OpenGLUT 0.6.3 development - OpenGLUT: material.c File Reference
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# material.c File Reference

## Detailed Description

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.

    /* 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     * Unpublished-- rights reserved under the copyright laws of the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.
     */

    #include <GL/openglut.h>
    #include <stdlib.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);
    }

    static void
    key(unsigned char k, int x, int y)
    {
      switch (k) {
      case 27:  /* Escape */
        exit(0);
        break;
      default:
        return;
      }
      glutPostRedisplay();
    }

    /*  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);
        glutKeyboardFunc(key);
        glutMainLoop();
        return 0;             /* ANSI C requires main to return int. */
    }

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