float) width / (float) height; 
 
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0); 
 
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
} 
 
static void display(void)
{ 
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0); 
 
    //Dodecahedron
    glPushMatrix();
        glTranslated(-3.0, 1.5, -6);
        glScaled(0.5, 0.5, 0.5);
        glutSolidDodecahedron();
    glPopMatrix(); 
 
    glPushMatrix();
        glTranslated(-3.0, -1.2, -6.0);
        glScaled(0.5, 0.5, 0.5);
        glutWireDodecahedron();
    glPopMatrix(); 
 
    //Octahedron
    glPushMatrix();
        glTranslated(-1.0, 1.5, -6);
        glutSolidOctahedron();
    glPopMatrix(); 
 
    glPushMatrix();
        glTranslated(-1.0, -1.2, -6.0);
        glutWireOctahedron();
    glPopMatrix(); 
 
    //Tetrahedron
    glPushMatrix();
        glTranslated(1.0, 1.5, -6);
        glutSolidTetrahedron();
    glPopMatrix(); 
 
    glPushMatrix();
        glTranslated(1.0, -1.2, -6.0);
        glutWireTetrahedron();
    glPopMatrix(); 
 
    //Icosahedrons
    glPushMatrix();
        glTranslated(3.0, 1.5, -6);
        glutSolidIcosahedron();
    glPopMatrix(); 
 
    glPushMatrix();
        glTranslated(3.0, -1.2, -6.0);
        glutWireIcosahedron();
    glPopMatrix(); 
 
    glutSwapBuffers();
} 
 
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 }; 
 
const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f }; 
 
/* Program entry point */
 
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); 
 
    glutCreateWindow("Programming Techniques - 3D regular solids"); 
 
    glutReshapeFunc(resize);
    glutDisplayFunc(display); 
 
    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK); 
 
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS); 
 
    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); 
 
    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); 
 
    glutMainLoop(); 
 
    return EXIT_SUCCESS;
}

Output

GLUTRegularObjects

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