olight.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, 1994, 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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
- /*----------------------------------------------------------------------------
- *
- * olight.c : openGL (motif) example showing how to do hardware lighting
- * including two_sided lighting.
- *
- * Author : Yusuf Attarwala
- * SGI - Applications
- * Date : Mar 93
- *
- * press left button for animation
- * middle button for two sided lighting (default)
- * right button for single sided lighting
- *
- *
- *---------------------------------------------------------------------------*/
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <GL/glut.h>
- /* function declarations */
- void
- drawScene(void), setMatrix(void), initLightAndMaterial(void),
- animation(void), resize(int w, int h), menu(int choice), keyboard(unsigned char c, int x, int y);
- /* global variables */
- float ax, ay, az; /* angles for animation */
- GLUquadricObj *quadObj; /* used in drawscene */
- static float lmodel_twoside[] =
- {GL_TRUE};
- static float lmodel_oneside[] =
- {GL_FALSE};
- int
- main(int argc, char **argv)
- {
- glutInit(&argc, argv);
- quadObj = gluNewQuadric(); /* this will be used in drawScene
- */
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow("Two-sided lighting");
- ax = 10.0;
- ay = -10.0;
- az = 0.0;
- initLightAndMaterial();
- glutDisplayFunc(drawScene);
- glutReshapeFunc(resize);
- glutCreateMenu(menu);
- glutAddMenuEntry("Motion", 3);
- glutAddMenuEntry("Two-sided lighting", 1);
- glutAddMenuEntry("One-sided lighting", 2);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- glutKeyboardFunc(keyboard);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }
- void
- drawScene(void)
- {
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glPushMatrix();
- gluQuadricDrawStyle(quadObj, GLU_FILL);
- glColor3f(1.0, 1.0, 0.0);
- glRotatef(ax, 1.0, 0.0, 0.0);
- glRotatef(-ay, 0.0, 1.0, 0.0);
- gluCylinder(quadObj, 2.0, 5.0, 10.0, 20, 8); /* draw a cone */
- glPopMatrix();
- glutSwapBuffers();
- }
- void
- setMatrix(void)
- {
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-15.0, 15.0, -15.0, 15.0, -10.0, 10.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- }
- int count = 0;
- void
- animation(void)
- {
- ax += 5.0;
- ay -= 2.0;
- az += 5.0;
- if (ax >= 360)
- ax = 0.0;
- if (ay <= -360)
- ay = 0.0;
- if (az >= 360)
- az = 0.0;
- drawScene();
- count++;
- if (count >= 60)
- glutIdleFunc(NULL);
- }
- /* ARGSUSED1 */
- void
- keyboard(unsigned char c, int x, int y)
- {
- switch (c) {
- case 27:
- exit(0);
- break;
- default:
- break;
- }
- }
- void
- menu(int choice)
- {
- switch (choice) {
- case 3:
- count = 0;
- glutIdleFunc(animation);
- break;
- case 2:
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_oneside);
- glutSetWindowTitle("One-sided lighting");
- glutPostRedisplay();
- break;
- case 1:
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
- glutSetWindowTitle("Two-sided lighting");
- glutPostRedisplay();
- break;
- }
- }
- void
- resize(int w, int h)
- {
- glViewport(0, 0, w, h);
- setMatrix();
- }
- void
- initLightAndMaterial(void)
- {
- static float ambient[] =
- {0.1, 0.1, 0.1, 1.0};
- static float diffuse[] =
- {0.5, 1.0, 1.0, 1.0};
- static float position[] =
- {90.0, 90.0, 150.0, 0.0};
- static float front_mat_shininess[] =
- {60.0};
- static float front_mat_specular[] =
- {0.2, 0.2, 0.2, 1.0};
- static float front_mat_diffuse[] =
- {0.5, 0.5, 0.28, 1.0};
- static float back_mat_shininess[] =
- {60.0};
- static float back_mat_specular[] =
- {0.5, 0.5, 0.2, 1.0};
- static float back_mat_diffuse[] =
- {1.0, 0.9, 0.2, 1.0};
- static float lmodel_ambient[] =
- {1.0, 1.0, 1.0, 1.0};
- setMatrix();
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
- glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
- glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
- glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
- glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
- glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glShadeModel(GL_SMOOTH);
- }