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+
+/* Copyright (c) Mark J. Kilgard, 1994. */
+
+/*
+ * (c) Copyright 1993, 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+ * Unpublished-- rights reserved under the copyright laws of the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(TM) is a 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 <stdlib.h>
+#include <GL/glut.h>
+
+/* Initialize z-buffer, projection matrix, light source,
+ * and lighting model. Do not specify a material property here.
+ */
+void myinit(void)
+{
+ GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat diffuse[] = { 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 };
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+
+ 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);
+
+ glClearColor(0.0, 0.1, 0.1, 0.0);
+}
+
+/* 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 myReshape(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);
+}
+
+/* Main Loop
+ * Open window with initial window size, title bar,
+ * RGBA display mode, and handle input events.
+ */
+int main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowSize (600, 450);
+ glutCreateWindow(argv[0]);
+ myinit();
+ glutReshapeFunc(myReshape);
+ glutDisplayFunc(display);
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}
+