📄 lightmaterial.c
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cell_vector(mKe, material_Ke, 4); cell_vector(lmKa, lmodel_Ka, 4); glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, local_viewer.value); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, two_side.value); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmKa); glMaterialfv(GL_FRONT, GL_AMBIENT, mKa); glMaterialfv(GL_FRONT, GL_DIFFUSE, mKd); glMaterialfv(GL_FRONT, GL_SPECULAR, mKs); glMaterialfv(GL_FRONT, GL_EMISSION, mKe); glMaterialf(GL_FRONT, GL_SHININESS, material_Se.value); glLightfv(GL_LIGHT0, GL_AMBIENT, lKa); glLightfv(GL_LIGHT0, GL_DIFFUSE, lKd); glLightfv(GL_LIGHT0, GL_SPECULAR, lKs); glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, (int)spot_exponent.value); if (spot_cutoff.value > 90) glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180); else glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, (int)spot_cutoff.value); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, Kc.value); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, Kl.value); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, Kq.value); l[0] = at[0] - eye[0]; l[1] = at[1] - eye[1]; l[2] = at[2] - eye[2]; invert(modelview, inverse); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glMultMatrixd(inverse); glTranslatef(l[0], l[1], l[2]); glColor3fv(lKd); glBegin(GL_LINE_STRIP); if (spot_cutoff.value > 90) glVertex3f(0, 0, 0); else glVertex3f(pos[0]+spot_direction[0].value, pos[1]+spot_direction[1].value, pos[2]+spot_direction[2].value); if (pos[3] == 0) /* 10.0 = 'infinite' light */ glVertex3f(pos[0]*10.0,pos[1]*10.0,pos[2]*10.0); else glVertex3f(pos[0], pos[1], pos[2]); glEnd(); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLightfv(GL_LIGHT0, GL_POSITION, pos); glPopMatrix(); length = normalize(l); if (world_draw) { glEnable(GL_LIGHTING); if (pmodel) drawmodel(); else glutSolidTorus(0.25, 0.75, 28, 28); glDisable(GL_LIGHTING); } #if 0 #define TESS 20 glNormal3f(0.0, 1.0, 0.0); for (i = 0; i < TESS; i++) { glBegin(GL_TRIANGLE_STRIP); for (j = 0; j <= TESS; j++) { glVertex3f(-1+(float)i/TESS*2, -1.0, -1+(float)j/TESS*2); glVertex3f(-1+(float)(i+1)/TESS*2, -1.0, -1+(float)j/TESS*2); } glEnd(); }#endif glPushMatrix(); glMultMatrixd(inverse); /* draw the axis and eye vector */ glPushMatrix(); glColor3ub(0, 0, 255); glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 0.0, -1.0*length); glVertex3f(0.1, 0.0, -0.9*length); glVertex3f(-0.1, 0.0, -0.9*length); glVertex3f(0.0, 0.0, -1.0*length); glVertex3f(0.0, 0.1, -0.9*length); glVertex3f(0.0, -0.1, -0.9*length); glVertex3f(0.0, 0.0, -1.0*length); glEnd(); glColor3ub(255, 255, 0); glRasterPos3f(0.0, 0.0, -1.1*length); glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, 'e'); glColor3ub(255, 0, 0); glScalef(0.4, 0.4, 0.4); drawaxes(); glPopMatrix(); invert(projection, inverse); glMultMatrixd(inverse); /* draw the viewing frustum */ glColor3f(0.2, 0.2, 0.2); glBegin(GL_QUADS); glVertex3i(1, 1, 1); glVertex3i(-1, 1, 1); glVertex3i(-1, -1, 1); glVertex3i(1, -1, 1); glEnd(); glColor3ub(128, 196, 128); glBegin(GL_LINES); glVertex3i(1, 1, -1); glVertex3i(1, 1, 1); glVertex3i(-1, 1, -1); glVertex3i(-1, 1, 1); glVertex3i(-1, -1, -1); glVertex3i(-1, -1, 1); glVertex3i(1, -1, -1); glVertex3i(1, -1, 1); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.2, 0.2, 0.4, 0.5); glBegin(GL_QUADS); glVertex3i(1, 1, -1); glVertex3i(-1, 1, -1); glVertex3i(-1, -1, -1); glVertex3i(1, -1, -1); glEnd(); glDisable(GL_BLEND); glPopMatrix(); glutSwapBuffers();}voidnew_material(float* material){ material_Ka[0].value = material[0]; material_Ka[1].value = material[1]; material_Ka[2].value = material[2]; material_Ka[3].value = material[3]; material_Kd[0].value = material[4]; material_Kd[1].value = material[5]; material_Kd[2].value = material[6]; material_Kd[3].value = material[7]; material_Ks[0].value = material[8]; material_Ks[1].value = material[9]; material_Ks[2].value = material[10]; material_Ks[3].value = material[11]; material_Ke[0].value = 0; material_Ke[1].value = 0; material_Ke[2].value = 0; material_Ke[3].value = 0; material_Se.value = material[12];}voidworld_menu(int value){ switch (value) { case 1: new_material(Brass); break; case 2: new_material(Bronze); break; case 3: new_material(Polished_Bronze); break; case 4: new_material(Chrome); break; case 5: new_material(Copper); break; case 6: new_material(Polished_Copper); break; case 7: new_material(Gold); break; case 8: new_material(Polished_Gold); break; case 9: new_material(Pewter); break; case 10: new_material(Silver); break; case 11: new_material(Polished_Silver); break; case 12: new_material(Emerald); break; case 13: new_material(Jade); break; case 14: new_material(Obsidian); break; case 15: new_material(Pearl); break; case 16: new_material(Ruby); break; case 17: new_material(Turquoise); break; case 18: new_material(Black_Plastic); break; case 19: new_material(Black_Rubber); break; } redisplay_all();}voidscreen_reshape(int width, int height){ glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (float)width/height, 0.5, 8.0); glGetDoublev(GL_PROJECTION_MATRIX, projection); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(eye[0], eye[1], eye[2], at[0], at[1], at[2], up[0], up[1],up[2]); glClearColor(0.2, 0.2, 0.2, 1.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0);}voidscreen_display(void){ GLfloat pos[4], lKa[4], lKd[4], lKs[4]; GLfloat dir[3], mKa[4], mKd[4], mKs[4], mKe[4]; GLfloat lmKa[4]; cell_vector(pos, light_pos, 4); cell_vector(lKa, light_Ka, 4); cell_vector(lKd, light_Kd, 4); cell_vector(lKs, light_Ks, 4); cell_vector(dir, spot_direction, 3); cell_vector(mKa, material_Ka, 4); cell_vector(mKd, material_Kd, 4); cell_vector(mKs, material_Ks, 4); cell_vector(mKe, material_Ke, 4); cell_vector(lmKa, lmodel_Ka, 4); glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, local_viewer.value); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, two_side.value); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmKa); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_AMBIENT, lKa); glLightfv(GL_LIGHT0, GL_DIFFUSE, lKd); glLightfv(GL_LIGHT0, GL_SPECULAR, lKs); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, (int)spot_exponent.value); if (spot_cutoff.value > 90) glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180); else glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, (int)spot_cutoff.value); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, Kc.value); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, Kl.value); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, Kq.value); glMaterialfv(GL_FRONT, GL_AMBIENT, mKa); glMaterialfv(GL_FRONT, GL_DIFFUSE, mKd); glMaterialfv(GL_FRONT, GL_SPECULAR, mKs); glMaterialfv(GL_FRONT, GL_EMISSION, mKe); glMaterialf(GL_FRONT, GL_SHININESS, material_Se.value); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(spin_y, 1.0, 0.0, 0.0); glRotatef(spin_x, 0.0, 1.0, 0.0); glGetDoublev(GL_MODELVIEW_MATRIX, modelview); if (pmodel) drawmodel(); else glutSolidTorus(0.25, 0.75, 28, 28); glPopMatrix(); #if 0 #define TESS 20 glNormal3f(0.0, 1.0, 0.0); for (i = 0; i < TESS; i++) { glBegin(GL_TRIANGLE_STRIP); for (j = 0; j <= TESS; j++) { glVertex3f(-1+(float)i/TESS*2, -1.0, -1+(float)j/TESS*2); glVertex3f(-1+(float)(i+1)/TESS*2, -1.0, -1+(float)j/TESS*2); } glEnd(); }#endif glutSwapBuffers();}voidscreen_menu(int value){ char* name = 0; switch (value) { case 'a': name = "data/al.obj"; break; case 's': name = "data/soccerball.obj"; break; case 'd': name = "data/dolphins.obj"; break; case 'f': name = "data/flowers.obj"; break; case 'j': name = "data/f-16.obj"; break; case 'p': name = "data/porsche.obj"; break; case 'r': name = "data/rose+vase.obj"; break; case 'n': if (pmodel) glmDelete(pmodel); pmodel = NULL; redisplay_all(); return; } if (name) { if (pmodel) glmDelete(pmodel); pmodel = glmReadOBJ(name); if (!pmodel) exit(0); glmUnitize(pmodel); glmFacetNormals(pmodel); glmVertexNormals(pmodel, 90.0); } redisplay_all();}int old_x, old_y;voidscreen_mouse(int button, int state, int x, int y){ old_x = x; old_y = y; redisplay_all();}voidscreen_motion(int x, int y){ spin_x = x - old_x; spin_y = y - old_y; redisplay_all();}voidcommand_reshape(int width, int height){ glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, width, height, 0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0, 0.0, 0.0, 0.0);}voidlighting_display(void){ setfont("helvetica", 18); drawstr(10, light_pos[0].y, "GLfloat light_pos[ ] = {"); drawstr(10, light_Ka[0].y, "GLfloat light_Ka[ ] = {"); drawstr(10, light_Kd[0].y, "GLfloat light_Kd[ ] = {"); drawstr(10, light_Ks[0].y, "GLfloat light_Ks[ ] = {"); drawstr(light_pos[0].x+50, light_pos[0].y, ","); drawstr(light_pos[1].x+50, light_pos[1].y, ","); drawstr(light_pos[2].x+50, light_pos[2].y, ","); drawstr(light_pos[3].x+50, light_pos[3].y, "};"); drawstr(light_Ka[0].x+50, light_Ka[0].y, ","); drawstr(light_Ka[1].x+50, light_Ka[1].y, ","); drawstr(light_Ka[2].x+50, light_Ka[2].y, ","); drawstr(light_Ka[3].x+50, light_Ka[3].y, "};"); drawstr(light_Kd[0].x+50, light_Kd[0].y, ","); drawstr(light_Kd[1].x+50, light_Kd[1].y, ","); drawstr(light_Kd[2].x+50, light_Kd[2].y, ","); drawstr(light_Kd[3].x+50, light_Kd[3].y, "};"); drawstr(light_Ks[0].x+50, light_Ks[0].y, ","); drawstr(light_Ks[1].x+50, light_Ks[1].y, ","); drawstr(light_Ks[2].x+50, light_Ks[2].y, ","); drawstr(light_Ks[3].x+50, light_Ks[3].y, "};"); setfont("helvetica", 12); drawstr(10, light_Ks[0].y+30, "glLightfv(GL_LIGHT0, GL_POSITION, light_pos);"); drawstr(10, light_Ks[1].y+50, "glLightfv(GL_LIGHT0, GL_AMBIENT, light_Ka);"); drawstr(10, light_Ks[2].y+70, "glLightfv(GL_LIGHT0, GL_DIFFUSE, light_Kd);"); drawstr(10, light_Ks[3].y+90, "glLightfv(GL_LIGHT0, GL_SPECULAR, light_Ks);"); setfont("helvetica", 18); cell_draw(&light_pos[0]); cell_draw(&light_pos[1]); cell_draw(&light_pos[2]); cell_draw(&light_pos[3]); cell_draw(&light_Ka[0]); cell_draw(&light_Ka[1]); cell_draw(&light_Ka[2]); cell_draw(&light_Ka[3]); cell_draw(&light_Kd[0]); cell_draw(&light_Kd[1]); cell_draw(&light_Kd[2]); cell_draw(&light_Kd[3]); cell_draw(&light_Ks[0]); cell_draw(&light_Ks[1]); cell_draw(&light_Ks[2]); cell_draw(&light_Ks[3]); glColor3ub(255, 255, 255);}voidspotlight_display(void){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3ub(255, 255, 255); lighting_display(); setfont("helvetica", 18); drawstr(10, spot_direction[0].y, "GLfloat spot_direction[ ] = {"); drawstr(10, spot_exponent.y, "GLint spot_exponent = " "spot_cutoff = "); drawstr(spot_direction[0].x+50, spot_direction[0].y, ","); drawstr(spot_direction[1].x+50, spot_direction[1].y, ","); drawstr(spot_direction[2].x+50, spot_direction[2].y, "};"); drawstr(spot_exponent.x+40, spot_cutoff.y, ","); drawstr(spot_cutoff.x+40, spot_cutoff.y, ";"); setfont("helvetica", 12); drawstr(10, spot_cutoff.y+30, "glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spot_direction);"); drawstr(10, spot_cutoff.y+50, "glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, spot_exponent);");
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