#!./python
# (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# Unpublished-- rights reserved under the copyright laws of the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.
#/
#
# scene.c
# This program demonstrates the use of the GL lighting model.
# Objects are drawn using a grey material characteristic.
# A single light source illuminates the objects.
#
from opengl import *
import time
def myinit ():
light_ambient = newfv4( 0.0, 0.0, 0.0, 1.0 );
light_diffuse = newfv4( 1.0, 1.0, 1.0, 1.0 );
light_specular = newfv4( 1.0, 1.0, 1.0, 1.0 );
light_position = newfv4( 1.0, 1.0, 1.0, 0.0 );
glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv (GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv (GL_LIGHT0, GL_POSITION, light_position);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
def display ():
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glRotatef (20.0, 1.0, 0.0, 0.0);
glPushMatrix ();
glTranslatef (-0.75, 0.5, 0.0);
glRotatef (90.0, 1.0, 0.0, 0.0);
auxSolidTorus (0.275, 0.85);
glPopMatrix ();
glPushMatrix ();
glTranslatef (-0.75, -0.5, 0.0);
glRotatef (270.0, 1.0, 0.0, 0.0);
auxSolidCone (1.0, 2.0);
glPopMatrix ();
glPushMatrix ();
glTranslatef (0.75, 0.0, -1.0);
auxSolidSphere (1.0);
glPopMatrix ();
glPopMatrix ();
glFlush ();
def myReshape(w, h):
glViewport (0, 0, w, h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if (w <= h) :
glOrtho (-2.5, 2.5, -2.5*h/w,2.5*h/w, -10.0, 10.0);
else :
glOrtho (-2.5*w/h, 2.5*w/h, -2.5, 2.5, -10.0, 10.0);
glMatrixMode (GL_MODELVIEW);
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("scene");
myinit ();
myReshape(500,500);
display();
time.sleep(15)
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