/* teapots.c colors with lighting */ /* This program demonstrates lots of material properties. */ /* A single light source illuminates the objects. */ #include #include static GLuint teapotList; static GLfloat lightpx = 0.0; static GLfloat lightpy = 3.0; static int background = 0; static GLfloat position[] = {0.0, 3.0, 3.0, 0.0}; /* light moves */ /* Initialize depth buffer, projection matrix, */ /* light source, and lighting model. */ /* Do not specify a material property here. */ void init(void) { /* light source */ GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0}; /* no ambient */ GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0}; /* strong diffuse */ GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; /* strong specular */ 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); glClearColor(1.0, 1.0, 1.0, 1.0); /* be efficient--make teapot display list */ teapotList = glGenLists(1); glNewList (teapotList, GL_COMPILE); glutSolidTeapot(1.0); glEndList (); } /* end init */ static writeText(GLfloat x, GLfloat y, GLfloat z, GLfloat size, char * msg) { char * p; GLfloat wht[] = {1.0, 1.0, 1.0, 1.0}; GLfloat blk[] = {0.0, 0.0, 0.0, 0.0}; glPushMatrix(); glLoadIdentity (); if(background) { glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blk); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, blk); } else { glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, wht); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, wht); } glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glTranslatef(x, y, z); glScalef(size/1000.0, size/1000.0, 0.0); for(p=msg; *p; p++) glutStrokeCharacter(GLUT_STROKE_ROMAN, *p); glPopMatrix(); } /* end writeText, may need to reset glEnable's after call */ /* Move object into position. */ /* Use 3rd through 12th parameters to specify */ /* the material (lighting) property. */ /* three ambient, three diffuse, three specular */ /* 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) { GLfloat 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); glCallList(teapotList); glPopMatrix(); } /* end renderTeapot */ /* 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) { if(background) glClearColor(1.0, 1.0, 1.0, 1.0); else glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); position[0] = lightpx; position[1] = lightpy; glLightfv(GL_LIGHT0, GL_POSITION, position); renderTeapot(2.0, 17.0, 0.0215, 0.1745, 0.0215, /* emerald */ 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, /* jade */ 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, /* obsidian */ 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, /* pearl */ 1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088); renderTeapot(2.0, 5.0, 0.1745, 0.01175, 0.01175, /* ruby */ 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, /* turquoise */ 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, /* brass */ 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, /* bronze */ 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, /* chrome */ 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, /* copper */ 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, /* gold */ 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, /* silver */ 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4); /* plastic */ renderTeapot(10.0, 17.0, 0.0, 0.0, 0.0, /* black */ 0.01, 0.01, 0.01, 0.50, 0.50, 0.50, .25); renderTeapot(10.0, 14.0, 0.0, 0.1, 0.06, /* cyan */ 0.0, 0.509804, 0.509804, 0.501961, 0.501961, 0.501961, .25); renderTeapot(10.0, 11.0, 0.0, 0.0, 0.0, /* green */ 0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25); renderTeapot(10.0, 8.0, 0.0, 0.0, 0.0, /* red */ 0.5, 0.0, 0.0, 0.7, 0.6, 0.6, .25); renderTeapot(10.0, 5.0, 0.0, 0.0, 0.0, /* white */ 0.55, 0.55, 0.55, 0.70, 0.70, 0.70, .25); renderTeapot(10.0, 2.0, 0.0, 0.0, 0.0, /* yellow */ 0.5, 0.5, 0.0, 0.60, 0.60, 0.50, .25); /* rubber */ renderTeapot(14.0, 17.0, 0.02, 0.02, 0.02, /* black */ 0.01, 0.01, 0.01, 0.4, 0.4, 0.4, .078125); renderTeapot(14.0, 14.0, 0.0, 0.05, 0.05, /* cyan */ 0.4, 0.5, 0.5, 0.04, 0.7, 0.7, .078125); renderTeapot(14.0, 11.0, 0.0, 0.05, 0.0, /* green */ 0.4, 0.5, 0.4, 0.04, 0.7, 0.04, .078125); renderTeapot(14.0, 8.0, 0.05, 0.0, 0.0, /* red */ 0.5, 0.4, 0.4, 0.7, 0.04, 0.04, .078125); renderTeapot(14.0, 5.0, 0.05, 0.05, 0.05, /* white */ 0.5, 0.5, 0.5, 0.7, 0.7, 0.7, .078125); renderTeapot(14.0, 2.0, 0.05, 0.05, 0.0, /* yellow */ 0.5, 0.5, 0.4, 0.7, 0.7, 0.04, .078125); writeText(0.25, 0.5, 0.0, 4.5, "arrow keys move light source, 'W' or 'B' background"); writeText(1.5, 18.5, 0.0, 4.5, "see source code for numeric color values"); glFlush(); } /* end display */ void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) 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); } /* end reshape */ static void key(unsigned char k, int x, int y) { switch (k) { case 'W': /* also arrow key */ background = 1; break; case 'w': background = 1; break; case 'B': background = 0; break; case 'b': background = 0; break; case 27: /* escape key */ exit(0); break; default: return; } glutPostRedisplay(); } /* end key function */ static void special(int k, int x, int y) { switch (k) { case GLUT_KEY_UP: /* up arrow */ lightpy += 1.0; break; case GLUT_KEY_DOWN: lightpy -= 1.0; break; case GLUT_KEY_LEFT: /* left arrow */ lightpx -= 1.0; break; case GLUT_KEY_RIGHT: lightpx += 1.0; break; default: return; } glutPostRedisplay(); } /* end special arrow function */ int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 600); glutInitWindowPosition(50,50); glutCreateWindow(argv[0]); init(); glutReshapeFunc(reshape); glutDisplayFunc(display); glutKeyboardFunc(key); glutSpecialFunc(special); glutMainLoop(); return 0; }