/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
/*
* teaambient.c
* This program renders three lighted, shaded teapots, with
* different ambient values.
*/
#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 and lighting model.
*/
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, 0.0, 0.0, 0.0 };
GLfloat global_ambient[] = { 0.75, 0.75, 0.75, 1.0 };
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);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
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)
{
GLfloat low_ambient[] = { 0.1, 0.1, 0.1, 1.0 };
GLfloat more_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
GLfloat most_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* material has small ambient reflection */
glMaterialfv(GL_FRONT, GL_AMBIENT, low_ambient);
glMaterialf(GL_FRONT, GL_SHININESS, 40.0);
glPushMatrix ();
glTranslatef (0.0, 2.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
/* material has moderate ambient reflection */
glMaterialfv(GL_FRONT, GL_AMBIENT, more_ambient);
glPushMatrix ();
glTranslatef (0.0, 0.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
/* material has large ambient reflection */
glMaterialfv(GL_FRONT, GL_AMBIENT, most_ambient);
glPushMatrix ();
glTranslatef (0.0, -2.0, 0.0);
auxSolidTeapot(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)
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 ("Ambient Lighting");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}