windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/teaamb.c

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2020-09-26 03:20:57 -05:00
/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* teaambient.c
* This program renders three lighted, shaded teapots, with
* different ambient values.
*/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
/* Initialize light source and lighting model.
*/
void myinit(void)
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 0.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 0.0, 1.0, 1.0, 1.0 };
/* light_position is NOT default value */
GLfloat light_position[] = { 1.0, 0.0, 0.0, 0.0 };
GLfloat global_ambient[] = { 0.75, 0.75, 0.75, 1.0 };
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);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
glFrontFace (GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat low_ambient[] = { 0.0, 0.1, 0.1, 1.0 };
GLfloat more_ambient[] = { 0.0, 0.4, 0.4, 1.0 };
GLfloat most_ambient[] = { 0.0, 1.0, 1.0, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* material has small ambient reflection */
glMaterialfv(GL_FRONT, GL_AMBIENT, low_ambient);
glMaterialf(GL_FRONT, GL_SHININESS, 40.0);
glPushMatrix ();
glTranslatef (0.0, 2.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
/* material has moderate ambient reflection */
glMaterialfv(GL_FRONT, GL_AMBIENT, more_ambient);
glPushMatrix ();
glTranslatef (0.0, 0.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
/* material has large ambient reflection */
glMaterialfv(GL_FRONT, GL_AMBIENT, most_ambient);
glPushMatrix ();
glTranslatef (0.0, -2.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
glFlush();
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w,
4.0*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho (-4.0*(GLfloat)w/(GLfloat)h,
4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
auxInitPosition (100, 50, 500, 500);
auxInitWindow (argv[0]);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
}