/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* * movelight.c * This program demonstrates when to issue lighting and * transformation commands to render a model with a light * which is moved by a modeling transformation (rotate or * translate). The light position is reset after the modeling * transformation is called. The eye position does not change. * * A sphere is drawn using a grey material characteristic. * A single light source illuminates the object. * * Interaction: pressing the left or middle mouse button * alters the modeling transformation (x rotation) by 30 degrees. * The scene is then redrawn with the light in a new position. */ #include #include #include #include "glaux.h" static int spin = 0; void movelight (AUX_EVENTREC *event) { spin = (spin + 30) % 360; } void myinit (void) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } /* Here is where the light position is reset after the modeling * transformation (glRotated) is called. This places the * light at a new position in world coordinates. The cube * represents the position of the light. */ void display(void) { GLfloat position[] = { 0.0, 0.0, 1.5, 1.0 }; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glTranslatef (0.0, 0.0, -5.0); glPushMatrix (); glRotated ((GLdouble) spin, 1.0, 0.0, 0.0); glRotated (0.0, 1.0, 0.0, 0.0); glLightfv (GL_LIGHT0, GL_POSITION, position); glTranslated (0.0, 0.0, 1.5); glDisable (GL_LIGHTING); glColor3f (0.0, 1.0, 1.0); auxWireCube (0.1); glEnable (GL_LIGHTING); glPopMatrix (); auxSolidTorus (0.275, 0.85); glPopMatrix (); glFlush (); } void myReshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0); 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 (0, 0, 500, 500); auxInitWindow (argv[0]); myinit(); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, movelight); auxReshapeFunc (myReshape); auxMainLoop(display); }