# (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 # Unpublished-- rights reserved under the copyright laws of the # United States.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. #/ # # material.c # 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. #/ use opengl; package opengl; # Initialize z-buffer, projection matrix, light source, # and lighting model. Do not specify a material property here. # sub myinit { my $ambient = newfv4( 0.0, 0.0, 0.0, 1.0 ); my $diffuse = newfv4( 1.0, 1.0, 1.0, 1.0 ); my $specular = newfv4( 1.0, 1.0, 1.0, 1.0 ); my $position = newfv4( 0.0, 3.0, 2.0, 0.0 ); my $lmodel_ambient = newfv4( 0.4, 0.4, 0.4, 1.0 ); my $local_view = newfv4( 0.0,0,0,0 ); glEnable($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. # sub display { my $no_mat = newfv4( 0.0, 0.0, 0.0, 1.0 ); my $mat_ambient = newfv4( 0.7, 0.7, 0.7, 1.0 ); my $mat_ambient_color = newfv4( 0.8, 0.8, 0.2, 1.0 ); my $mat_diffuse = newfv4( 0.1, 0.5, 0.8, 1.0 ); my $mat_specular = newfv4( 1.0, 1.0, 1.0, 1.0 ); my $no_shininess = newfv4( 0.0,0,0,0 ); my $low_shininess = newfv4( 5.0,0,0,0 ); my $high_shininess = newfv4( 100.0,0,0,0 ); my $mat_emission = newfv4(0.3, 0.2, 0.2, 0.0); glClear($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in first row, second column # diffuse and specular reflection; low shininess; no ambient #/ glPushMatrix(); glTranslatef (-1.25, 3.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in first row, third column # diffuse and specular reflection; high shininess; no ambient #/ glPushMatrix(); glTranslatef (1.25, 3.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in first row, fourth column # diffuse reflection; emission; no ambient or specular reflection #/ glPushMatrix(); glTranslatef (3.75, 3.0, 0.0); glMaterialfv($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, $mat_emission); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in second row, first column # ambient and diffuse reflection; no specular #/ glPushMatrix(); glTranslatef (-3.75, 0.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in second row, second column # ambient, diffuse and specular reflection; low shininess #/ glPushMatrix(); glTranslatef (-1.25, 0.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in second row, third column # ambient, diffuse and specular reflection; high shininess #/ glPushMatrix(); glTranslatef (1.25, 0.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in second row, fourth column # ambient and diffuse reflection; emission; no specular #/ glPushMatrix(); glTranslatef (3.75, 0.0, 0.0); glMaterialfv($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, $mat_emission); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in third row, first column # colored ambient and diffuse reflection; no specular #/ glPushMatrix(); glTranslatef (-3.75, -3.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in third row, second column # colored ambient, diffuse and specular reflection; low shininess #/ glPushMatrix(); glTranslatef (-1.25, -3.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in third row, third column # colored ambient, diffuse and specular reflection; high shininess #/ glPushMatrix(); glTranslatef (1.25, -3.0, 0.0); glMaterialfv($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, $no_mat); auxSolidSphere(1.0); glPopMatrix(); # draw sphere in third row, fourth column # colored ambient and diffuse reflection; emission; no specular #/ glPushMatrix(); glTranslatef (3.75, -3.0, 0.0); glMaterialfv($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, $mat_emission); auxSolidSphere(1.0); glPopMatrix(); glFlush(); } sub myReshape { my ($w,$h) = @_; glViewport(0, 0, $w, $h); glMatrixMode($GL_PROJECTION); glLoadIdentity(); if ($w <= ($h * 2)) { glOrtho (-6.0, 6.0, -3.0*($h*2)/$w, 3.0*($h*2)/$w, -10.0, 10.0); } else { glOrtho (-6.0*$w/($h*2), 6.0*$w/($h*2), -3.0, 3.0, -10.0, 10.0); } glMatrixMode($GL_MODELVIEW); } auxInitDisplayMode ($AUX_SINGLE | $AUX_RGB | $AUX_DEPTH); auxInitPosition (0, 0, 600, 450); auxInitWindow ("materials"); myinit(); myReshape(600,450); display(); sleep(10);