/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 "aux.h" /* Initialize z-buffer, projection matrix, light source, * and lighting model. Do not specify a material property here. */ void myinit(void) { GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 }; GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 }; GLfloat local_view[] = { 0.0 }; 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, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glClearColor(0.0, 0.1, 0.1, 0.0); } /* Draw twelve spheres in 3 rows with 4 columns. * The spheres in the first row have materials with no ambient reflection. * The second row has materials with significant ambient reflection. * The third row has materials with colored ambient reflection. * * The first column has materials with blue, diffuse reflection only. * The second column has blue diffuse reflection, as well as specular * reflection with a low shininess exponent. * The third column has blue diffuse reflection, as well as specular * reflection with a high shininess exponent (a more concentrated highlight). * The fourth column has materials which also include an emissive component. * * glTranslatef() is used to move spheres to their appropriate locations. */ void display(void) { GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 }; GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 }; GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat no_shininess[] = { 0.0 }; GLfloat low_shininess[] = { 5.0 }; GLfloat high_shininess[] = { 100.0 }; GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* draw sphere in first row, first column * diffuse reflection only; no ambient or specular */ glPushMatrix(); glTranslatef (-3.75, 3.0, 0.0); 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(); /* draw sphere in first row, second column * diffuse and specular reflection; low shininess; no ambient */ glPushMatrix(); glTranslatef (-1.25, 3.0, 0.0); 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(); /* draw sphere in first row, third column * diffuse and specular reflection; high shininess; no ambient */ glPushMatrix(); glTranslatef (1.25, 3.0, 0.0); 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(); /* draw sphere in first row, fourth column * diffuse reflection; emission; no ambient or specular reflection */ glPushMatrix(); glTranslatef (3.75, 3.0, 0.0); 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(); /* draw sphere in second row, first column * ambient and diffuse reflection; no specular */ glPushMatrix(); glTranslatef (-3.75, 0.0, 0.0); 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(); /* draw sphere in second row, second column * ambient, diffuse and specular reflection; low shininess */ glPushMatrix(); glTranslatef (-1.25, 0.0, 0.0); 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(); /* draw sphere in second row, third column * ambient, diffuse and specular reflection; high shininess */ glPushMatrix(); glTranslatef (1.25, 0.0, 0.0); 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(); /* draw sphere in second row, fourth column * ambient and diffuse reflection; emission; no specular */ glPushMatrix(); glTranslatef (3.75, 0.0, 0.0); 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(); /* draw sphere in third row, first column * colored ambient and diffuse reflection; no specular */ glPushMatrix(); glTranslatef (-3.75, -3.0, 0.0); 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(); /* draw sphere in third row, second column * colored ambient, diffuse and specular reflection; low shininess */ glPushMatrix(); glTranslatef (-1.25, -3.0, 0.0); 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(); /* draw sphere in third row, third column * colored ambient, diffuse and specular reflection; high shininess */ glPushMatrix(); glTranslatef (1.25, -3.0, 0.0); 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(); /* draw sphere in third row, fourth column * colored ambient and diffuse reflection; emission; no specular */ glPushMatrix(); glTranslatef (3.75, -3.0, 0.0); 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 myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= (h * 2)) glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w, 3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0); else glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2), 6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH); auxInitPosition (0, 0, 600, 450); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }