windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/light2.c
2020-09-26 16:20:57 +08:00

213 lines
5.3 KiB
C

/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* light.c
* This program demonstrates the use of the OpenGL lighting
* model. A sphere is drawn using a grey material characteristic.
* A single light source illuminates the object.
*/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
GLboolean dbl_buf = GL_FALSE;
GLboolean depth_buf = GL_TRUE;
GLboolean dlist = GL_TRUE;
double ang = 0.0;
GLuint display_list;
GLsizei win_w, win_h;
void SolidSphere (GLdouble radius)
{
GLUquadricObj *quadObj;
quadObj = gluNewQuadric ();
gluQuadricDrawStyle (quadObj, GLU_FILL);
gluQuadricNormals (quadObj, GLU_SMOOTH);
gluSphere (quadObj, radius, 16, 16);
}
/* Initialize material property, light source, lighting model,
* and depth buffer.
*/
void myinit(void)
{
GLfloat mat_specular[] = { (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0 };
GLfloat mat_shininess[] = { (GLfloat)50.0 };
GLfloat light_position[] = { (GLfloat)0.0, (GLfloat)0.0, (GLfloat)1.0, (GLfloat)0.0 };
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
if (depth_buf)
{
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_CULL_FACE);
}
if (dlist)
{
display_list = glGenLists(1);
glNewList(display_list, GL_COMPILE);
SolidSphere(1.0);
glEndList();
}
}
void display(void)
{
if (depth_buf)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if (dlist)
{
glCallList(display_list);
}
else
{
SolidSphere(1.0);
}
if (dbl_buf)
{
auxSwapBuffers();
}
else
{
glFlush();
}
}
void SetProj(GLsizei w, GLsizei h)
{
double x, y, z;
x = cos(ang)*2;
y = 0;
z = sin(ang)*2;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
{
glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
}
else
{
glOrtho (-1.5*(GLfloat)w/(GLfloat)h,
1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
}
gluLookAt(x, y, z, 0, 0, 0, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
win_w = w;
win_h = h;
}
#define PI 3.1415926535
#define DTOR(deg) ((deg)*PI/180.0)
void Idle(void)
{
ang += DTOR(3);
SetProj(win_w, win_h);
display();
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
SetProj(w, h);
glLoadIdentity();
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
void __cdecl main(int argc, char** argv)
{
GLenum mode;
int i;
for (i = 1; i < argc; i++)
{
if (!strcmp(argv[i], "-db"))
{
dbl_buf = GL_TRUE;
}
else if (!strcmp(argv[i], "-cull"))
{
depth_buf = GL_FALSE;
}
else if (!strcmp(argv[i], "-nodlist"))
{
dlist = GL_FALSE;
}
}
mode = AUX_RGB;
mode |= dbl_buf ? AUX_DOUBLE : AUX_SINGLE;
mode |= depth_buf ? AUX_DEPTH16 : 0;
auxInitDisplayMode (mode);
auxInitPosition (100, 50, 500, 500);
auxInitWindow (argv[0]);
myinit();
auxReshapeFunc (myReshape);
auxIdleFunc(Idle);
auxMainLoop(display);
}