#include <GL/openglut.h>
#include <stdlib.h>
void myinit(void)
{
    GLfloat mat_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
    GLfloat mat_diffuse[] = { 0.4, 0.4, 0.4, 1.0 };
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_shininess[] = { 15.0 };
    GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
    GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
    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, mat_shininess);
    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
}
void drawPlane(void)
{
    glBegin (GL_QUADS);
    glNormal3f (0.0, 0.0, 1.0);
    glVertex3f (-1.0, -1.0, 0.0);
    glVertex3f (0.0, -1.0, 0.0);
    glVertex3f (0.0, 0.0, 0.0);
    glVertex3f (-1.0, 0.0, 0.0);
    glNormal3f (0.0, 0.0, 1.0);
    glVertex3f (0.0, -1.0, 0.0);
    glVertex3f (1.0, -1.0, 0.0);
    glVertex3f (1.0, 0.0, 0.0);
    glVertex3f (0.0, 0.0, 0.0);
    glNormal3f (0.0, 0.0, 1.0);
    glVertex3f (0.0, 0.0, 0.0);
    glVertex3f (1.0, 0.0, 0.0);
    glVertex3f (1.0, 1.0, 0.0);
    glVertex3f (0.0, 1.0, 0.0);
    glNormal3f (0.0, 0.0, 1.0);
    glVertex3f (0.0, 0.0, 0.0);
    glVertex3f (0.0, 1.0, 0.0);
    glVertex3f (-1.0, 1.0, 0.0);
    glVertex3f (-1.0, 0.0, 0.0);
    glEnd();
}
void display (void)
{
    GLfloat infinite_light[] = { 1.0, 1.0, 1.0, 0.0 };
    GLfloat local_light[] = { 1.0, 1.0, 1.0, 1.0 };
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix ();
    glTranslatef (-1.5, 0.0, 0.0);
    glLightfv (GL_LIGHT0, GL_POSITION, infinite_light);
    drawPlane ();
    glPopMatrix ();
    glPushMatrix ();
    glTranslatef (1.5, 0.0, 0.0);
    glLightfv (GL_LIGHT0, GL_POSITION, local_light);
    drawPlane ();
    glPopMatrix ();
    glFlush ();
}
void myReshape(int w, int h)
{
    glViewport (0, 0, w, h);
    glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();
    if (w <= h)
    glOrtho (-1.5, 1.5, -1.5*(GLdouble)h/(GLdouble)w,
        1.5*(GLdouble)h/(GLdouble)w, -10.0, 10.0);
    else
    glOrtho (-1.5*(GLdouble)w/(GLdouble)h,
        1.5*(GLdouble)w/(GLdouble)h, -1.5, 1.5, -10.0, 10.0);
    glMatrixMode (GL_MODELVIEW);
}
static void
key(unsigned char k, int x, int y)
{
  switch (k) {
  case 27:  
    exit(0);
    break;
  default:
    return;
  }
  glutPostRedisplay();
}
int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize (500, 200);
    glutCreateWindow (argv[0]);
    myinit();
    glutReshapeFunc (myReshape);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutMainLoop();
    return 0;             
}