/*
* (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* Unpublished-- rights reserved under the copyright laws of the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 <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 position[] = {0.0F,3.0F,2.0F,0.0F};
GLfloat local_view[] = {0.0F};
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir());
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,couleurGrisMoyen());
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glClearColor(0.0F,0.1F,0.1F,0.0F);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
}
void 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();
manipulateurSouris();
manipulateurClavier();
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
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);
glutSolidSphere(1.0,24,24);
glPopMatrix();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(340,250);
glutInitWindowPosition(50,50);
glutCreateWindow("Material");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-4.5,4.5,-4.5,4.5,-500.0,500.0);
setManipulateurDistance(1.0F);
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(keyBasique);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}