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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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
- /*
- * teapots.c
- * This program demonstrates lots of material properties.
- * A single light source illuminates the objects.
- *
- * NEXTSTEP output provided by Pascal Thibaudeau
- * pthibaud@frbdx11.cribx1.u-bordeaux.fr
- */
- #import <dpsclient/wraps.h>
- #import <appkit/Application.h>
- #import <appkit/Window.h>
- #import <appkit/Menu.h>
- #import <appkit/View.h>
- #import <appkit/color.h>
- #import <appkit/NXBitmapImageRep.h>
-
- #include <GL/gl.h>
- #include <GL/glu.h>
- #include <stdlib.h>
- #include "GL/osmesa.h"
-
- #define WIDTH 400
- #define HEIGHT 400
-
- /* Move object into position. Use 3rd through 12th parameters
- * to specify the material property. Draw a teapot.
- */
- void renderTeapot (GLfloat x, GLfloat y,
- GLfloat ambr, GLfloat ambg, GLfloat ambb,
- GLfloat difr, GLfloat difg, GLfloat difb,
- GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
- {
- float mat[4];
-
- glPushMatrix();
- glTranslatef (x, y, 0.0);
- mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;
- glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
- mat[0] = difr; mat[1] = difg; mat[2] = difb;
- glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
- mat[0] = specr; mat[1] = specg; mat[2] = specb;
- glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
- glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
- auxSolidTeapot(1.0);
- glPopMatrix();
- }
-
-
- /* Initialize depth buffer, projection matrix, light source,
- * and lighting model. Do not specify a material property here.
- */
- static void render_image(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, 3.0, 0.0 };
-
- GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
- GLfloat local_view[] = { 0.0 };
-
- 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);
-
- glFrontFace (GL_CW);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_AUTO_NORMAL);
- glEnable(GL_NORMALIZE);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho (0.0, 16.0, 0.0, 16.0*(GLfloat)HEIGHT/(GLfloat)WIDTH,
- -10.0, 10.0);
- glMatrixMode(GL_MODELVIEW);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- renderTeapot (2.0, 17.0, 0.0215, 0.1745, 0.0215,
- 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
- renderTeapot (2.0, 14.0, 0.135, 0.2225, 0.1575,
- 0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1);
- renderTeapot (2.0, 11.0, 0.05375, 0.05, 0.06625,
- 0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);
- renderTeapot (2.0, 8.0, 0.25, 0.20725, 0.20725,
- 1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);
- renderTeapot (2.0, 5.0, 0.1745, 0.01175, 0.01175,
- 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
- renderTeapot (2.0, 2.0, 0.1, 0.18725, 0.1745,
- 0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1);
- renderTeapot (6.0, 17.0, 0.329412, 0.223529, 0.027451,
- 0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843,
- 0.21794872);
- renderTeapot (6.0, 14.0, 0.2125, 0.1275, 0.054,
- 0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2);
- renderTeapot (6.0, 11.0, 0.25, 0.25, 0.25,
- 0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);
- renderTeapot (6.0, 8.0, 0.19125, 0.0735, 0.0225,
- 0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);
- renderTeapot (6.0, 5.0, 0.24725, 0.1995, 0.0745,
- 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
- renderTeapot (6.0, 2.0, 0.19225, 0.19225, 0.19225,
- 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
- renderTeapot (10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01,
- 0.50, 0.50, 0.50, .25);
- renderTeapot (10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392,
- 0.50196078, 0.50196078, 0.50196078, .25);
- renderTeapot (10.0, 11.0, 0.0, 0.0, 0.0,
- 0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);
- renderTeapot (10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
- 0.7, 0.6, 0.6, .25);
- renderTeapot (10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,
- 0.70, 0.70, 0.70, .25);
- renderTeapot (10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0,
- 0.60, 0.60, 0.50, .25);
- renderTeapot (14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01,
- 0.4, 0.4, 0.4, .078125);
- renderTeapot (14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5,
- 0.04, 0.7, 0.7, .078125);
- renderTeapot (14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
- 0.04, 0.7, 0.04, .078125);
- renderTeapot (14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
- 0.7, 0.04, 0.04, .078125);
- renderTeapot (14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
- 0.7, 0.7, 0.7, .078125);
- renderTeapot (14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4,
- 0.7, 0.7, 0.04, .078125);
- glFlush();
-
- }
-
- /* Main Loop
- * Open window with initial window size, title bar,
- * RGBA display mode, and handle input events.
- */
- int main(int argc, char** argv)
- {
- OSMesaContext ctx;
- void *buffer;
- id myWindow, myView, myMenu, image;
- char name[50];
- NXRect GR;
- NXPoint position;
- NXApp=[Application new];
-
- /* Create an RGBA-mode context */
- ctx = OSMesaCreateContext( GL_RGBA, NULL );
-
- /* Allocate the image buffer */
- buffer = malloc( WIDTH * HEIGHT * 4 );
-
- /* Bind the buffer to the context and make it current */
- OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, WIDTH, HEIGHT );
-
- image = [ [ NXBitmapImageRep alloc]
- initData: buffer
- pixelsWide: WIDTH
- pixelsHigh: HEIGHT
- bitsPerSample: 8
- samplesPerPixel: 4
- hasAlpha: YES
- isPlanar: NO
- colorSpace: 2
- bytesPerRow: WIDTH*4
- bitsPerPixel: 32];
-
- NXSetRect(&GR,100,100,WIDTH,HEIGHT);
-
- myWindow = [ [ Window alloc]
- initContent: &GR
- style: NX_TITLEDSTYLE
- backing: NX_BUFFERED
- buttonMask: NX_MINIATURIZEBUTTONMASK
- defer: NO];
-
- sprintf(name, "Graphic Rectangle %d", getpid());
-
- myView = [ [ View alloc] initFrame:&GR];
- [myView setOpaque: NO];
- [myView setDrawOrigin: -WIDTH: -HEIGHT];
- [myView rotate: 180.0];
-
- myMenu = [ [ Menu alloc] initTitle: "NeXT-OpenGL"];
- [myMenu addItem: "Quit" action: @selector(terminate:) keyEquivalent: 'q'];
- [myMenu sizeToFit];
-
- [myWindow setTitle: name];
- [myWindow display];
- [myWindow setContentView: myView];
- [myWindow makeKeyAndOrderFront: nil];
-
- [NXApp setMainMenu: myMenu];
-
- [myView lockFocus];
-
- /* here is the Mesa call */
- render_image();
-
- [image draw];
- [image free];
-
- [myWindow flushWindow];
- [myView unlockFocus];
-
- /* free the image buffer */
- free( buffer );
-
- /* destroy the context */
- OSMesaDestroyContext( ctx );
-
- [NXApp run];
- [NXApp free];
-
- return 0;
-
- }
-
-