mesa/progs/redbook/plane.c
1999-09-17 02:40:51 +00:00

172 lines
5.4 KiB
C

/* 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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* plane.c
* This program demonstrates the use of local versus
* infinite lighting on a flat plane.
*/
#include <stdlib.h>
#include <GL/glut.h>
/* Initialize material property, light source, and lighting model.
*/
void myinit(void)
{
GLfloat mat_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
/* mat_specular and mat_shininess are NOT default values */
GLfloat mat_diffuse[] = { 0.4, 0.4, 0.4, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 15.0 };
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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, mat_shininess);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void drawPlane(void)
{
glBegin (GL_QUADS);
glNormal3f (0.0, 0.0, 1.0);
glVertex3f (-1.0, -1.0, 0.0);
glVertex3f (0.0, -1.0, 0.0);
glVertex3f (0.0, 0.0, 0.0);
glVertex3f (-1.0, 0.0, 0.0);
glNormal3f (0.0, 0.0, 1.0);
glVertex3f (0.0, -1.0, 0.0);
glVertex3f (1.0, -1.0, 0.0);
glVertex3f (1.0, 0.0, 0.0);
glVertex3f (0.0, 0.0, 0.0);
glNormal3f (0.0, 0.0, 1.0);
glVertex3f (0.0, 0.0, 0.0);
glVertex3f (1.0, 0.0, 0.0);
glVertex3f (1.0, 1.0, 0.0);
glVertex3f (0.0, 1.0, 0.0);
glNormal3f (0.0, 0.0, 1.0);
glVertex3f (0.0, 0.0, 0.0);
glVertex3f (0.0, 1.0, 0.0);
glVertex3f (-1.0, 1.0, 0.0);
glVertex3f (-1.0, 0.0, 0.0);
glEnd();
}
void display (void)
{
GLfloat infinite_light[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat local_light[] = { 1.0, 1.0, 1.0, 1.0 };
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glTranslatef (-1.5, 0.0, 0.0);
glLightfv (GL_LIGHT0, GL_POSITION, infinite_light);
drawPlane ();
glPopMatrix ();
glPushMatrix ();
glTranslatef (1.5, 0.0, 0.0);
glLightfv (GL_LIGHT0, GL_POSITION, local_light);
drawPlane ();
glPopMatrix ();
glFlush ();
}
void myReshape(int w, int h)
{
glViewport (0, 0, w, h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if (w <= h)
glOrtho (-1.5, 1.5, -1.5*(GLdouble)h/(GLdouble)w,
1.5*(GLdouble)h/(GLdouble)w, -10.0, 10.0);
else
glOrtho (-1.5*(GLdouble)w/(GLdouble)h,
1.5*(GLdouble)w/(GLdouble)h, -1.5, 1.5, -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 (500, 200);
glutCreateWindow (argv[0]);
myinit();
glutReshapeFunc (myReshape);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}