/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/*
* 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 "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 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 specular[] = { 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 CALLBACK 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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
glPopMatrix();
glFlush();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
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);
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
auxInitPosition (0, 0, 600, 450);
auxInitWindow ("Lighting");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}