2 /* Copyright (c) Mark J. Kilgard, 1994. */
5 * (c) Copyright 1993, Silicon Graphics, Inc.
7 * Permission to use, copy, modify, and distribute this software for
8 * any purpose and without fee is hereby granted, provided that the above
9 * copyright notice appear in all copies and that both the copyright notice
10 * and this permission notice appear in supporting documentation, and that
11 * the name of Silicon Graphics, Inc. not be used in advertising
12 * or publicity pertaining to distribution of the software without specific,
13 * written prior permission.
15 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
16 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
17 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
18 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
19 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
20 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
21 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
22 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
23 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
24 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
25 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
26 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
28 * US Government Users Restricted Rights
29 * Use, duplication, or disclosure by the Government is subject to
30 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
31 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
32 * clause at DFARS 252.227-7013 and/or in similar or successor
33 * clauses in the FAR or the DOD or NASA FAR Supplement.
34 * Unpublished-- rights reserved under the copyright laws of the
35 * United States. Contractor/manufacturer is Silicon Graphics,
36 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
38 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
42 * This program demonstrates the use of the GL lighting model.
43 * Several objects are drawn using different material characteristics.
44 * A single light source illuminates the objects.
47 #include "glut_wrap.h"
49 /* Initialize z-buffer, projection matrix, light source,
50 * and lighting model. Do not specify a material property here.
52 static void myinit(void)
54 GLfloat ambient
[] = { 0.0, 0.0, 0.0, 1.0 };
55 GLfloat diffuse
[] = { 1.0, 1.0, 1.0, 1.0 };
56 GLfloat position
[] = { 0.0, 3.0, 2.0, 0.0 };
57 GLfloat lmodel_ambient
[] = { 0.4, 0.4, 0.4, 1.0 };
58 GLfloat local_view
[] = { 0.0 };
60 glEnable(GL_DEPTH_TEST
);
63 glLightfv(GL_LIGHT0
, GL_AMBIENT
, ambient
);
64 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, diffuse
);
65 glLightfv(GL_LIGHT0
, GL_POSITION
, position
);
66 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, lmodel_ambient
);
67 glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER
, local_view
);
69 glEnable(GL_LIGHTING
);
72 glClearColor(0.0, 0.1, 0.1, 0.0);
75 /* Draw twelve spheres in 3 rows with 4 columns.
76 * The spheres in the first row have materials with no ambient reflection.
77 * The second row has materials with significant ambient reflection.
78 * The third row has materials with colored ambient reflection.
80 * The first column has materials with blue, diffuse reflection only.
81 * The second column has blue diffuse reflection, as well as specular
82 * reflection with a low shininess exponent.
83 * The third column has blue diffuse reflection, as well as specular
84 * reflection with a high shininess exponent (a more concentrated highlight).
85 * The fourth column has materials which also include an emissive component.
87 * glTranslatef() is used to move spheres to their appropriate locations.
90 static void display(void)
92 GLfloat no_mat
[] = { 0.0, 0.0, 0.0, 1.0 };
93 GLfloat mat_ambient
[] = { 0.7, 0.7, 0.7, 1.0 };
94 GLfloat mat_ambient_color
[] = { 0.8, 0.8, 0.2, 1.0 };
95 GLfloat mat_diffuse
[] = { 0.1, 0.5, 0.8, 1.0 };
96 GLfloat mat_specular
[] = { 1.0, 1.0, 1.0, 1.0 };
97 GLfloat no_shininess
[] = { 0.0 };
98 GLfloat low_shininess
[] = { 5.0 };
99 GLfloat high_shininess
[] = { 100.0 };
100 GLfloat mat_emission
[] = {0.3, 0.2, 0.2, 0.0};
102 glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
104 /* draw sphere in first row, first column
105 * diffuse reflection only; no ambient or specular
108 glTranslatef (-3.75, 3.0, 0.0);
109 glMaterialfv(GL_FRONT
, GL_AMBIENT
, no_mat
);
110 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
111 glMaterialfv(GL_FRONT
, GL_SPECULAR
, no_mat
);
112 glMaterialfv(GL_FRONT
, GL_SHININESS
, no_shininess
);
113 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
114 glutSolidSphere(1.0, 16, 16);
117 /* draw sphere in first row, second column
118 * diffuse and specular reflection; low shininess; no ambient
121 glTranslatef (-1.25, 3.0, 0.0);
122 glMaterialfv(GL_FRONT
, GL_AMBIENT
, no_mat
);
123 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
124 glMaterialfv(GL_FRONT
, GL_SPECULAR
, mat_specular
);
125 glMaterialfv(GL_FRONT
, GL_SHININESS
, low_shininess
);
126 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
127 glutSolidSphere(1.0, 16, 16);
130 /* draw sphere in first row, third column
131 * diffuse and specular reflection; high shininess; no ambient
134 glTranslatef (1.25, 3.0, 0.0);
135 glMaterialfv(GL_FRONT
, GL_AMBIENT
, no_mat
);
136 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
137 glMaterialfv(GL_FRONT
, GL_SPECULAR
, mat_specular
);
138 glMaterialfv(GL_FRONT
, GL_SHININESS
, high_shininess
);
139 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
140 glutSolidSphere(1.0, 16, 16);
143 /* draw sphere in first row, fourth column
144 * diffuse reflection; emission; no ambient or specular reflection
147 glTranslatef (3.75, 3.0, 0.0);
148 glMaterialfv(GL_FRONT
, GL_AMBIENT
, no_mat
);
149 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
150 glMaterialfv(GL_FRONT
, GL_SPECULAR
, no_mat
);
151 glMaterialfv(GL_FRONT
, GL_SHININESS
, no_shininess
);
152 glMaterialfv(GL_FRONT
, GL_EMISSION
, mat_emission
);
153 glutSolidSphere(1.0, 16, 16);
156 /* draw sphere in second row, first column
157 * ambient and diffuse reflection; no specular
160 glTranslatef (-3.75, 0.0, 0.0);
161 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient
);
162 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
163 glMaterialfv(GL_FRONT
, GL_SPECULAR
, no_mat
);
164 glMaterialfv(GL_FRONT
, GL_SHININESS
, no_shininess
);
165 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
166 glutSolidSphere(1.0, 16, 16);
169 /* draw sphere in second row, second column
170 * ambient, diffuse and specular reflection; low shininess
173 glTranslatef (-1.25, 0.0, 0.0);
174 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient
);
175 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
176 glMaterialfv(GL_FRONT
, GL_SPECULAR
, mat_specular
);
177 glMaterialfv(GL_FRONT
, GL_SHININESS
, low_shininess
);
178 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
179 glutSolidSphere(1.0, 16, 16);
182 /* draw sphere in second row, third column
183 * ambient, diffuse and specular reflection; high shininess
186 glTranslatef (1.25, 0.0, 0.0);
187 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient
);
188 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
189 glMaterialfv(GL_FRONT
, GL_SPECULAR
, mat_specular
);
190 glMaterialfv(GL_FRONT
, GL_SHININESS
, high_shininess
);
191 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
192 glutSolidSphere(1.0, 16, 16);
195 /* draw sphere in second row, fourth column
196 * ambient and diffuse reflection; emission; no specular
199 glTranslatef (3.75, 0.0, 0.0);
200 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient
);
201 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
202 glMaterialfv(GL_FRONT
, GL_SPECULAR
, no_mat
);
203 glMaterialfv(GL_FRONT
, GL_SHININESS
, no_shininess
);
204 glMaterialfv(GL_FRONT
, GL_EMISSION
, mat_emission
);
205 glutSolidSphere(1.0, 16, 16);
208 /* draw sphere in third row, first column
209 * colored ambient and diffuse reflection; no specular
212 glTranslatef (-3.75, -3.0, 0.0);
213 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient_color
);
214 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
215 glMaterialfv(GL_FRONT
, GL_SPECULAR
, no_mat
);
216 glMaterialfv(GL_FRONT
, GL_SHININESS
, no_shininess
);
217 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
218 glutSolidSphere(1.0, 16, 16);
221 /* draw sphere in third row, second column
222 * colored ambient, diffuse and specular reflection; low shininess
225 glTranslatef (-1.25, -3.0, 0.0);
226 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient_color
);
227 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
228 glMaterialfv(GL_FRONT
, GL_SPECULAR
, mat_specular
);
229 glMaterialfv(GL_FRONT
, GL_SHININESS
, low_shininess
);
230 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
231 glutSolidSphere(1.0, 16, 16);
234 /* draw sphere in third row, third column
235 * colored ambient, diffuse and specular reflection; high shininess
238 glTranslatef (1.25, -3.0, 0.0);
239 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient_color
);
240 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
241 glMaterialfv(GL_FRONT
, GL_SPECULAR
, mat_specular
);
242 glMaterialfv(GL_FRONT
, GL_SHININESS
, high_shininess
);
243 glMaterialfv(GL_FRONT
, GL_EMISSION
, no_mat
);
244 glutSolidSphere(1.0, 16, 16);
247 /* draw sphere in third row, fourth column
248 * colored ambient and diffuse reflection; emission; no specular
251 glTranslatef (3.75, -3.0, 0.0);
252 glMaterialfv(GL_FRONT
, GL_AMBIENT
, mat_ambient_color
);
253 glMaterialfv(GL_FRONT
, GL_DIFFUSE
, mat_diffuse
);
254 glMaterialfv(GL_FRONT
, GL_SPECULAR
, no_mat
);
255 glMaterialfv(GL_FRONT
, GL_SHININESS
, no_shininess
);
256 glMaterialfv(GL_FRONT
, GL_EMISSION
, mat_emission
);
257 glutSolidSphere(1.0, 16, 16);
263 static void myReshape(int w
, int h
)
265 glViewport(0, 0, w
, h
);
266 glMatrixMode(GL_PROJECTION
);
269 glOrtho (-6.0, 6.0, -3.0*((GLfloat
)h
*2)/(GLfloat
)w
,
270 3.0*((GLfloat
)h
*2)/(GLfloat
)w
, -10.0, 10.0);
272 glOrtho (-6.0*(GLfloat
)w
/((GLfloat
)h
*2),
273 6.0*(GLfloat
)w
/((GLfloat
)h
*2), -3.0, 3.0, -10.0, 10.0);
274 glMatrixMode(GL_MODELVIEW
);
278 key(unsigned char k
, int x
, int y
)
281 case 27: /* Escape */
291 * Open window with initial window size, title bar,
292 * RGBA display mode, and handle input events.
294 int main(int argc
, char** argv
)
296 glutInit(&argc
, argv
);
297 glutInitDisplayMode (GLUT_SINGLE
| GLUT_RGB
| GLUT_DEPTH
);
298 glutInitWindowSize (600, 450);
299 glutCreateWindow(argv
[0]);
301 glutReshapeFunc(myReshape
);
302 glutDisplayFunc(display
);
303 glutKeyboardFunc(key
);
305 return 0; /* ANSI C requires main to return int. */