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+/*
+ * (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+ * Unpublished-- rights reserved under the copyright laws of the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.
+ */
+/*
+ * teapots.c
+ * This program demonstrates lots of material properties.
+ * A single light source illuminates the objects.
+ */
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include <stdlib.h>
+#include "glaux.h"
+
+/* Initialize depth 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 specular[] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
+
+ GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
+ GLfloat local_view[] = { 0.0 };
+
+ 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);
+
+ glFrontFace (GL_CW);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_AUTO_NORMAL);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+}
+
+/* Move object into position. Use 3rd through 12th parameters
+ * to specify the material property. Draw a teapot.
+ */
+void renderTeapot (GLfloat x, GLfloat y,
+ GLfloat ambr, GLfloat ambg, GLfloat ambb,
+ GLfloat difr, GLfloat difg, GLfloat difb,
+ GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
+{
+ float mat[4];
+
+ glPushMatrix();
+ glTranslatef (x, y, 0.0);
+ mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;
+ glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
+ mat[0] = difr; mat[1] = difg; mat[2] = difb;
+ glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
+ mat[0] = specr; mat[1] = specg; mat[2] = specb;
+ glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
+ glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
+ auxSolidTeapot(1.0);
+ glPopMatrix();
+}
+
+/* First column: emerald, jade, obsidian, pearl, ruby, turquoise
+ * 2nd column: brass, bronze, chrome, copper, gold, silver
+ * 3rd column: black, cyan, green, red, white, yellow plastic
+ * 4th column: black, cyan, green, red, white, yellow rubber
+ */
+void display(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ renderTeapot (2.0, 17.0, 0.0215, 0.1745, 0.0215,
+ 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
+ renderTeapot (2.0, 14.0, 0.135, 0.2225, 0.1575,
+ 0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1);
+ renderTeapot (2.0, 11.0, 0.05375, 0.05, 0.06625,
+ 0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);
+ renderTeapot (2.0, 8.0, 0.25, 0.20725, 0.20725,
+ 1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);
+ renderTeapot (2.0, 5.0, 0.1745, 0.01175, 0.01175,
+ 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
+ renderTeapot (2.0, 2.0, 0.1, 0.18725, 0.1745,
+ 0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1);
+ renderTeapot (6.0, 17.0, 0.329412, 0.223529, 0.027451,
+ 0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843,
+ 0.21794872);
+ renderTeapot (6.0, 14.0, 0.2125, 0.1275, 0.054,
+ 0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2);
+ renderTeapot (6.0, 11.0, 0.25, 0.25, 0.25,
+ 0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);
+ renderTeapot (6.0, 8.0, 0.19125, 0.0735, 0.0225,
+ 0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);
+ renderTeapot (6.0, 5.0, 0.24725, 0.1995, 0.0745,
+ 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
+ renderTeapot (6.0, 2.0, 0.19225, 0.19225, 0.19225,
+ 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
+ renderTeapot (10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01,
+ 0.50, 0.50, 0.50, .25);
+ renderTeapot (10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392,
+ 0.50196078, 0.50196078, 0.50196078, .25);
+ renderTeapot (10.0, 11.0, 0.0, 0.0, 0.0,
+ 0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);
+ renderTeapot (10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
+ 0.7, 0.6, 0.6, .25);
+ renderTeapot (10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,
+ 0.70, 0.70, 0.70, .25);
+ renderTeapot (10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0,
+ 0.60, 0.60, 0.50, .25);
+ renderTeapot (14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01,
+ 0.4, 0.4, 0.4, .078125);
+ renderTeapot (14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5,
+ 0.04, 0.7, 0.7, .078125);
+ renderTeapot (14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
+ 0.04, 0.7, 0.04, .078125);
+ renderTeapot (14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
+ 0.7, 0.04, 0.04, .078125);
+ renderTeapot (14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
+ 0.7, 0.7, 0.7, .078125);
+ renderTeapot (14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4,
+ 0.7, 0.7, 0.04, .078125);
+ glFlush();
+}
+
+void myReshape(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (w <= h)
+ glOrtho (0.0, 16.0, 0.0, 16.0*(GLfloat)h/(GLfloat)w,
+ -10.0, 10.0);
+ else
+ glOrtho (0.0, 16.0*(GLfloat)w/(GLfloat)h, 0.0, 16.0,
+ -10.0, 10.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+int gl_width=500;
+int gl_height=600;
+
+void render_image(void)
+{
+ myinit();
+ myReshape(gl_width,gl_height);
+ display();
+}