143 lines
4.7 KiB
C
143 lines
4.7 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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* teaambient.c
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* This program renders three lighted, shaded teapots, with
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* different ambient values.
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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 light source and lighting model.
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*/
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void myinit(void)
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{
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#ifdef LIGHTS
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GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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/* light_position is NOT default value */
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GLfloat light_position[] = { 1.0, 0.0, 0.0, 0.0 };
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GLfloat global_ambient[] = { 0.75, 0.75, 0.75, 1.0 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
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#endif
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glFrontFace (GL_CW);
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#ifdef LIGHTS
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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#endif
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glEnable(GL_AUTO_NORMAL);
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glEnable(GL_NORMALIZE);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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}
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void display(void)
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{
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GLfloat low_ambient[] = { 0.1, 0.1, 0.1, 1.0 };
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GLfloat more_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
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GLfloat most_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMaterialf(GL_FRONT, GL_SHININESS, 40.0);
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#ifdef MULTIPOT
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/* material has small ambient reflection */
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glMaterialfv(GL_FRONT, GL_AMBIENT, low_ambient);
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glPushMatrix ();
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glTranslatef (0.0, 2.0, 0.0);
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auxSolidTeapot(1.0);
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glPopMatrix ();
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#endif
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/* material has moderate ambient reflection */
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glColor3f(1.0, 0.0, 0.0);
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//glMaterialfv(GL_FRONT, GL_AMBIENT, more_ambient);
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//glPushMatrix ();
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glTranslatef (0.0, 0.0, 0.0);
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auxSolidTeapot(1.0);
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//glPopMatrix ();
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#ifdef MULTIPOT
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/* material has large ambient reflection */
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glMaterialfv(GL_FRONT, GL_AMBIENT, most_ambient);
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glPushMatrix ();
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glTranslatef (0.0, -2.0, 0.0);
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auxSolidTeapot(1.0);
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glPopMatrix ();
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#endif
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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)
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glOrtho (-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w,
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4.0*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
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else
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glOrtho (-4.0*(GLfloat)w/(GLfloat)h,
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4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -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 (100, 100, 400, 400);
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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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