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Amiga Magazin: Amiga-CD 2000 April & May
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AMIGA_2000_04.iso
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patches
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mesa3.1
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book.aux
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colormat.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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* colormat.c
* After initialization, the program will be in
* ColorMaterial mode. Pressing the mouse buttons
* will change the color of the diffuse reflection.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <GL/glaux.h>
GLfloat diffuseMaterial[4] =
{0.5, 0.5, 0.5, 1.0};
/*
* Initialize values for material property, light source,
* * lighting model, and depth buffer.
*/
void myinit(void)
{
GLfloat mat_specular[] =
{1.0, 1.0, 1.0, 1.0};
GLfloat light_position[] =
{1.0, 1.0, 1.0, 0.0};
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMaterial);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 25.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
void changeRedDiffuse(AUX_EVENTREC * event)
{
diffuseMaterial[0] += 0.1;
if (diffuseMaterial[0] > 1.0)
diffuseMaterial[0] = 0.0;
glColor4fv(diffuseMaterial);
}
void changeGreenDiffuse(AUX_EVENTREC * event)
{
diffuseMaterial[1] += 0.1;
if (diffuseMaterial[1] > 1.0)
diffuseMaterial[1] = 0.0;
glColor4fv(diffuseMaterial);
}
void changeBlueDiffuse(AUX_EVENTREC * event)
{
diffuseMaterial[2] += 0.1;
if (diffuseMaterial[2] > 1.0)
diffuseMaterial[2] = 0.0;
glColor4fv(diffuseMaterial);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auxSolidSphere(1.0);
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-1.5, 1.5, -1.5 * (GLfloat) h / (GLfloat) w,
1.5 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
else
glOrtho(-1.5 * (GLfloat) w / (GLfloat) h,
1.5 * (GLfloat) w / (GLfloat) h, -1.5, 1.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
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, changeRedDiffuse);
auxMouseFunc(AUX_MIDDLEBUTTON, AUX_MOUSEDOWN, changeGreenDiffuse);
auxMouseFunc(AUX_RIGHTBUTTON, AUX_MOUSEDOWN, changeBlueDiffuse);
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}