# #/* 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ #/* # * 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. # */ require "opengl" require "glut" #/* Initialize z-buffer, projection matrix, light source, # * and lighting model. Do not specify a material property here. # */ def myinit ambient = [ 0.0, 0.0, 0.0, 1.0 ]; diffuse = [ 1.0, 1.0, 1.0, 1.0 ]; position = [ 0.0, 3.0, 2.0, 0.0 ]; lmodel_ambient = [ 0.4, 0.4, 0.4, 1.0 ]; local_view = [ 0.0 ]; GL::Enable(GL::DEPTH_TEST); GL::DepthFunc(GL::LESS); GL::Light(GL::LIGHT0, GL::AMBIENT, ambient); GL::Light(GL::LIGHT0, GL::DIFFUSE, diffuse); GL::Light(GL::LIGHT0, GL::POSITION, position); GL::LightModel(GL::LIGHT_MODEL_AMBIENT, lmodel_ambient); GL::LightModel(GL::LIGHT_MODEL_LOCAL_VIEWER, local_view); GL::Enable(GL::LIGHTING); GL::Enable(GL::LIGHT0); GL::ClearColor(0.0, 0.1, 0.1, 0.0); end #/* 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. # * # * GL::Translatef() is used to move spheres to their appropriate locations. # */ # display = proc { no_mat = [ 0.0, 0.0, 0.0, 1.0 ]; mat_ambient = [ 0.7, 0.7, 0.7, 1.0 ]; mat_ambient_color = [ 0.8, 0.8, 0.2, 1.0 ]; mat_diffuse = [ 0.1, 0.5, 0.8, 1.0 ]; mat_specular = [ 1.0, 1.0, 1.0, 1.0 ]; no_shininess = [ 0.0 ]; low_shininess = [ 5.0 ]; high_shininess = [ 100.0 ]; mat_emission = [0.3, 0.2, 0.2, 0.0]; GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); #/* draw sphere in first row, first column # * diffuse reflection only; no ambient or specular # */ GL::PushMatrix(); GL::Translate(-3.75, 3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, no_mat); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, no_mat); GL::Material(GL::FRONT, GL::SHININESS, no_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in first row, second column # * diffuse and specular reflection; low shininess; no ambient # */ GL::PushMatrix(); GL::Translate(-1.25, 3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, no_mat); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, low_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in first row, third column # * diffuse and specular reflection; high shininess; no ambient # */ GL::PushMatrix(); GL::Translate(1.25, 3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, no_mat); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, high_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in first row, fourth column # * diffuse reflection; emission; no ambient or specular reflection # */ GL::PushMatrix(); GL::Translate(3.75, 3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, no_mat); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, no_mat); GL::Material(GL::FRONT, GL::SHININESS, no_shininess); GL::Material(GL::FRONT, GL::EMISSION, mat_emission); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in second row, first column # * ambient and diffuse reflection; no specular # */ GL::PushMatrix(); GL::Translate(-3.75, 0.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, no_mat); GL::Material(GL::FRONT, GL::SHININESS, no_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in second row, second column # * ambient, diffuse and specular reflection; low shininess # */ GL::PushMatrix(); GL::Translate(-1.25, 0.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, low_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in second row, third column # * ambient, diffuse and specular reflection; high shininess # */ GL::PushMatrix(); GL::Translate(1.25, 0.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, high_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in second row, fourth column # * ambient and diffuse reflection; emission; no specular # */ GL::PushMatrix(); GL::Translate(3.75, 0.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, no_mat); GL::Material(GL::FRONT, GL::SHININESS, no_shininess); GL::Material(GL::FRONT, GL::EMISSION, mat_emission); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in third row, first column # * colored ambient and diffuse reflection; no specular # */ GL::PushMatrix(); GL::Translate(-3.75, -3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient_color); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, no_mat); GL::Material(GL::FRONT, GL::SHININESS, no_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in third row, second column # * colored ambient, diffuse and specular reflection; low shininess # */ GL::PushMatrix(); GL::Translate(-1.25, -3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient_color); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, low_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in third row, third column # * colored ambient, diffuse and specular reflection; high shininess # */ GL::PushMatrix(); GL::Translate(1.25, -3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient_color); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, high_shininess); GL::Material(GL::FRONT, GL::EMISSION, no_mat); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); #/* draw sphere in third row, fourth column # * colored ambient and diffuse reflection; emission; no specular # */ GL::PushMatrix(); GL::Translate(3.75, -3.0, 0.0); GL::Material(GL::FRONT, GL::AMBIENT, mat_ambient_color); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, no_mat); GL::Material(GL::FRONT, GL::SHININESS, no_shininess); GL::Material(GL::FRONT, GL::EMISSION, mat_emission); GLUT::SolidSphere(1.0, 16, 16); GL::PopMatrix(); GL::Flush(); } myReshape = proc {|w, h| GL::Viewport(0, 0, w, h); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); if (w <= (h * 2)) GL::Ortho(-6.0, 6.0, -3.0*(h.to_f*2)/w, 3.0*(h.to_f*2)/w, -10.0, 10.0); else GL::Ortho(-6.0*w.to_f/(h*2), 6.0*w.to_f/(h*2), -3.0, 3.0, -10.0, 10.0); end GL::MatrixMode(GL::MODELVIEW); } #/* Main Loop # * Open window with initial window size, title bar, # * RGBA display mode, and handle input events. # */ GLUT::Init(); GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT::InitWindowSize(600, 450); GLUT::CreateWindow(); myinit(); GLUT::ReshapeFunc(myReshape); GLUT::DisplayFunc(display); GLUT::MainLoop();