TEA.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

/*
* tea.c
* This program demonstrates two-sided lighting and compares
* it with one-sided lighting. Three teapots are drawn, with
* a clipping plane to expose the interior of 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 light source.
*/
void myinit(void)
{
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 };
/* light_position is NOT default value */
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glFrontFace (GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}

void CALLBACK display(void)
{
GLdouble eqn[4] = {1.0, 0.0, -1.0, 1.0};
GLfloat two_side_on[] = { GL_TRUE };
GLfloat two_side_off[] = { GL_FALSE };
GLfloat mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
GLfloat back_diffuse[] = { 0.8, 0.2, 0.8, 1.0 };

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix ();
glClipPlane (GL_CLIP_PLANE0, eqn); /* slice objects */
glEnable (GL_CLIP_PLANE0);

glPushMatrix ();
glTranslatef (0.0, 2.0, 0.0);
auxSolidTeapot(1.0); /* one-sided lighting */
glPopMatrix ();

/* two-sided lighting, but same material */
glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glPushMatrix ();
glTranslatef (0.0, 0.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();

/* two-sided lighting, two different materials */
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv (GL_BACK, GL_DIFFUSE, back_diffuse);
glPushMatrix ();
glTranslatef (0.0, -2.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();

glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glDisable (GL_CLIP_PLANE0);
glPopMatrix ();
glFlush();
}

void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w,
4.0*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho (-4.0*(GLfloat)w/(GLfloat)h,
4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -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, 500, 500);
auxInitWindow ("Two Sided Lighting");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}