| |
| /* Copyright (c) Mark J. Kilgard, 1994. */ |
| |
| /* |
| * (c) Copyright 1993, Silicon Graphics, Inc. |
| * ALL RIGHTS RESERVED |
| * Permission to use, copy, modify, and distribute this software for |
| * any purpose and without fee is hereby granted, provided that the above |
| * copyright notice appear in all copies and that both the copyright notice |
| * and this permission notice appear in supporting documentation, and that |
| * the name of Silicon Graphics, Inc. not be used in advertising |
| * or publicity pertaining to distribution of the software without specific, |
| * written prior permission. |
| * |
| * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" |
| * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, |
| * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR |
| * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON |
| * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, |
| * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY |
| * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, |
| * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF |
| * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN |
| * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON |
| * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE |
| * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. |
| * |
| * US Government Users Restricted Rights |
| * Use, duplication, or disclosure by the Government is subject to |
| * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph |
| * (c)(1)(ii) of the Rights in Technical Data and Computer Software |
| * clause at DFARS 252.227-7013 and/or in similar or successor |
| * clauses in the FAR or the DOD or NASA FAR Supplement. |
| * Unpublished-- rights reserved under the copyright laws of the |
| * United States. Contractor/manufacturer is Silicon Graphics, |
| * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. |
| * |
| * OpenGL(TM) is a trademark of Silicon Graphics, Inc. |
| */ |
| /* |
| * material.c |
| * This program demonstrates the use of the GL lighting model. |
| * Several objects are drawn using different material characteristics. |
| * A single light source illuminates the objects. |
| */ |
| #include <stdlib.h> |
| #include <GL/glut.h> |
| |
| /* Initialize z-buffer, projection matrix, light source, |
| * and lighting model. Do not specify a material property here. |
| */ |
| void myinit(void) |
| { |
| GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; |
| GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; |
| GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 }; |
| GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 }; |
| GLfloat local_view[] = { 0.0 }; |
| |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LESS); |
| |
| glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); |
| glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); |
| glLightfv(GL_LIGHT0, GL_POSITION, position); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); |
| glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); |
| |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| |
| glClearColor(0.0, 0.1, 0.1, 0.0); |
| } |
| |
| /* Draw twelve spheres in 3 rows with 4 columns. |
| * The spheres in the first row have materials with no ambient reflection. |
| * The second row has materials with significant ambient reflection. |
| * The third row has materials with colored ambient reflection. |
| * |
| * The first column has materials with blue, diffuse reflection only. |
| * The second column has blue diffuse reflection, as well as specular |
| * reflection with a low shininess exponent. |
| * The third column has blue diffuse reflection, as well as specular |
| * reflection with a high shininess exponent (a more concentrated highlight). |
| * The fourth column has materials which also include an emissive component. |
| * |
| * glTranslatef() is used to move spheres to their appropriate locations. |
| */ |
| |
| void display(void) |
| { |
| GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 }; |
| GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 }; |
| GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 }; |
| GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 }; |
| GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
| GLfloat no_shininess[] = { 0.0 }; |
| GLfloat low_shininess[] = { 5.0 }; |
| GLfloat high_shininess[] = { 100.0 }; |
| GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0}; |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| /* draw sphere in first row, first column |
| * diffuse reflection only; no ambient or specular |
| */ |
| glPushMatrix(); |
| glTranslatef (-3.75, 3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); |
| glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in first row, second column |
| * diffuse and specular reflection; low shininess; no ambient |
| */ |
| glPushMatrix(); |
| glTranslatef (-1.25, 3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in first row, third column |
| * diffuse and specular reflection; high shininess; no ambient |
| */ |
| glPushMatrix(); |
| glTranslatef (1.25, 3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in first row, fourth column |
| * diffuse reflection; emission; no ambient or specular reflection |
| */ |
| glPushMatrix(); |
| glTranslatef (3.75, 3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); |
| glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in second row, first column |
| * ambient and diffuse reflection; no specular |
| */ |
| glPushMatrix(); |
| glTranslatef (-3.75, 0.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); |
| glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in second row, second column |
| * ambient, diffuse and specular reflection; low shininess |
| */ |
| glPushMatrix(); |
| glTranslatef (-1.25, 0.0, 0.0); |
| 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, low_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in second row, third column |
| * ambient, diffuse and specular reflection; high shininess |
| */ |
| glPushMatrix(); |
| glTranslatef (1.25, 0.0, 0.0); |
| 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, high_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in second row, fourth column |
| * ambient and diffuse reflection; emission; no specular |
| */ |
| glPushMatrix(); |
| glTranslatef (3.75, 0.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); |
| glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in third row, first column |
| * colored ambient and diffuse reflection; no specular |
| */ |
| glPushMatrix(); |
| glTranslatef (-3.75, -3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); |
| glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in third row, second column |
| * colored ambient, diffuse and specular reflection; low shininess |
| */ |
| glPushMatrix(); |
| glTranslatef (-1.25, -3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in third row, third column |
| * colored ambient, diffuse and specular reflection; high shininess |
| */ |
| glPushMatrix(); |
| glTranslatef (1.25, -3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| /* draw sphere in third row, fourth column |
| * colored ambient and diffuse reflection; emission; no specular |
| */ |
| glPushMatrix(); |
| glTranslatef (3.75, -3.0, 0.0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat); |
| glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess); |
| glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); |
| glutSolidSphere(1.0, 16, 16); |
| glPopMatrix(); |
| |
| glFlush(); |
| } |
| |
| void myReshape(int w, int h) |
| { |
| glViewport(0, 0, w, h); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| if (w <= (h * 2)) |
| glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w, |
| 3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0); |
| else |
| glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2), |
| 6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0); |
| glMatrixMode(GL_MODELVIEW); |
| } |
| |
| static void |
| key(unsigned char k, int x, int y) |
| { |
| switch (k) { |
| case 27: /* Escape */ |
| exit(0); |
| break; |
| default: |
| return; |
| } |
| glutPostRedisplay(); |
| } |
| |
| /* Main Loop |
| * Open window with initial window size, title bar, |
| * RGBA display mode, and handle input events. |
| */ |
| int main(int argc, char** argv) |
| { |
| glutInit(&argc, argv); |
| glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); |
| glutInitWindowSize (600, 450); |
| glutCreateWindow(argv[0]); |
| myinit(); |
| glutReshapeFunc(myReshape); |
| glutDisplayFunc(display); |
| glutKeyboardFunc(key); |
| glutMainLoop(); |
| return 0; /* ANSI C requires main to return int. */ |
| } |