/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include #include #include "glaux.h" /* Initialize light source and lighting model. */ void myinit(void) { #ifdef LIGHTS 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 }; /* 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); #endif glFrontFace (GL_CW); #ifdef LIGHTS glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); #endif glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void display(void) { GLfloat low_ambient[] = { 0.1, 0.1, 0.1, 1.0 }; GLfloat more_ambient[] = { 0.4, 0.4, 0.4, 1.0 }; GLfloat most_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMaterialf(GL_FRONT, GL_SHININESS, 40.0); #ifdef MULTIPOT /* material has small ambient reflection */ glMaterialfv(GL_FRONT, GL_AMBIENT, low_ambient); glPushMatrix (); glTranslatef (0.0, 2.0, 0.0); auxSolidTeapot(1.0); glPopMatrix (); #endif /* material has moderate ambient reflection */ glColor3f(1.0, 0.0, 0.0); //glMaterialfv(GL_FRONT, GL_AMBIENT, more_ambient); //glPushMatrix (); glTranslatef (0.0, 0.0, 0.0); auxSolidTeapot(1.0); //glPopMatrix (); #ifdef MULTIPOT /* material has large ambient reflection */ glMaterialfv(GL_FRONT, GL_AMBIENT, most_ambient); glPushMatrix (); glTranslatef (0.0, -2.0, 0.0); auxSolidTeapot(1.0); glPopMatrix (); #endif 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, 100, 400, 400); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }