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							- 
 - /* Copyright (c) Mark J. Kilgard, 1994. */
 - 
 - /*
 -  * (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 -  * Unpublished-- rights reserved under the copyright laws of the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 <stdlib.h>
 - #include <GL/glut.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 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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 -     glutSolidSphere(1.0, 16, 16);
 -     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);
 - }
 - 
 - static void
 - key(unsigned char k, int x, int y)
 - {
 -   switch (k) {
 -   case 27:  /* Escape */
 -     exit(0);
 -     break;
 -   default:
 -     return;
 -   }
 -   glutPostRedisplay();
 - }
 - 
 - /*  Main Loop
 -  *  Open window with initial window size, title bar,
 -  *  RGBA display mode, and handle input events.
 -  */
 - int main(int argc, char** argv)
 - {
 -     glutInit(&argc, argv);
 -     glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
 -     glutInitWindowSize (600, 450);
 -     glutCreateWindow(argv[0]);
 -     myinit();
 -     glutReshapeFunc(myReshape);
 -     glutDisplayFunc(display);
 -     glutKeyboardFunc(key);
 -     glutMainLoop();
 -     return 0;             /* ANSI C requires main to return int. */
 - }
 
 
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