(* 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *) (* plane.ml * This program demonstrates the use of local versus * infinite lighting on a flat plane. *) (* OCaml version by Florent Monnier *) open GL open Glu open Glut (* Initialize material property, light source, and lighting model. *) let myinit() = let mat_ambient = (0.0, 0.0, 0.0, 1.0) (* mat_specular and mat_shininess are NOT default values *) and mat_diffuse = (0.4, 0.4, 0.4, 1.0) and mat_specular = (1.0, 1.0, 1.0, 1.0) and mat_shininess = (15.0) and light_ambient = (0.0, 0.0, 0.0, 1.0) and light_diffuse = (1.0, 1.0, 1.0, 1.0) and light_specular = (1.0, 1.0, 1.0, 1.0) and lmodel_ambient = (0.2, 0.2, 0.2, 1.0) in glMaterial GL_FRONT (Material.GL_AMBIENT mat_ambient); glMaterial GL_FRONT (Material.GL_DIFFUSE mat_diffuse); glMaterial GL_FRONT (Material.GL_SPECULAR mat_specular); glMaterial GL_FRONT (Material.GL_SHININESS mat_shininess); glLight (GL_LIGHT 0) (Light.GL_AMBIENT light_ambient); glLight (GL_LIGHT 0) (Light.GL_DIFFUSE light_diffuse); glLight (GL_LIGHT 0) (Light.GL_SPECULAR light_specular); glLightModel (GL_LIGHT_MODEL_AMBIENT lmodel_ambient); glEnable GL_LIGHTING; glEnable GL_LIGHT0; glDepthFunc GL_LESS; glEnable GL_DEPTH_TEST; ;; let drawPlane() = glBegin GL_QUADS; glNormal3 ( 0.0) ( 0.0) (1.0); glVertex3 (-1.0) (-1.0) (0.0); glVertex3 ( 0.0) (-1.0) (0.0); glVertex3 ( 0.0) ( 0.0) (0.0); glVertex3 (-1.0) ( 0.0) (0.0); glNormal3 (0.0) ( 0.0) (1.0); glVertex3 (0.0) (-1.0) (0.0); glVertex3 (1.0) (-1.0) (0.0); glVertex3 (1.0) ( 0.0) (0.0); glVertex3 (0.0) ( 0.0) (0.0); glNormal3 (0.0) (0.0) (1.0); glVertex3 (0.0) (0.0) (0.0); glVertex3 (1.0) (0.0) (0.0); glVertex3 (1.0) (1.0) (0.0); glVertex3 (0.0) (1.0) (0.0); glNormal3 ( 0.0) (0.0) (1.0); glVertex3 ( 0.0) (0.0) (0.0); glVertex3 ( 0.0) (1.0) (0.0); glVertex3 (-1.0) (1.0) (0.0); glVertex3 (-1.0) (0.0) (0.0); glEnd(); ;; let display() = let infinite_light = (1.0, 1.0, 1.0, 0.0) and local_light = (1.0, 1.0, 1.0, 1.0) in glClear [GL_COLOR_BUFFER_BIT; GL_DEPTH_BUFFER_BIT]; glPushMatrix(); glTranslate (-1.5) (0.0) (0.0); glLight (GL_LIGHT 0) (Light.GL_POSITION infinite_light); drawPlane(); glPopMatrix(); glPushMatrix(); glTranslate 1.5 0.0 0.0; glLight (GL_LIGHT 0) (Light.GL_POSITION local_light); drawPlane(); glPopMatrix(); glFlush(); ;; let reshape ~width:w ~height:h = glViewport 0 0 w h; glMatrixMode GL_PROJECTION; glLoadIdentity(); if (w <= h) then glOrtho (-1.5) (1.5) (-1.5 *. (float h) /. (float w)) ( 1.5 *. (float h) /. (float w)) (-10.0) (10.0) else glOrtho (-1.5 *. (float w) /. (float h)) ( 1.5 *. (float w) /. (float h)) (-1.5) (1.5) (-10.0) (10.0); glMatrixMode GL_MODELVIEW; ;; let keyboard ~key ~x ~y = begin match key with | '\027' -> (* Escape *) exit 0; | _ -> () end; glutPostRedisplay(); ;; (* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. *) let () = ignore(glutInit Sys.argv); glutInitDisplayMode [GLUT_SINGLE; GLUT_RGB; GLUT_DEPTH]; glutInitWindowSize 500 200; ignore(glutCreateWindow Sys.argv.(0)); myinit(); glutReshapeFunc ~reshape; glutDisplayFunc ~display; glutKeyboardFunc ~keyboard; glutMainLoop(); ;;