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