186 lines
7.2 KiB
C
186 lines
7.2 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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* teapots.c
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* This program demonstrates lots of material properties.
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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 depth 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, 3.0, 0.0 };
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GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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GLfloat local_view[] = { 0.0 };
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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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glFrontFace (GL_CW);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_AUTO_NORMAL);
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glEnable(GL_NORMALIZE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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}
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/* Move object into position. Use 3rd through 12th parameters
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* to specify the material property. Draw a teapot.
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*/
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void renderTeapot (GLfloat x, GLfloat y,
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GLfloat ambr, GLfloat ambg, GLfloat ambb,
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GLfloat difr, GLfloat difg, GLfloat difb,
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GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
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{
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float mat[3];
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glPushMatrix();
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glTranslatef (x, y, 0.0);
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mat[0] = ambr; mat[1] = ambg; mat[2] = ambb;
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glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
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mat[0] = difr; mat[1] = difg; mat[2] = difb;
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glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
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mat[0] = specr; mat[1] = specg; mat[2] = specb;
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glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
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glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
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auxSolidTeapot(1.0);
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glPopMatrix();
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}
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/* First column: emerald, jade, obsidian, pearl, ruby, turquoise
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* 2nd column: brass, bronze, chrome, copper, gold, silver
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* 3rd column: black, cyan, green, red, white, yellow plastic
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* 4th column: black, cyan, green, red, white, yellow rubber
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*/
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void display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderTeapot (2.0, 17.0, 0.0215, 0.1745, 0.0215,
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0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
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renderTeapot (2.0, 14.0, 0.135, 0.2225, 0.1575,
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0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1);
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renderTeapot (2.0, 11.0, 0.05375, 0.05, 0.06625,
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0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);
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renderTeapot (2.0, 8.0, 0.25, 0.20725, 0.20725,
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1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);
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renderTeapot (2.0, 5.0, 0.1745, 0.01175, 0.01175,
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0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
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renderTeapot (2.0, 2.0, 0.1, 0.18725, 0.1745,
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0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1);
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renderTeapot (6.0, 17.0, 0.329412, 0.223529, 0.027451,
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0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843,
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0.21794872);
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renderTeapot (6.0, 14.0, 0.2125, 0.1275, 0.054,
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0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2);
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renderTeapot (6.0, 11.0, 0.25, 0.25, 0.25,
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0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);
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renderTeapot (6.0, 8.0, 0.19125, 0.0735, 0.0225,
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0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);
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renderTeapot (6.0, 5.0, 0.24725, 0.1995, 0.0745,
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0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
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renderTeapot (6.0, 2.0, 0.19225, 0.19225, 0.19225,
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0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
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renderTeapot (10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01,
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0.50, 0.50, 0.50, .25);
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renderTeapot (10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392,
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0.50196078, 0.50196078, 0.50196078, .25);
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renderTeapot (10.0, 11.0, 0.0, 0.0, 0.0,
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0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);
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renderTeapot (10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
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0.7, 0.6, 0.6, .25);
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renderTeapot (10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,
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0.70, 0.70, 0.70, .25);
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renderTeapot (10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0,
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0.60, 0.60, 0.50, .25);
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renderTeapot (14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01,
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0.4, 0.4, 0.4, .078125);
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renderTeapot (14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5,
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0.04, 0.7, 0.7, .078125);
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renderTeapot (14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
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0.04, 0.7, 0.04, .078125);
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renderTeapot (14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
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0.7, 0.04, 0.04, .078125);
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renderTeapot (14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
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0.7, 0.7, 0.7, .078125);
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renderTeapot (14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4,
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0.7, 0.7, 0.04, .078125);
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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 (0.0, 16.0, 0.0, 16.0*(GLfloat)h/(GLfloat)w,
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-10.0, 10.0);
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else
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glOrtho (0.0, 16.0*(GLfloat)w/(GLfloat)h, 0.0, 16.0,
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-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 (10, 10, 500, 590);
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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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