Source code of Windows XP (NT5)
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

185 lines
7.2 KiB

  1. /*
  2. * (c) Copyright 1993, Silicon Graphics, Inc.
  3. * ALL RIGHTS RESERVED
  4. * Permission to use, copy, modify, and distribute this software for
  5. * any purpose and without fee is hereby granted, provided that the above
  6. * copyright notice appear in all copies and that both the copyright notice
  7. * and this permission notice appear in supporting documentation, and that
  8. * the name of Silicon Graphics, Inc. not be used in advertising
  9. * or publicity pertaining to distribution of the software without specific,
  10. * written prior permission.
  11. *
  12. * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
  13. * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
  14. * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
  15. * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
  16. * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
  17. * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
  18. * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
  19. * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
  20. * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
  21. * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
  22. * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
  23. * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
  24. *
  25. * US Government Users Restricted Rights
  26. * Use, duplication, or disclosure by the Government is subject to
  27. * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
  28. * (c)(1)(ii) of the Rights in Technical Data and Computer Software
  29. * clause at DFARS 252.227-7013 and/or in similar or successor
  30. * clauses in the FAR or the DOD or NASA FAR Supplement.
  31. * Unpublished-- rights reserved under the copyright laws of the
  32. * United States. Contractor/manufacturer is Silicon Graphics,
  33. * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
  34. *
  35. * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
  36. */
  37. /*
  38. * teapots.c
  39. * This program demonstrates lots of material properties.
  40. * A single light source illuminates the objects.
  41. */
  42. #include <windows.h>
  43. #include <GL/gl.h>
  44. #include <GL/glu.h>
  45. #include "glaux.h"
  46. /* Initialize depth buffer, projection matrix, light source,
  47. * and lighting model. Do not specify a material property here.
  48. */
  49. void myinit(void)
  50. {
  51. GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
  52. GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
  53. GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
  54. GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
  55. GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
  56. GLfloat local_view[] = { 0.0 };
  57. glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  58. glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  59. glLightfv(GL_LIGHT0, GL_POSITION, position);
  60. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  61. glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
  62. glFrontFace (GL_CW);
  63. glEnable(GL_LIGHTING);
  64. glEnable(GL_LIGHT0);
  65. glEnable(GL_AUTO_NORMAL);
  66. glEnable(GL_NORMALIZE);
  67. glEnable(GL_DEPTH_TEST);
  68. glDepthFunc(GL_LESS);
  69. }
  70. /* Move object into position. Use 3rd through 12th parameters
  71. * to specify the material property. Draw a teapot.
  72. */
  73. void renderTeapot (GLfloat x, GLfloat y,
  74. GLfloat ambr, GLfloat ambg, GLfloat ambb,
  75. GLfloat difr, GLfloat difg, GLfloat difb,
  76. GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
  77. {
  78. float mat[3];
  79. glPushMatrix();
  80. glTranslatef (x, y, 0.0);
  81. mat[0] = ambr; mat[1] = ambg; mat[2] = ambb;
  82. glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
  83. mat[0] = difr; mat[1] = difg; mat[2] = difb;
  84. glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
  85. mat[0] = specr; mat[1] = specg; mat[2] = specb;
  86. glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
  87. glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
  88. auxSolidTeapot(1.0);
  89. glPopMatrix();
  90. }
  91. /* First column: emerald, jade, obsidian, pearl, ruby, turquoise
  92. * 2nd column: brass, bronze, chrome, copper, gold, silver
  93. * 3rd column: black, cyan, green, red, white, yellow plastic
  94. * 4th column: black, cyan, green, red, white, yellow rubber
  95. */
  96. void display(void)
  97. {
  98. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  99. renderTeapot (2.0, 17.0, 0.0215, 0.1745, 0.0215,
  100. 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
  101. renderTeapot (2.0, 14.0, 0.135, 0.2225, 0.1575,
  102. 0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1);
  103. renderTeapot (2.0, 11.0, 0.05375, 0.05, 0.06625,
  104. 0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);
  105. renderTeapot (2.0, 8.0, 0.25, 0.20725, 0.20725,
  106. 1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);
  107. renderTeapot (2.0, 5.0, 0.1745, 0.01175, 0.01175,
  108. 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
  109. renderTeapot (2.0, 2.0, 0.1, 0.18725, 0.1745,
  110. 0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1);
  111. renderTeapot (6.0, 17.0, 0.329412, 0.223529, 0.027451,
  112. 0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843,
  113. 0.21794872);
  114. renderTeapot (6.0, 14.0, 0.2125, 0.1275, 0.054,
  115. 0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2);
  116. renderTeapot (6.0, 11.0, 0.25, 0.25, 0.25,
  117. 0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);
  118. renderTeapot (6.0, 8.0, 0.19125, 0.0735, 0.0225,
  119. 0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);
  120. renderTeapot (6.0, 5.0, 0.24725, 0.1995, 0.0745,
  121. 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
  122. renderTeapot (6.0, 2.0, 0.19225, 0.19225, 0.19225,
  123. 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
  124. renderTeapot (10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01,
  125. 0.50, 0.50, 0.50, .25);
  126. renderTeapot (10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392,
  127. 0.50196078, 0.50196078, 0.50196078, .25);
  128. renderTeapot (10.0, 11.0, 0.0, 0.0, 0.0,
  129. 0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);
  130. renderTeapot (10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
  131. 0.7, 0.6, 0.6, .25);
  132. renderTeapot (10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,
  133. 0.70, 0.70, 0.70, .25);
  134. renderTeapot (10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0,
  135. 0.60, 0.60, 0.50, .25);
  136. renderTeapot (14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01,
  137. 0.4, 0.4, 0.4, .078125);
  138. renderTeapot (14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5,
  139. 0.04, 0.7, 0.7, .078125);
  140. renderTeapot (14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
  141. 0.04, 0.7, 0.04, .078125);
  142. renderTeapot (14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
  143. 0.7, 0.04, 0.04, .078125);
  144. renderTeapot (14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
  145. 0.7, 0.7, 0.7, .078125);
  146. renderTeapot (14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4,
  147. 0.7, 0.7, 0.04, .078125);
  148. glFlush();
  149. }
  150. void myReshape(GLsizei w, GLsizei h)
  151. {
  152. glViewport(0, 0, w, h);
  153. glMatrixMode(GL_PROJECTION);
  154. glLoadIdentity();
  155. if (w <= h)
  156. glOrtho (0.0, 16.0, 0.0, 16.0*(GLfloat)h/(GLfloat)w,
  157. -10.0, 10.0);
  158. else
  159. glOrtho (0.0, 16.0*(GLfloat)w/(GLfloat)h, 0.0, 16.0,
  160. -10.0, 10.0);
  161. glMatrixMode(GL_MODELVIEW);
  162. }
  163. /* Main Loop
  164. * Open window with initial window size, title bar,
  165. * RGBA display mode, and handle input events.
  166. */
  167. int main(int argc, char** argv)
  168. {
  169. auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
  170. auxInitPosition (10, 10, 500, 590);
  171. auxInitWindow (argv[0]);
  172. myinit();
  173. auxReshapeFunc (myReshape);
  174. auxMainLoop(display);
  175. }