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- /*
- * Copyright (c) 1993-94, Silicon Graphics, Inc.
- *
- * Permission to use, copy, modify, distribute, and sell this software and
- * its documentation for any purpose is hereby granted without fee, provided
- * that the name of Silicon Graphics may not be used in any advertising or
- * publicity relating to the software without the specific, prior written
- * permission of Silicon Graphics.
- *
- * THE SOFTWARE IS PROVIDED "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 BE LIABLE FOR ANY SPECIAL, INCIDENTAL,
- * INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER
- * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER OR NOT ADVISED OF THE
- * POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF LIABILITY, ARISING OUT OF OR IN
- * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
- *
- * 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 <stdio.h>
- #include <stdlib.h>
- #include <string.h>
-
- #include <Xm/Xm.h>
- #include <Xm/Frame.h> /* for frame widgets */
- #include <Xm/Form.h> /* for frame widgets */
- #include <X11/keysym.h> /* keyboard translations */
- #include <X11/StringDefs.h>
-
- #include <GL/gl.h> /* gl includes */
- #include <GL/glu.h> /* utility library includes */
- #include <GL/GLwMDrawA.h> /* include for the drawing area widget */
-
- /* function declarations */
-
- void
- createToplevel(void),
- drawScene(void),
- setMatrix(void),
- initLightAndMaterial(void),
- animation(void),
- exposeCB(Widget,XtPointer,XtPointer),
- resizeCB(Widget,XtPointer,XtPointer),
- initCB(Widget,XtPointer,XtPointer),
- inputCB(Widget,XtPointer,XtPointer);
-
-
- /* global variables */
-
- Display *display; /* current display */
- XtAppContext appContext; /* X application context */
- float ax,ay,az; /* angles for animation */
- GLUquadricObj *quadObj; /* used in drawscene */
- static float lmodel_twoside[] = { GL_TRUE };
- static float lmodel_oneside[] = { GL_FALSE };
-
- Widget toplevel, /* toplevel shell */
- glw; /* current widget */
-
- GLXContext glxc; /* current glx context */
-
- Arg args[20];
- int acnt;
-
- void
- main(int argc, char** argv)
- {
- XtToolkitInitialize();
- appContext = XtCreateApplicationContext();
- display = XtOpenDisplay(appContext, NULL, "Olight","olight",NULL,0,
- &argc,argv);
- if (!display) {
- printf("%s : Unable to open display\n",argv[0]);
- exit(0);
- }
-
- printf("\n---------------------------------------------\n");
- printf("OpenGL hardware lighting example \n\n");
- printf("Press: left button for animation\n\
- middle button for two sided light\n\
- right button for single sided light\n");
-
- quadObj = gluNewQuadric (); /* this will be used in drawScene */
- createToplevel(); /* create widget hierarchy */
- XtAppMainLoop(appContext); /* loop forever */
- }
-
-
- void
- createToplevel(void)
- {
- Widget frame;
-
- acnt = 0;
- XtSetArg(args[acnt],XmNminHeight, 300);acnt++;
- XtSetArg(args[acnt],XmNminWidth, 300);acnt++;
- XtSetArg(args[acnt],XmNminAspectX, 1);acnt++;
- XtSetArg(args[acnt],XmNminAspectY, 1);acnt++;
- XtSetArg(args[acnt],XmNmaxAspectX, 1);acnt++;
- XtSetArg(args[acnt],XmNmaxAspectY, 1);acnt++;
- toplevel = XtAppCreateShell("openGL light","olight",
- applicationShellWidgetClass,
- display,args,acnt);
-
- /* create a frame to hold glx widget */
- frame = XtVaCreateManagedWidget("frame",
- xmFrameWidgetClass, toplevel,
- NULL);
-
- /* create a double buffer widget, in rgb mode and manage it */
- acnt = 0;
- XtSetArg(args[acnt], GLwNrgba, TRUE); acnt++;
- XtSetArg(args[acnt], GLwNdoublebuffer, TRUE); acnt++;
- XtSetArg(args[acnt], GLwNallocateBackground, TRUE); acnt++;
- glw = GLwCreateMDrawingArea(frame, "glw", args, acnt);
- XtManageChild(glw);
-
- /* register callbacks */
- XtAddCallback(glw, GLwNginitCallback, initCB, NULL);
-
- /* realize widget hierarchy */
- XtRealizeWidget(toplevel);
-
- initLightAndMaterial();
-
- /* additional callbacks */
- XtAddCallback(glw, GLwNexposeCallback, exposeCB, NULL);
- XtAddCallback(glw, GLwNresizeCallback, resizeCB, NULL);
- XtAddCallback(glw, GLwNinputCallback, inputCB, NULL);
-
- }
-
- 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();
-
- glFlush();
- glXSwapBuffers(XtDisplay(glw), XtWindow(glw));
-
- }
-
- void
- setMatrix(void)
- {
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-15.0,15.0,-15.0,15.0,-10.0,10.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- }
-
- void
- animation(void)
- {
- register int i;
- /* animate the cone */
-
- for (i=0;i<60;i++) {
- 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();
- }
- }
-
- void
- inputCB(Widget w, XtPointer client_data, XtPointer call)
- {
- char string[31];
- XComposeStatus composeStatus;
- KeySym keysym;
- GLwDrawingAreaCallbackStruct *call_data;
-
- call_data = (GLwDrawingAreaCallbackStruct *) call;
-
- switch(call_data->event->type) {
- case ButtonPress:
- switch (call_data->event->xbutton.button) {
- case Button1:
- animation();
- break;
- case Button2 :
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
- drawScene();
- break;
- case Button3 :
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_oneside);
- drawScene();
- break;
- }
- break;
- case KeyPress :
- XLookupString((XKeyEvent *)call_data->event,string,
- 30,&keysym,&composeStatus);
- switch(keysym) {
- case XK_Escape :
- exit(0);
- break;
- }
- break;
- default:
- break;
- }
- }
-
- void
- resizeCB(Widget w, XtPointer client_data, XtPointer call)
- {
- GLwDrawingAreaCallbackStruct *call_data;
- call_data = (GLwDrawingAreaCallbackStruct *) call;
-
-
- GLwDrawingAreaMakeCurrent(w, glxc);
- glViewport(0, 0, call_data->width, call_data->height);
- setMatrix();
- drawScene();
- }
-
- void
- exposeCB(Widget w, XtPointer client_data, XtPointer call)
- {
- GLwDrawingAreaCallbackStruct *call_data;
- call_data = (GLwDrawingAreaCallbackStruct *) call;
-
-
- GLwDrawingAreaMakeCurrent(w, glxc);
- glViewport(0, 0, call_data->width, call_data->height);
- drawScene();
- }
-
- void
- initCB(Widget w, XtPointer client_data, XtPointer call)
- {
- XVisualInfo *vi;
-
- XtSetArg(args[0], GLwNvisualInfo, &vi);
- XtGetValues(w, args, 1);
-
- glxc = glXCreateContext(XtDisplay(w), vi, 0, GL_TRUE);
-
- ax = 10.0;
- ay = -10.0;
- az = 0.0;
- }
-
- 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 };
-
- GLwDrawingAreaMakeCurrent(glw, glxc);
-
- 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);
- }
-
-