/* Copyright (c) Mark J. Kilgard, 1994. */ /** * (c) Copyright 1993, 1994, 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /*---------------------------------------------------------------------------- * * olight.c : openGL (motif) example showing how to do hardware lighting * including two_sided lighting. * * Author : Yusuf Attarwala * SGI - Applications * Date : Mar 93 * * press left button for animation * middle button for two sided lighting (default) * right button for single sided lighting * * *---------------------------------------------------------------------------*/ #include #include #include #include /* function declarations */ void drawScene(void), setMatrix(void), initLightAndMaterial(void), animation(void), resize(int w, int h), menu(int choice), keyboard(unsigned char c, int x, int y); /* global variables */ float ax, ay, az; /* angles for animation */ GLUquadricObj *quadObj; /* used in drawscene */ static float lmodel_twoside[] = {GL_TRUE}; static float lmodel_oneside[] = {GL_FALSE}; int main(int argc, char **argv) { glutInit(&argc, argv); quadObj = gluNewQuadric(); /* this will be used in drawScene */ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("Two-sided lighting"); ax = 10.0; ay = -10.0; az = 0.0; initLightAndMaterial(); glutDisplayFunc(drawScene); glutReshapeFunc(resize); glutCreateMenu(menu); glutAddMenuEntry("Motion", 3); glutAddMenuEntry("Two-sided lighting", 1); glutAddMenuEntry("One-sided lighting", 2); glutAttachMenu(GLUT_RIGHT_BUTTON); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ } void drawScene(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); gluQuadricDrawStyle(quadObj, GLU_FILL); glColor3f(1.0, 1.0, 0.0); glRotatef(ax, 1.0, 0.0, 0.0); glRotatef(-ay, 0.0, 1.0, 0.0); gluCylinder(quadObj, 2.0, 5.0, 10.0, 20, 8); /* draw a cone */ glPopMatrix(); glutSwapBuffers(); } void setMatrix(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-15.0, 15.0, -15.0, 15.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int count = 0; void animation(void) { ax += 5.0; ay -= 2.0; az += 5.0; if (ax >= 360) ax = 0.0; if (ay <= -360) ay = 0.0; if (az >= 360) az = 0.0; drawScene(); count++; if (count >= 60) glutIdleFunc(NULL); } /* ARGSUSED1 */ void keyboard(unsigned char c, int x, int y) { switch (c) { case 27: exit(0); break; default: break; } } void menu(int choice) { switch (choice) { case 3: count = 0; glutIdleFunc(animation); break; case 2: glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_oneside); glutSetWindowTitle("One-sided lighting"); glutPostRedisplay(); break; case 1: glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glutSetWindowTitle("Two-sided lighting"); glutPostRedisplay(); break; } } void resize(int w, int h) { glViewport(0, 0, w, h); setMatrix(); } void initLightAndMaterial(void) { static float ambient[] = {0.1, 0.1, 0.1, 1.0}; static float diffuse[] = {0.5, 1.0, 1.0, 1.0}; static float position[] = {90.0, 90.0, 150.0, 0.0}; static float front_mat_shininess[] = {60.0}; static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0}; static float front_mat_diffuse[] = {0.5, 0.5, 0.28, 1.0}; static float back_mat_shininess[] = {60.0}; static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0}; static float back_mat_diffuse[] = {1.0, 0.9, 0.2, 1.0}; static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0}; setMatrix(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess); glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular); glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse); glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess); glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular); glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glShadeModel(GL_SMOOTH); }