/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * plane.c * This program demonstrates the use of local versus * infinite lighting on a flat plane. */ #include "glos.h" #include #include #include void myinit(void); void drawPlane(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); /* Initialize material property, light source, and lighting model. */ void myinit(void) { GLfloat mat_ambient[] = { 0.0, 0.0, 0.0, 1.0 }; /* mat_specular and mat_shininess are NOT default values */ GLfloat mat_diffuse[] = { 0.4, 0.4, 0.4, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 15.0 }; GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; 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, mat_shininess); glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void drawPlane(void) { glBegin (GL_QUADS); glNormal3f (0.0, 0.0, 1.0); glVertex3f (-1.0, -1.0, 0.0); glVertex3f (0.0, -1.0, 0.0); glVertex3f (0.0, 0.0, 0.0); glVertex3f (-1.0, 0.0, 0.0); glNormal3f (0.0, 0.0, 1.0); glVertex3f (0.0, -1.0, 0.0); glVertex3f (1.0, -1.0, 0.0); glVertex3f (1.0, 0.0, 0.0); glVertex3f (0.0, 0.0, 0.0); glNormal3f (0.0, 0.0, 1.0); glVertex3f (0.0, 0.0, 0.0); glVertex3f (1.0, 0.0, 0.0); glVertex3f (1.0, 1.0, 0.0); glVertex3f (0.0, 1.0, 0.0); glNormal3f (0.0, 0.0, 1.0); glVertex3f (0.0, 0.0, 0.0); glVertex3f (0.0, 1.0, 0.0); glVertex3f (-1.0, 1.0, 0.0); glVertex3f (-1.0, 0.0, 0.0); glEnd(); } void CALLBACK display (void) { GLfloat infinite_light[] = { 1.0, 1.0, 1.0, 0.0 }; GLfloat local_light[] = { 1.0, 1.0, 1.0, 1.0 }; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glTranslatef (-1.5, 0.0, 0.0); glLightfv (GL_LIGHT0, GL_POSITION, infinite_light); drawPlane (); glPopMatrix (); glPushMatrix (); glTranslatef (1.5, 0.0, 0.0); glLightfv (GL_LIGHT0, GL_POSITION, local_light); drawPlane (); glPopMatrix (); 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*(GLdouble)h/(GLdouble)w, 1.5*(GLdouble)h/(GLdouble)w, -10.0, 10.0); else glOrtho (-1.5*(GLdouble)w/(GLdouble)h, 1.5*(GLdouble)w/(GLdouble)h, -1.5, 1.5, -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) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16); auxInitPosition (0, 0, 500, 200); auxInitWindow ("Local vs Infinite Lighting"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }