Initial revision
This commit is contained in:
293
progs/redbook/material.c
Normal file
293
progs/redbook/material.c
Normal file
@@ -0,0 +1,293 @@
|
||||
|
||||
/* 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* Unpublished-- rights reserved under the copyright laws of the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.
|
||||
*/
|
||||
/*
|
||||
* 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 <stdlib.h>
|
||||
#include <GL/glut.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 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 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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
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);
|
||||
glutSolidSphere(1.0, 16, 16);
|
||||
glPopMatrix();
|
||||
|
||||
glFlush();
|
||||
}
|
||||
|
||||
void myReshape(int w, int h)
|
||||
{
|
||||
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)
|
||||
{
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
|
||||
glutInitWindowSize (600, 450);
|
||||
glutCreateWindow(argv[0]);
|
||||
myinit();
|
||||
glutReshapeFunc(myReshape);
|
||||
glutDisplayFunc(display);
|
||||
glutMainLoop();
|
||||
return 0; /* ANSI C requires main to return int. */
|
||||
}
|
||||
|
Reference in New Issue
Block a user