www.pudn.com > openglbk.rar > material.c


/* 
 * Copyright (c) 1993-1999, 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 * Unpublished-- rights reserved under the copyright laws of the 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(R) is a registered 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  
#include  
 
/*  Initialize z-buffer, projection matrix, light source,  
 *  and lighting model.  Do not specify a material property here. 
 */ 
void init(void) 
{ 
   GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 }; 
   GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; 
   GLfloat specular[] = { 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 }; 
 
   glClearColor(0.0, 0.1, 0.1, 0.0); 
   glEnable(GL_DEPTH_TEST); 
   glShadeModel(GL_SMOOTH); 
 
   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); 
} 
 
/*  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 reshape(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); 
   glLoadIdentity(); 
} 
 
void keyboard(unsigned char key, int x, int y) 
{ 
   switch (key) { 
      case 27: 
         exit(0); 
         break; 
   } 
} 
 
int main(int argc, char** argv) 
{ 
   glutInit(&argc, argv); 
   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); 
   glutInitWindowSize (600, 450); 
   glutCreateWindow(argv[0]); 
   init(); 
   glutReshapeFunc(reshape); 
   glutDisplayFunc(display); 
   glutKeyboardFunc (keyboard); 
   glutMainLoop(); 
   return 0;  
}