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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- * Unpublished-- rights reserved under the copyright laws of the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.
- *
- * 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 600
- #define HEIGHT 450
-
- /* Initialize z-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, 2.0, 0.0 };
- GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
- GLfloat local_view[] = { 0.0 };
-
- 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};
-
- 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);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glViewport(0, 0, WIDTH, HEIGHT);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (WIDTH<= (HEIGHT * 2))
- glOrtho (-6.0, 6.0, -3.0*((GLfloat)HEIGHT*2)/(GLfloat)WIDTH,
- 3.0*((GLfloat)HEIGHT*2)/(GLfloat)WIDTH, -10.0, 10.0);
- else
- glOrtho (-6.0*(GLfloat)WIDTH/((GLfloat)HEIGHT*2),
- 6.0*(GLfloat)WIDTH/((GLfloat)HEIGHT*2), -3.0, 3.0, -10.0, 10.0);
- glMatrixMode(GL_MODELVIEW);
-
-
- /* 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();
- }
-
- /* 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, "OpenGL 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-Mesa"];
- [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;
-
- }
-
-
-