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/*
* (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /*
* light.c * This program demonstrates the use of the OpenGL lighting * model. A sphere is drawn using a grey material characteristic. * A single light source illuminates the object. */ #include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glaux.h"
GLboolean dbl_buf = GL_FALSE; GLboolean depth_buf = GL_TRUE; GLboolean dlist = GL_TRUE;
double ang = 0.0;
GLuint display_list;
GLsizei win_w, win_h;
void SolidSphere (GLdouble radius) { GLUquadricObj *quadObj;
quadObj = gluNewQuadric (); gluQuadricDrawStyle (quadObj, GLU_FILL); gluQuadricNormals (quadObj, GLU_SMOOTH); gluSphere (quadObj, radius, 16, 16); }
/* Initialize material property, light source, lighting model,
* and depth buffer. */ void myinit(void) { GLfloat mat_specular[] = { (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0 }; GLfloat mat_shininess[] = { (GLfloat)50.0 }; GLfloat light_position[] = { (GLfloat)0.0, (GLfloat)0.0, (GLfloat)1.0, (GLfloat)0.0 };
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); if (depth_buf) { glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } else { glEnable(GL_CULL_FACE); }
if (dlist) { display_list = glGenLists(1); glNewList(display_list, GL_COMPILE); SolidSphere(1.0); glEndList(); } }
void display(void) { if (depth_buf) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
if (dlist) { glCallList(display_list); } else { SolidSphere(1.0); }
if (dbl_buf) { auxSwapBuffers(); } else { glFlush(); } }
void SetProj(GLsizei w, GLsizei h) { double x, y, z;
x = cos(ang)*2; y = 0; z = sin(ang)*2;
glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) { glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); } else { glOrtho (-1.5*(GLfloat)w/(GLfloat)h, 1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0); } gluLookAt(x, y, z, 0, 0, 0, 0, 1, 0); glMatrixMode(GL_MODELVIEW);
win_w = w; win_h = h; }
#define PI 3.1415926535
#define DTOR(deg) ((deg)*PI/180.0)
void Idle(void) { ang += DTOR(3); SetProj(win_w, win_h); display(); }
void myReshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h); SetProj(w, h); glLoadIdentity(); }
/* Main Loop
* Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ void __cdecl main(int argc, char** argv) { GLenum mode; int i;
for (i = 1; i < argc; i++) { if (!strcmp(argv[i], "-db")) { dbl_buf = GL_TRUE; } else if (!strcmp(argv[i], "-cull")) { depth_buf = GL_FALSE; } else if (!strcmp(argv[i], "-nodlist")) { dlist = GL_FALSE; } }
mode = AUX_RGB; mode |= dbl_buf ? AUX_DOUBLE : AUX_SINGLE; mode |= depth_buf ? AUX_DEPTH16 : 0;
auxInitDisplayMode (mode); auxInitPosition (100, 50, 500, 500); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxIdleFunc(Idle); auxMainLoop(display); }
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