# #/* 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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.c # * This program demonstrates the use of local versus # * infinite lighting on a flat plane. # */ require "opengl" require "glut" require "mathn" # /* Initialize material property, light source, and lighting model. # */ def myinit mat_ambient = [ 0.0, 0.0, 0.0, 1.0 ]; #/* mat_specular and mat_shininess are NOT default values */ mat_diffuse = [ 0.4, 0.4, 0.4, 1.0 ]; mat_specular = [ 1.0, 1.0, 1.0, 1.0 ]; mat_shininess = [ 15.0 ]; light_ambient = [ 0.0, 0.0, 0.0, 1.0 ]; light_diffuse = [ 1.0, 1.0, 1.0, 1.0 ]; light_specular = [ 1.0, 1.0, 1.0, 1.0 ]; lmodel_ambient = [ 0.2, 0.2, 0.2, 1.0 ]; 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, *mat_shininess); GL.Light(GL::LIGHT0, GL::AMBIENT, light_ambient); GL.Light(GL::LIGHT0, GL::DIFFUSE, light_diffuse); GL.Light(GL::LIGHT0, GL::SPECULAR, light_specular); GL.LightModel(GL::LIGHT_MODEL_AMBIENT, lmodel_ambient); GL.Enable(GL::LIGHTING); GL.Enable(GL::LIGHT0); GL.DepthFunc(GL::LESS); GL.Enable(GL::DEPTH_TEST); end def drawPlane GL.Begin(GL::QUADS); GL.Normal(0.0, 0.0, 1.0); GL.Vertex(-1.0, -1.0, 0.0); GL.Vertex(0.0, -1.0, 0.0); GL.Vertex(0.0, 0.0, 0.0); GL.Vertex(-1.0, 0.0, 0.0); GL.Normal(0.0, 0.0, 1.0); GL.Vertex(0.0, -1.0, 0.0); GL.Vertex(1.0, -1.0, 0.0); GL.Vertex(1.0, 0.0, 0.0); GL.Vertex(0.0, 0.0, 0.0); GL.Normal(0.0, 0.0, 1.0); GL.Vertex(0.0, 0.0, 0.0); GL.Vertex(1.0, 0.0, 0.0); GL.Vertex(1.0, 1.0, 0.0); GL.Vertex(0.0, 1.0, 0.0); GL.Normal(0.0, 0.0, 1.0); GL.Vertex(0.0, 0.0, 0.0); GL.Vertex(0.0, 1.0, 0.0); GL.Vertex(-1.0, 1.0, 0.0); GL.Vertex(-1.0, 0.0, 0.0); GL.End(); end display = Proc.new { infinite_light = [ 1.0, 1.0, 1.0, 0.0 ]; local_light = [ 1.0, 1.0, 1.0, 1.0 ]; GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL.PushMatrix(); GL.Translate(-1.5, 0.0, 0.0); GL.Light(GL::LIGHT0, GL::POSITION, infinite_light); drawPlane(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(1.5, 0.0, 0.0); GL.Light(GL::LIGHT0, GL::POSITION, local_light); drawPlane(); GL.PopMatrix(); GL.Flush(); } myReshape = Proc.new {|w, h| GL.Viewport(0, 0, w, h); GL.MatrixMode(GL::PROJECTION); GL.LoadIdentity(); if (w <= h) GL.Ortho(-1.5, 1.5, -1.5*h/w, 1.5*h/w, -10.0, 10.0); else GL.Ortho(-1.5*w/h, 1.5*w/h, -1.5, 1.5, -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. # */ #int main(int argc, char** argv) #{ GLUT.Init GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT.InitWindowSize(500, 200); GLUT.CreateWindow($0); myinit(); GLUT.ReshapeFunc(myReshape); GLUT.DisplayFunc(display); GLUT.MainLoop();