# (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# Unpublished-- rights reserved under the copyright laws of the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);
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