/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * maplight.c * This program demonstrates the use of the GL lighting model. * A sphere is drawn using a magenta diffuse reflective and * white specular material property. * A single light source illuminates the object. This program * illustrates lighting in color map mode. */ #include "glos.h" #include #include #include void myinit(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); /* Initialize material property, light source, and lighting model. */ void myinit(void) { GLint i; GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; GLfloat mat_colormap[] = { 16.0, 48.0, 79.0 }; GLfloat mat_shininess[] = { 10.0 }; glMaterialfv(GL_FRONT, GL_COLOR_INDEXES, mat_colormap); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); for (i = 0; i < 32; i++) { auxSetOneColor (16 + i, 1.0 * (i/32.0), 0.0, 1.0 * (i/32.0)); auxSetOneColor (48 + i, 1.0, 1.0 * (i/32.0), 1.0); } glClearIndex(0); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); auxSolidSphere(1.0); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-1.5*(GLfloat)w/(GLfloat)h, 1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* Main Loop * Open window with initial window size, title bar, color * index display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_INDEX | AUX_DEPTH16); auxInitPosition (0, 0, 500, 500); auxInitWindow ("Lighting in Color Map Mode"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }