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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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tea.c
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C/C++ Source or Header
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1999-06-25
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164 lines
/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* tea.c
* This program demonstrates two-sided lighting and compares
* it with one-sided lighting. Three teapots are drawn, with
* a clipping plane to expose the interior of the objects.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <GL/glaux.h>
/*
* Initialize light source.
*/
void myinit(void)
{
GLfloat light_ambient[] =
{0.0, 0.0, 0.0, 1.0};
GLfloat light_diffuse[] =
{1.0, 1.0, 1.0, 1.0};
GLfloat light_specular[] =
{1.0, 1.0, 1.0, 1.0};
/*
* light_position is NOT default value
*/
GLfloat light_position[] =
{1.0, 1.0, 1.0, 0.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLdouble eqn[4] =
{1.0, 0.0, -1.0, 1.0};
GLfloat two_side_on[] =
{GL_TRUE};
GLfloat two_side_off[] =
{GL_FALSE};
GLfloat mat_diffuse[] =
{0.8, 0.8, 0.8, 1.0};
GLfloat back_diffuse[] =
{0.8, 0.2, 0.8, 1.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glClipPlane(GL_CLIP_PLANE0, eqn); /*
* slice objects
*/
glEnable(GL_CLIP_PLANE0);
glPushMatrix();
glTranslatef(0.0, 2.0, 0.0);
auxSolidTeapot(1.0); /*
* one-sided lighting
*/
glPopMatrix();
/*
* two-sided lighting, but same material
*/
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glPushMatrix();
glTranslatef(0.0, 0.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix();
/*
* two-sided lighting, two different materials
*/
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_diffuse);
glPushMatrix();
glTranslatef(0.0, -2.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix();
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glDisable(GL_CLIP_PLANE0);
glPopMatrix();
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-4.0, 4.0, -4.0 * (GLfloat) h / (GLfloat) w,
4.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
else
glOrtho(-4.0 * (GLfloat) w / (GLfloat) h,
4.0 * (GLfloat) w / (GLfloat) h, -4.0, 4.0, -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, 500, 500);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}