material.c
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上传日期:2007-05-28
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- /* Copyright (c) Mark J. Kilgard, 1994. */
- /*
- * (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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
- #include <stdlib.h>
- #include <GL/glut.h>
- /* Initialize z-buffer, projection matrix, light source,
- * and lighting model. Do not specify a material property here.
- */
- void myinit(void)
- {
- GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat diffuse[] = { 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 };
- 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);
- }
- /* Draw twelve spheres in 3 rows with 4 columns.
- * The spheres in the first row have materials with no ambient reflection.
- * The second row has materials with significant ambient reflection.
- * The third row has materials with colored ambient reflection.
- *
- * The first column has materials with blue, diffuse reflection only.
- * The second column has blue diffuse reflection, as well as specular
- * reflection with a low shininess exponent.
- * The third column has blue diffuse reflection, as well as specular
- * reflection with a high shininess exponent (a more concentrated highlight).
- * The fourth column has materials which also include an emissive component.
- *
- * glTranslatef() is used to move spheres to their appropriate locations.
- */
- void display(void)
- {
- 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};
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- /* 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- glFlush();
- }
- void myReshape(int w, int h)
- {
- glViewport(0, 0, w, h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (w <= (h * 2))
- glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w,
- 3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);
- else
- glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2),
- 6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -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)
- {
- glutInit(&argc, argv);
- glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowSize (600, 450);
- glutCreateWindow(argv[0]);
- myinit();
- glutReshapeFunc(myReshape);
- glutDisplayFunc(display);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }