/* Copyright (c) Mark J. Kilgard, 1994. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ /** * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /** * movelight.c * This program demonstrates when to issue lighting and * transformation commands to render a model with a light * which is moved by a modeling transformation (rotate or * translate). The light position is reset after the modeling * transformation is called. The eye position does not change. * * A sphere is drawn using a grey material characteristic. * A single light source illuminates the object. * * Interaction: pressing the left or middle mouse button * alters the modeling transformation (x rotation) by 30 degrees. * The scene is then redrawn with the light in a new position. */ #include #include #include #include #define TORUS 0 #define TEAPOT 1 #define DOD 2 #define TET 3 #define ISO 4 #define QUIT 5 static int spin = 0; static int obj = TORUS; static int begin; void output(GLfloat x, GLfloat y, char *format,...) { va_list args; char buffer[200], *p; va_start(args, format); vsprintf(buffer, format, args); va_end(args); glPushMatrix(); glTranslatef(x, y, 0); for (p = buffer; *p; p++) glutStrokeCharacter(GLUT_STROKE_ROMAN, *p); glPopMatrix(); } void menu_select(int item) { if (item == QUIT) exit(0); obj = item; glutPostRedisplay(); } /* ARGSUSED2 */ void movelight(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { begin = x; } } /* ARGSUSED1 */ void motion(int x, int y) { spin = (spin + (x - begin)) % 360; begin = x; glutPostRedisplay(); } void myinit(void) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } /* Here is where the light position is reset after the modeling * transformation (glRotated) is called. This places the * light at a new position in world coordinates. The cube * represents the position of the light. */ void display(void) { GLfloat position[] = {0.0, 0.0, 1.5, 1.0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslatef(0.0, 0.0, -5.0); glPushMatrix(); glRotated((GLdouble) spin, 0.0, 1.0, 0.0); glRotated(0.0, 1.0, 0.0, 0.0); glLightfv(GL_LIGHT0, GL_POSITION, position); glTranslated(0.0, 0.0, 1.5); glDisable(GL_LIGHTING); glColor3f(0.0, 1.0, 1.0); glutWireCube(0.1); glEnable(GL_LIGHTING); glPopMatrix(); switch (obj) { case TORUS: glutSolidTorus(0.275, 0.85, 20, 20); break; case TEAPOT: glutSolidTeapot(1.0); break; case DOD: glPushMatrix(); glScalef(.5, .5, .5); glutSolidDodecahedron(); glPopMatrix(); break; case TET: glutSolidTetrahedron(); break; case ISO: glutSolidIcosahedron(); break; } glPopMatrix(); glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, 3000, 0, 3000); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); output(80, 2800, "Welcome to movelight."); output(80, 2650, "Right mouse button for menu."); output(80, 400, "Hold down the left mouse button"); output(80, 250, "and move the mouse horizontally"); output(80, 100, "to change the light position."); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glutSwapBuffers(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(40.0, (GLfloat) w / (GLfloat) h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); } void tmotion(int x, int y) { printf("Tablet motion x = %d, y = %d\n", x, y); } void tbutton(int b, int s, int x, int y) { printf("b = %d, s = %d, x = %d, y = %d\n", b, s, x, y); } void smotion(int x, int y, int z) { fprintf(stderr, "Spaceball motion %d %d %d\n", x, y, z); } void rmotion(int x, int y, int z) { fprintf(stderr, "Spaceball rotate %d %d %d\n", x, y, z); } void sbutton(int button, int state) { fprintf(stderr, "Spaceball button %d is %s\n", button, state == GLUT_UP ? "up" : "down"); } void dials(int dial, int value) { fprintf(stderr, "Dial %d is %d\n", dial, value); spin = value % 360; glutPostRedisplay(); } void buttons(int button, int state) { fprintf(stderr, "Button %d is %s\n", button, state == GLUT_UP ? "up" : "down"); } /* 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_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow(argv[0]); myinit(); glutMouseFunc(movelight); glutMotionFunc(motion); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutTabletMotionFunc(tmotion); glutTabletButtonFunc(tbutton); glutSpaceballMotionFunc(smotion); glutSpaceballRotateFunc(rmotion); glutSpaceballButtonFunc(sbutton); glutDialsFunc(dials); glutButtonBoxFunc(buttons); glutCreateMenu(menu_select); glutAddMenuEntry("Torus", TORUS); glutAddMenuEntry("Teapot", TEAPOT); glutAddMenuEntry("Dodecahedron", DOD); glutAddMenuEntry("Tetrahedron", TET); glutAddMenuEntry("Icosahedron", ISO); glutAddMenuEntry("Quit", QUIT); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }