# #/* 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ #/** # * teapots.c # * This program demonstrates lots of material properties. # * A single light source illuminates the objects. # */ require "opengl" require "glut" #/* # * Initialize depth 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, 3.0, 0.0]; lmodel_ambient = [0.2, 0.2, 0.2, 1.0]; local_view = [0.0]; 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::FrontFace(GL::CW); GL::Enable(GL::LIGHTING); GL::Enable(GL::LIGHT0); GL::Enable(GL::AUTO_NORMAL); GL::Enable(GL::NORMALIZE); GL::Enable(GL::DEPTH_TEST); GL::DepthFunc(GL::LESS); end #/* # * Move object into position. Use 3rd through 12th parameters to specify the # * material property. Draw a teapot. # */ def renderTeapot(x, y, ambr, ambg, ambb, difr, difg, difb, specr, specg, specb, shine) mat = []; GL::PushMatrix(); GL::Translate(x, y, 0.0); mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0; GL::Material(GL::FRONT, GL::AMBIENT, mat); mat[0] = difr; mat[1] = difg; mat[2] = difb; GL::Material(GL::FRONT, GL::DIFFUSE, mat); mat[0] = specr; mat[1] = specg; mat[2] = specb; GL::Material(GL::FRONT, GL::SPECULAR, mat); GL::Material(GL::FRONT, GL::SHININESS, shine * 128.0); GLUT::SolidTeapot(1.0); GL::PopMatrix(); end #/** # * First column: emerald, jade, obsidian, pearl, ruby, turquoise # * 2nd column: brass, bronze, chrome, copper, gold, silver # * 3rd column: black, cyan, green, red, white, yellow plastic # * 4th column: black, cyan, green, red, white, yellow rubber # */ display = proc { GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); renderTeapot(2.0, 17.0, 0.0215, 0.1745, 0.0215, 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6); renderTeapot(2.0, 14.0, 0.135, 0.2225, 0.1575, 0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1); renderTeapot(2.0, 11.0, 0.05375, 0.05, 0.06625, 0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3); renderTeapot(2.0, 8.0, 0.25, 0.20725, 0.20725, 1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088); renderTeapot(2.0, 5.0, 0.1745, 0.01175, 0.01175, 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6); renderTeapot(2.0, 2.0, 0.1, 0.18725, 0.1745, 0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1); renderTeapot(6.0, 17.0, 0.329412, 0.223529, 0.027451, 0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843, 0.21794872); renderTeapot(6.0, 14.0, 0.2125, 0.1275, 0.054, 0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2); renderTeapot(6.0, 11.0, 0.25, 0.25, 0.25, 0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6); renderTeapot(6.0, 8.0, 0.19125, 0.0735, 0.0225, 0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1); renderTeapot(6.0, 5.0, 0.24725, 0.1995, 0.0745, 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4); renderTeapot(6.0, 2.0, 0.19225, 0.19225, 0.19225, 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4); renderTeapot(10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01, 0.50, 0.50, 0.50, 0.25); renderTeapot(10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392, 0.50196078, 0.50196078, 0.50196078, 0.25); renderTeapot(10.0, 11.0, 0.0, 0.0, 0.0, 0.1, 0.35, 0.1, 0.45, 0.55, 0.45, 0.25); renderTeapot(10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.7, 0.6, 0.6, 0.25); renderTeapot(10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55, 0.70, 0.70, 0.70, 0.25); renderTeapot(10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.60, 0.60, 0.50, 0.25); renderTeapot(14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01, 0.4, 0.4, 0.4, 0.078125); renderTeapot(14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5, 0.04, 0.7, 0.7, 0.078125); renderTeapot(14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4, 0.04, 0.7, 0.04, 0.078125); renderTeapot(14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4, 0.7, 0.04, 0.04, 0.078125); renderTeapot(14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.7, 0.7, 0.7, 0.078125); renderTeapot(14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4, 0.7, 0.7, 0.04, 0.078125); GL::Flush(); } myReshape = proc {|w, h| GL::Viewport(0, 0, w, h); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); if (w <= h) GL::Ortho(0.0, 16.0, 0.0, 16.0 * h.to_f / w, -10.0, 10.0); else GL::Ortho(0.0, 16.0 * w.to_f / h, 0.0, 16.0, -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::CreateWindow() myinit(); GLUT::ReshapeFunc(myReshape); GLUT::DisplayFunc(display); GLUT::MainLoop();