www.pudn.com > openglbk.rar > teapots.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 * Unpublished-- rights reserved under the copyright laws of the 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. 
 */ 
 
/* 
 *  teapots.c 
 *  This program demonstrates lots of material properties. 
 *  A single light source illuminates the objects. 
 */ 
#include  
#include  
 
GLuint teapotList; 
 
/* 
 * Initialize depth 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, 3.0, 0.0}; 
 
   GLfloat lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0}; 
   GLfloat local_view[] = {0.0}; 
 
   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); 
 
   glFrontFace(GL_CW); 
   glEnable(GL_LIGHTING); 
   glEnable(GL_LIGHT0); 
   glEnable(GL_AUTO_NORMAL); 
   glEnable(GL_NORMALIZE); 
   glEnable(GL_DEPTH_TEST);  
/*  be efficient--make teapot display list  */ 
   teapotList = glGenLists(1); 
   glNewList (teapotList, GL_COMPILE); 
   glutSolidTeapot(1.0); 
   glEndList (); 
} 
 
/* 
 * Move object into position.  Use 3rd through 12th  
 * parameters to specify the material property.  Draw a teapot. 
 */ 
void renderTeapot(GLfloat x, GLfloat y, 
   GLfloat ambr, GLfloat ambg, GLfloat ambb, 
   GLfloat difr, GLfloat difg, GLfloat difb, 
   GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine) 
{ 
   GLfloat mat[4]; 
 
   glPushMatrix(); 
   glTranslatef(x, y, 0.0); 
   mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0; 
   glMaterialfv(GL_FRONT, GL_AMBIENT, mat); 
   mat[0] = difr; mat[1] = difg; mat[2] = difb; 
   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat); 
   mat[0] = specr; mat[1] = specg; mat[2] = specb; 
   glMaterialfv(GL_FRONT, GL_SPECULAR, mat); 
   glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0); 
   glCallList(teapotList); 
   glPopMatrix(); 
} 
 
/** 
 *  First column:  emerald, jade, obsidian, pearl, ruby, turquoise 
 *  2nd column:  brass, bronze, chrome, copper, gold, silver 
 *  3rd column:  black, cyan, green, red, white, yellow plastic 
 *  4th column:  black, cyan, green, red, white, yellow rubber 
 */ 
void display(void) 
{ 
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
   renderTeapot(2.0, 17.0, 0.0215, 0.1745, 0.0215, 
      0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6); 
   renderTeapot(2.0, 14.0, 0.135, 0.2225, 0.1575, 
      0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1); 
   renderTeapot(2.0, 11.0, 0.05375, 0.05, 0.06625, 
      0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3); 
   renderTeapot(2.0, 8.0, 0.25, 0.20725, 0.20725, 
      1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088); 
   renderTeapot(2.0, 5.0, 0.1745, 0.01175, 0.01175, 
      0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6); 
   renderTeapot(2.0, 2.0, 0.1, 0.18725, 0.1745, 
      0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1); 
   renderTeapot(6.0, 17.0, 0.329412, 0.223529, 0.027451, 
      0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843, 
      0.21794872); 
   renderTeapot(6.0, 14.0, 0.2125, 0.1275, 0.054, 
      0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2); 
   renderTeapot(6.0, 11.0, 0.25, 0.25, 0.25, 
      0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6); 
   renderTeapot(6.0, 8.0, 0.19125, 0.0735, 0.0225, 
      0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1); 
   renderTeapot(6.0, 5.0, 0.24725, 0.1995, 0.0745, 
      0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4); 
   renderTeapot(6.0, 2.0, 0.19225, 0.19225, 0.19225, 
      0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4); 
   renderTeapot(10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01, 
      0.50, 0.50, 0.50, .25); 
   renderTeapot(10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392, 
      0.50196078, 0.50196078, 0.50196078, .25); 
   renderTeapot(10.0, 11.0, 0.0, 0.0, 0.0, 
      0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25); 
   renderTeapot(10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 
      0.7, 0.6, 0.6, .25); 
   renderTeapot(10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55, 
      0.70, 0.70, 0.70, .25); 
   renderTeapot(10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 
      0.60, 0.60, 0.50, .25); 
   renderTeapot(14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01, 
      0.4, 0.4, 0.4, .078125); 
   renderTeapot(14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5, 
      0.04, 0.7, 0.7, .078125); 
   renderTeapot(14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4, 
      0.04, 0.7, 0.04, .078125); 
   renderTeapot(14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4, 
      0.7, 0.04, 0.04, .078125); 
   renderTeapot(14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 
      0.7, 0.7, 0.7, .078125); 
   renderTeapot(14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4, 
      0.7, 0.7, 0.04, .078125); 
   glFlush(); 
} 
 
void reshape(int w, int h) 
{ 
   glViewport(0, 0, (GLsizei) w, (GLsizei) h); 
   glMatrixMode(GL_PROJECTION); 
   glLoadIdentity(); 
   if (w <= h) 
      glOrtho(0.0, 16.0, 0.0, 16.0*(GLfloat)h/(GLfloat)w, 
              -10.0, 10.0); 
   else 
      glOrtho(0.0, 16.0*(GLfloat)w/(GLfloat)h, 0.0, 16.0, 
              -10.0, 10.0); 
   glMatrixMode(GL_MODELVIEW); 
} 
 
void keyboard(unsigned char key, int x, int y) 
{ 
   switch (key) { 
      case 27: 
         exit(0); 
         break; 
   } 
} 
 
/* 
 * Main Loop  
 */ 
int main(int argc, char **argv) 
{ 
   glutInit(&argc, argv); 
   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); 
   glutInitWindowSize(500, 600); 
   glutInitWindowPosition(50,50); 
   glutCreateWindow(argv[0]); 
   init(); 
   glutReshapeFunc(reshape); 
   glutDisplayFunc(display); 
   glutKeyboardFunc (keyboard); 
   glutMainLoop(); 
   return 0; 
}