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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+ * Unpublished-- rights reserved under the copyright laws of the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.
+ */
+/**
+ * teaambient.c
+ * This program renders three lighted, shaded teapots, with
+ * different ambient values.
+ */
+#include <stdlib.h>
+#include <GL/glut.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
+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);
+ glutSolidTeapot(1.0);
+ glPopMatrix();
+
+ /* material has moderate ambient reflection */
+ glMaterialfv(GL_FRONT, GL_AMBIENT, more_ambient);
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, 0.0);
+ glutSolidTeapot(1.0);
+ glPopMatrix();
+
+ /* material has large ambient reflection */
+ glMaterialfv(GL_FRONT, GL_AMBIENT, most_ambient);
+ glPushMatrix();
+ glTranslatef(0.0, -2.0, 0.0);
+ glutSolidTeapot(1.0);
+ glPopMatrix();
+ glFlush();
+}
+
+void
+myReshape(int w, int 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)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowSize(500, 500);
+ glutCreateWindow(argv[0]);
+ myinit();
+ glutReshapeFunc(myReshape);
+ glutDisplayFunc(display);
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}