/*
* (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* Unpublished-- rights reserved under the copyright laws of the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 <stdio.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleCouleurs.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"
void myinit(void) {
GLfloat light_position[] = { 1.0F,1.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir());
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBlanc());
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 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 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
glPushMatrix();
glClipPlane(GL_CLIP_PLANE0,eqn);
glEnable(GL_CLIP_PLANE0);
glPushMatrix();
glTranslatef(0.0F,2.0F,0.0F);
glutSolidTeapot(1.0);
glPopMatrix();
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,couleurGrisClair());
glPushMatrix();
glTranslatef(0.0F,0.0F,0.0F);
glutSolidTeapot(1.0);
glPopMatrix();
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurGrisClair());
glMaterialfv(GL_BACK,GL_DIFFUSE,couleurMagenta());
glPushMatrix();
glTranslatef(0.0F,-2.0F,0.0F);
glutSolidTeapot(1.0);
glPopMatrix();
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE);
glDisable(GL_CLIP_PLANE0);
glPopMatrix();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(200,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Des teapots clippés");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-2.0,2.0,-2.0,2.0,-500.0,500.0);
setManipulateurDistance(1.0F);
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(keyBasique);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}