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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+ * Unpublished-- rights reserved under the copyright laws of the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.
+ */
+/*
+ * plane.c
+ * This program demonstrates the use of local versus
+ * infinite lighting on a flat plane.
+ */
+#include <stdlib.h>
+#include <GL/glut.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 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 myReshape(int w, int 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)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowSize (500, 200);
+ glutCreateWindow (argv[0]);
+ myinit();
+ glutReshapeFunc (myReshape);
+ glutDisplayFunc(display);
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}