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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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
- /*
- * movelight.c
- * This program demonstrates when to issue lighting and
- * transformation commands to render a model with a light
- * which is moved by a modeling transformation (rotate or
- * translate). The light position is reset after the modeling
- * transformation is called. The eye position does not change.
- *
- * A sphere is drawn using a grey material characteristic.
- * A single light source illuminates the object.
- *
- * Interaction: pressing the left or middle mouse button
- * alters the modeling transformation (x rotation) by 30 degrees.
- * The scene is then redrawn with the light in a new position.
- */
- #include <GL/gl.h>
- #include <GL/glu.h>
- #include <stdlib.h>
- #include "glaux.h"
-
- static int spin = 0;
-
- void movelight (AUX_EVENTREC *event)
- {
- spin = (spin + 30) % 360;
- }
-
- void myinit (void)
- {
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glDepthFunc(GL_LESS);
- glEnable(GL_DEPTH_TEST);
- }
-
- /* Here is where the light position is reset after the modeling
- * transformation (glRotated) is called. This places the
- * light at a new position in world coordinates. The cube
- * represents the position of the light.
- */
- void display(void)
- {
- GLfloat position[] = { 0.0, 0.0, 1.5, 1.0 };
-
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glPushMatrix ();
- glTranslatef (0.0, 0.0, -5.0);
-
- glPushMatrix ();
- glRotated ((GLdouble) spin, 1.0, 0.0, 0.0);
- glRotated (0.0, 1.0, 0.0, 0.0);
- glLightfv (GL_LIGHT0, GL_POSITION, position);
-
- glTranslated (0.0, 0.0, 1.5);
- glDisable (GL_LIGHTING);
- glColor3f (0.0, 1.0, 1.0);
- auxWireCube (0.1);
- glEnable (GL_LIGHTING);
- glPopMatrix ();
-
- auxSolidTorus (0.275, 0.85);
- glPopMatrix ();
- glFlush ();
- }
-
- void myReshape(int w, int h)
- {
- glViewport(0, 0, w, h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
- 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, 500, 500);
- if (!auxInitWindow (argv[0]))
- auxQuit();
- myinit();
- auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, movelight);
- auxReshapeFunc (myReshape);
- auxMainLoop(display);
- return 0;
- }
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