windows-nt/Source/XPSP1/NT/multimedia/opengl/test/auxprogs/rgb/scene2.c
2020-09-26 16:20:57 +08:00

145 lines
4.9 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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* scene.c
* This program demonstrates the use of the GL lighting model.
* Objects are drawn using a grey material characteristic.
* A single light source illuminates the objects.
*/
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
/* Initialize material property and light source.
*/
void myinit (void)
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat rlight_diffuse[] = { 0.9, 0.0, 0.0, 1.0 };
GLfloat rlight_specular[] = { 0.9, 0.0, 0.0, 1.0 };
GLfloat glight_diffuse[] = { 0.0, 0.7, 0.0, 1.0 };
GLfloat glight_specular[] = { 0.0, 0.7, 0.0, 1.0 };
GLfloat blight_diffuse[] = { 0.0, 0.0, 0.5, 1.0 };
GLfloat blight_specular[] = { 0.0, 0.0, 0.5, 1.0 };
/* light_position is NOT default value */
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, rlight_diffuse);
glLightfv (GL_LIGHT0, GL_SPECULAR, rlight_specular);
glLightfv (GL_LIGHT0, GL_POSITION, light_position);
glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT1, GL_DIFFUSE, glight_diffuse);
glLightfv (GL_LIGHT1, GL_SPECULAR, glight_specular);
glLightfv (GL_LIGHT1, GL_POSITION, light_position);
glLightfv (GL_LIGHT2, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT2, GL_DIFFUSE, blight_diffuse);
glLightfv (GL_LIGHT2, GL_SPECULAR, blight_specular);
glLightfv (GL_LIGHT2, GL_POSITION, light_position);
glEnable (GL_LIGHTING);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display (void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glRotatef (20.0, 1.0, 0.0, 0.0);
glEnable (GL_LIGHT0);
glPushMatrix ();
glTranslatef (-0.75, 0.5, 0.0);
glRotatef (90.0, 1.0, 0.0, 0.0);
auxSolidTorus (0.275, 0.85);
glPopMatrix ();
glDisable (GL_LIGHT0);
glEnable (GL_LIGHT1);
glPushMatrix ();
glTranslatef (-0.75, -0.5, 0.0);
glRotatef (270.0, 1.0, 0.0, 0.0);
auxSolidCone (1.0, 2.0);
glPopMatrix ();
glDisable (GL_LIGHT1);
glEnable (GL_LIGHT2);
glPushMatrix ();
glTranslatef (0.75, 0.0, -1.0);
auxSolidSphere (1.0);
glPopMatrix ();
glDisable (GL_LIGHT2);
glPopMatrix ();
glFlush ();
}
void myReshape (GLsizei w, GLsizei h)
{
glViewport (0, 0, w, h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if (w <= h)
glOrtho (-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho (-2.5*(GLfloat)w/(GLfloat)h,
2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -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, 50, 500, 500);
auxInitWindow (argv[0]);
myinit ();
auxReshapeFunc (myReshape);
auxMainLoop (display);
}