/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* * scene.c * This program demonstrates the use of the GL lighting model. * Objects are drawn using a grey material characteristic. * A single light source illuminates the objects. */ #include #include #include #include "glaux.h" /* Initialize material property and light source. */ void myinit (void) { GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat rlight_diffuse[] = { 0.9, 0.0, 0.0, 1.0 }; GLfloat rlight_specular[] = { 0.9, 0.0, 0.0, 1.0 }; GLfloat glight_diffuse[] = { 0.0, 0.7, 0.0, 1.0 }; GLfloat glight_specular[] = { 0.0, 0.7, 0.0, 1.0 }; GLfloat blight_diffuse[] = { 0.0, 0.0, 0.5, 1.0 }; GLfloat blight_specular[] = { 0.0, 0.0, 0.5, 1.0 }; /* light_position is NOT default value */ GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv (GL_LIGHT0, GL_DIFFUSE, rlight_diffuse); glLightfv (GL_LIGHT0, GL_SPECULAR, rlight_specular); glLightfv (GL_LIGHT0, GL_POSITION, light_position); glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient); glLightfv (GL_LIGHT1, GL_DIFFUSE, glight_diffuse); glLightfv (GL_LIGHT1, GL_SPECULAR, glight_specular); glLightfv (GL_LIGHT1, GL_POSITION, light_position); glLightfv (GL_LIGHT2, GL_AMBIENT, light_ambient); glLightfv (GL_LIGHT2, GL_DIFFUSE, blight_diffuse); glLightfv (GL_LIGHT2, GL_SPECULAR, blight_specular); glLightfv (GL_LIGHT2, GL_POSITION, light_position); glEnable (GL_LIGHTING); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void display (void) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef (20.0, 1.0, 0.0, 0.0); glEnable (GL_LIGHT0); glPushMatrix (); glTranslatef (-0.75, 0.5, 0.0); glRotatef (90.0, 1.0, 0.0, 0.0); auxSolidTorus (0.275, 0.85); glPopMatrix (); glDisable (GL_LIGHT0); glEnable (GL_LIGHT1); glPushMatrix (); glTranslatef (-0.75, -0.5, 0.0); glRotatef (270.0, 1.0, 0.0, 0.0); auxSolidCone (1.0, 2.0); glPopMatrix (); glDisable (GL_LIGHT1); glEnable (GL_LIGHT2); glPushMatrix (); glTranslatef (0.75, 0.0, -1.0); auxSolidSphere (1.0); glPopMatrix (); glDisable (GL_LIGHT2); glPopMatrix (); glFlush (); } void myReshape (GLsizei w, GLsizei h) { glViewport (0, 0, w, h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); if (w <= h) glOrtho (-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w, 2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-2.5*(GLfloat)w/(GLfloat)h, 2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -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); }