/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * teaambient.c * This program renders three lighted, shaded teapots, with * different ambient values. */ #include "glos.h" #include #include #include void myinit(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); /* Initialize light source and lighting model. */ void myinit(void) { 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 }; /* light_position is NOT default value */ GLfloat light_position[] = { 1.0, 0.0, 0.0, 0.0 }; GLfloat global_ambient[] = { 0.75, 0.75, 0.75, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); glFrontFace (GL_CW); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void CALLBACK display(void) { GLfloat low_ambient[] = { 0.1, 0.1, 0.1, 1.0 }; GLfloat more_ambient[] = { 0.4, 0.4, 0.4, 1.0 }; GLfloat most_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* material has small ambient reflection */ glMaterialfv(GL_FRONT, GL_AMBIENT, low_ambient); glMaterialf(GL_FRONT, GL_SHININESS, 40.0); glPushMatrix (); glTranslatef (0.0, 2.0, 0.0); auxSolidTeapot(1.0); glPopMatrix (); /* material has moderate ambient reflection */ glMaterialfv(GL_FRONT, GL_AMBIENT, more_ambient); glPushMatrix (); glTranslatef (0.0, 0.0, 0.0); auxSolidTeapot(1.0); glPopMatrix (); /* material has large ambient reflection */ glMaterialfv(GL_FRONT, GL_AMBIENT, most_ambient); glPushMatrix (); glTranslatef (0.0, -2.0, 0.0); auxSolidTeapot(1.0); 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 (-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w, 4.0*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-4.0*(GLfloat)w/(GLfloat)h, 4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -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, 500); auxInitWindow ("Ambient Lighting"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }