151 lines
5.4 KiB
C
151 lines
5.4 KiB
C
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/*
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* dofnot.c
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* This program demonstrates the same scene as dof.c, but
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* without use of the accumulation buffer, so everything
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* is in focus.
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <math.h>
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#include "glaux.h"
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void myinit(void)
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{
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GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
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GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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GLfloat local_view[] = { 0.0 };
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
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glFrontFace (GL_CW);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_AUTO_NORMAL);
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glEnable(GL_NORMALIZE);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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}
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void renderTeapot (GLfloat x, GLfloat y, GLfloat z,
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GLfloat ambr, GLfloat ambg, GLfloat ambb,
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GLfloat difr, GLfloat difg, GLfloat difb,
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GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
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{
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float mat[3];
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glPushMatrix();
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glTranslatef (x, y, z);
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mat[0] = ambr; mat[1] = ambg; mat[2] = ambb;
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glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
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mat[0] = difr; mat[1] = difg; mat[2] = difb;
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glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
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mat[0] = specr; mat[1] = specg; mat[2] = specb;
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glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
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glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
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auxSolidTeapot(0.5);
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glPopMatrix();
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}
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/* display() draws 5 teapots into the accumulation buffer
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* several times; each time with a jittered perspective.
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* The focal point is at z = 5.0, so the gold teapot will
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* stay in focus. The amount of jitter is adjusted by the
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* magnitude of the accPerspective() jitter; in this example, 0.33.
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* In this example, the teapots are drawn 8 times. See jitter.h
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*/
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void display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix ();
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/* ruby, gold, silver, emerald, and cyan teapots */
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renderTeapot (-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175,
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0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
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renderTeapot (-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745,
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0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
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renderTeapot (0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225,
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0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
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renderTeapot (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215,
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0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
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renderTeapot (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392,
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0.50980392, 0.50196078, 0.50196078, 0.50196078, .25);
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glPopMatrix ();
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glFlush();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gluPerspective (45.0, (GLfloat) w/(GLfloat) h,
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1.0, 15.0);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, depth buffer, and handle input events.
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*/
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int main(int argc, char** argv)
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{
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auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
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auxInitPosition (0, 0, 400, 400);
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auxInitWindow (argv[0]);
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myinit();
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auxReshapeFunc (myReshape);
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auxMainLoop(display);
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}
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