/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* * material.c * This program demonstrates the use of the GL lighting model. * Several objects are drawn using different material characteristics. * A single light source illuminates the objects. */ #include #include #include #include void myinit(void) { GLfloat ambient[] = {0.0F,0.0F,0.0F,1.0F}; GLfloat diffuse[] = {1.0F,1.0F,1.0F,1.0F}; GLfloat specular[] = {1.0F,1.0F,1.0F,1.0F}; GLfloat position[] = {0.0F,3.0F,2.0F,0.0F}; GLfloat mod_ambt[] = {0.4F,0.4F,0.4F,1.0F}; GLfloat local_view[] = {0.0F}; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glLightfv(GL_LIGHT0,GL_AMBIENT,ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse); glLightfv(GL_LIGHT0,GL_POSITION,position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,mod_ambt); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glClearColor(0.0F,0.1F,0.1F,0.0F); } void CALLBACK display(void) { GLfloat no_mat[] = { 0.0F,0.0F,0.0F,1.0F }; GLfloat mat_ambient[] = { 0.7F,0.7F,0.7F,1.0F }; GLfloat mat_ambient_color[] = { 0.8F,0.8F,0.2F,1.0F }; GLfloat mat_diffuse[] = { 0.1F,0.5F,0.8F,1.0F }; GLfloat mat_specular[] = { 1.0F,1.0F,1.0F,1.0F }; GLfloat no_shininess[] = { 0.0F }; GLfloat low_shininess[] = { 5.0F }; GLfloat high_shininess[] = { 100.0F }; GLfloat mat_emission[] = {0.3F,0.2F,0.2F,0.0F}; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(-3.75F,3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(-1.25F,3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(1.25F,3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(3.75F,3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(-3.75F,0.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(-1.25F,0.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(1.25F,0.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(3.75F,0.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(-3.75F,-3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(-1.25F,-3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(1.25F,-3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); auxSolidSphere(1.0); glPopMatrix(); glPushMatrix(); glTranslatef(3.75F,-3.0F,0.0F); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission); auxSolidSphere(1.0); glPopMatrix(); glFlush(); } void CALLBACK myReshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if( w <=(h * 2) ) glOrtho(-6.,6.,-3.*((float)h*2)/(float)w,3.0*((float)h*2)/(float)w,-10.0,10.0); else glOrtho(-6.0*(float)w/((float)h*2),6.0*(float)w/((float)h*2),-3.0,3.0,-10.0,10.0); glMatrixMode(GL_MODELVIEW); } void main(void) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,340,250); auxInitWindow("Material"); myinit(); auxReshapeFunc(myReshape); auxMainLoop(display); }