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material.c
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C/C++ Source or Header
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1999-06-25
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/*
* (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* Unpublished-- rights reserved under the copyright laws of the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 <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <GL/glaux.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 specular[] =
{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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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);
auxSolidSphere(1.0);
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)
{
auxInitDisplayMode(AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition(0, 0, 600, 450);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}