/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* * tea.c * This program demonstrates two-sided lighting and compares * it with one-sided lighting. Three teapots are drawn, with * a clipping plane to expose the interior of the objects. */ #include "windows.h" #include #include #include #include static float anglex = 0.0F ; static float angley = 0.0F ; void myinit(void) { GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F }; GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,1.0F }; GLfloat light_specular[] = { 1.0F,1.0F,1.0F,1.0F }; GLfloat light_position[] = { 1.0F,1.0F,1.0F,0.0F }; glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular); glLightfv(GL_LIGHT0,GL_POSITION,light_position); glFrontFace(GL_CW); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void CALLBACK display(void) { GLdouble eqn[4] = {1.0,0.0,-1.0,1.0}; GLfloat two_side_on[] = { GL_TRUE }; GLfloat two_side_off[] = { GL_FALSE }; GLfloat mat_diffuse[] = { 0.8F,0.8F,0.8F,1.0F }; GLfloat back_diffuse[] = { 0.8F,0.2F,0.8F,1.0F }; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angley,0.0F,1.0F,0.0F) ; glRotatef(anglex,1.0F,0.0F,0.0F) ; glPushMatrix(); glClipPlane(GL_CLIP_PLANE0,eqn); glEnable(GL_CLIP_PLANE0); glPushMatrix(); glTranslatef(0.0F,2.0F,0.0F); auxSolidTeapot(1.0); glPopMatrix(); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse); glPushMatrix(); glTranslatef(0.0F,0.0F,0.0F); auxSolidTeapot(1.0); glPopMatrix(); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_BACK,GL_DIFFUSE,back_diffuse); glPushMatrix(); glTranslatef(0.0F,-2.0F,0.0F); auxSolidTeapot(1.0); glPopMatrix(); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE); glDisable(GL_CLIP_PLANE0); glPopMatrix(); glPopMatrix(); glFlush(); auxSwapBuffers(); } void CALLBACK myReshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w <= h) glOrtho(-2.0,2.0,-2.0*(GLfloat)h/(GLfloat)w,2.0*(GLfloat)h/(GLfloat)w,-10.0,10.0); else glOrtho(-2.0*(GLfloat)w/(GLfloat)h,2.0*(GLfloat)w/(GLfloat)h,-2.0,2.0,-10.0,10.0); glMatrixMode(GL_MODELVIEW); } void CALLBACK up(void) { anglex -= 2 ; } void CALLBACK down(void) { anglex += 2 ; } void CALLBACK left(void) { angley -= 2 ; } void CALLBACK right(void) { angley += 2 ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,200,300); auxInitWindow("Un teapot clippé"); myinit(); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxReshapeFunc(myReshape); auxMainLoop(display); }