291 lines
11 KiB
C
291 lines
11 KiB
C
/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/*
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* material.c
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* This program demonstrates the use of the GL lighting model.
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* Several objects are drawn using different material characteristics.
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* A single light source illuminates the objects.
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glaux.h"
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/* Initialize z-buffer, projection matrix, light source,
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* and lighting model. Do not specify a material property here.
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*/
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void myinit(void)
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{
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GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 };
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GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
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GLfloat local_view[] = { 0.0 };
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glClearColor(0.0, 0.1, 0.1, 0.0);
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}
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/* Draw twelve spheres in 3 rows with 4 columns.
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* The spheres in the first row have materials with no ambient reflection.
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* The second row has materials with significant ambient reflection.
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* The third row has materials with colored ambient reflection.
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*
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* The first column has materials with blue, diffuse reflection only.
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* The second column has blue diffuse reflection, as well as specular
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* reflection with a low shininess exponent.
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* The third column has blue diffuse reflection, as well as specular
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* reflection with a high shininess exponent (a more concentrated highlight).
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* The fourth column has materials which also include an emissive component.
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*
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* glTranslatef() is used to move spheres to their appropriate locations.
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*/
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void display(void)
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{
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GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 };
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GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 };
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GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat no_shininess[] = { 0.0 };
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GLfloat low_shininess[] = { 5.0 };
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GLfloat high_shininess[] = { 100.0 };
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GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* draw sphere in first row, first column
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* diffuse reflection only; no ambient or specular
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*/
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glPushMatrix();
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glTranslatef (-3.75, 3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
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glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in first row, second column
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* diffuse and specular reflection; low shininess; no ambient
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*/
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glPushMatrix();
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glTranslatef (-1.25, 3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in first row, third column
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* diffuse and specular reflection; high shininess; no ambient
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*/
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glPushMatrix();
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glTranslatef (1.25, 3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in first row, fourth column
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* diffuse reflection; emission; no ambient or specular reflection
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*/
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glPushMatrix();
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glTranslatef (3.75, 3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
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glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in second row, first column
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* ambient and diffuse reflection; no specular
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*/
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glPushMatrix();
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glTranslatef (-3.75, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
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glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in second row, second column
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* ambient, diffuse and specular reflection; low shininess
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*/
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glPushMatrix();
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glTranslatef (-1.25, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in second row, third column
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* ambient, diffuse and specular reflection; high shininess
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*/
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glPushMatrix();
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glTranslatef (1.25, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in second row, fourth column
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* ambient and diffuse reflection; emission; no specular
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*/
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glPushMatrix();
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glTranslatef (3.75, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
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glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in third row, first column
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* colored ambient and diffuse reflection; no specular
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*/
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glPushMatrix();
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glTranslatef (-3.75, -3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
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glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in third row, second column
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* colored ambient, diffuse and specular reflection; low shininess
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*/
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glPushMatrix();
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glTranslatef (-1.25, -3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in third row, third column
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* colored ambient, diffuse and specular reflection; high shininess
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*/
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glPushMatrix();
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glTranslatef (1.25, -3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
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auxSolidSphere(1.0);
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glPopMatrix();
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/* draw sphere in third row, fourth column
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* colored ambient and diffuse reflection; emission; no specular
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*/
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glPushMatrix();
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glTranslatef (3.75, -3.0, 0.0);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
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glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
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glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
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auxSolidSphere(1.0);
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glPopMatrix();
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glFlush();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= (h * 2))
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glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w,
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3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);
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else
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glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2),
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6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0);
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glMatrixMode(GL_MODELVIEW);
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, and handle input events.
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*/
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int main(int argc, char** argv)
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{
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auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
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auxInitPosition (0, 0, 600, 450);
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auxInitWindow (argv[0]);
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myinit();
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auxReshapeFunc (myReshape);
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auxMainLoop(display);
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}
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