/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/*
* maplight.c
* This program demonstrates the use of the GL lighting model.
* A sphere is drawn using a magenta diffuse reflective and
* white specular material property.
* A single light source illuminates the object. This program
* illustrates lighting in color map mode.
*/
#include "glos.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void);
void CALLBACK display(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
/* Initialize material property, light source, and lighting model.
*/
void myinit(void)
{
GLint i;
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat mat_colormap[] = { 16.0, 48.0, 79.0 };
GLfloat mat_shininess[] = { 10.0 };
glMaterialfv(GL_FRONT, GL_COLOR_INDEXES, mat_colormap);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
for (i = 0; i < 32; i++) {
auxSetOneColor (16 + i, 1.0 * (i/32.0), 0.0, 1.0 * (i/32.0));
auxSetOneColor (48 + i, 1.0, 1.0 * (i/32.0), 1.0);
}
glClearIndex(0);
}
void CALLBACK display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auxSolidSphere(1.0);
glFlush();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* Main Loop
* Open window with initial window size, title bar, color
* index display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_INDEX | AUX_DEPTH16);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("Lighting in Color Map Mode");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}