/* * cylinder2.c: * * This program displays two intersecting cylinders, using a * different surface material for each cylinder. In addition, each * cylinder is lit by two light source. * * This program requires the z-buffer option. * */
#include <gl.h> #include <math.h> #include <stdio.h>
#define RADIUS 0.9 #define TWOPI 6.28318530 #define PI 3.14159265
/* define black RGB color */ float blackvec[3] = {0.0, 0.0, 0.0}; Matrix idmat = {1.0,0.0,0.0,0.0, /* identity matrix */ 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0};
/* define a polygon with some structures */ typedef struct { /* 3-D vertex structure */ Coord x; Coord y; Coord z; } POINT;
typedef struct { /* lighted polygon struct */ POINT vertex[4]; POINT normal[4]; } POLYGON;
int number_of_polys; /* cylinder polygon count */ POLYGON *polygon; /* polygon list pointer */
/* define property arrays */ float shiny_material[] = {SPECULAR, 0.8, 0.8, 0.8, /* light gray reflectance */ DIFFUSE, 0.4, 0.4, 0.4, /* gray reflectance */ SHININESS, 30.0, /* focused highlight */ LMNULL};
float purple_material[] = {SPECULAR, 0.3, 0.3, 0.3, /* gray reflectance */ DIFFUSE, 0.8, 0.0, 0.8, /* purple reflectance */ SHININESS, 3.0, /* unfocused highlight */ AMBIENT, 0.2,0.0,0.2, /* purple reflectance */ LMNULL};
float blue_light[] = {LCOLOR, 0.0,0.0,0.6, /* blue light */ POSITION, 0.0,0.1,0.0,0.0, /* Y axis at infinity */ LMNULL};
/* ** def_light_calc() ** Tell the Graphics Library to DEFINE a ** lighting calculation that accounts for ** ambient, diffuse, and specular reflection. ** This lighting calculation defines a second ** material and light source. */ def_light_calc() { lmdef(DEFMATERIAL, 1, 11, shiny_material); lmdef(DEFMATERIAL, 2, 15, purple_material); lmdef(DEFLIGHT, 1, 0, NULL); lmdef(DEFLIGHT, 2, 10, blue_light); lmdef(DEFLMODEL, 1, 0, NULL); }
/* ** use_light_calc() ** Tell the Graphics Library to USE ** the lighting calculation that we ** defined earlier. */ use_light_calc() { lmbind(LIGHT0, 1); /* use light source description 1 */ lmbind(LIGHT1, 2); /* use light source description 2 */ lmbind(LMODEL, 1); /* use lighting model 1 */ }
/* ** make_cylinder() ** Draw a cylinder using (2 * n) polygons ** to approximate the curvature and n polygons ** to describe the length. This requires (2 * n^2) ** polygons to describe the cylinder. Compute ** the surface normal at each vertex so we can ** use the hardware lighting facility to perform ** lighting calculations. */ make_cylinder(n) int n; { POLYGON *p; /* polygon list pointer */ float theta, dtheta,/* current angle and angle */ /* increment around section */ x, dx; /* current position and */ /* increment along cylinder side */ int vertex_i; /* vertex counter */
/* allocate and point to enough */ /* memory for all the polygons */ number_of_polys = 2 * n * n; p = polygon = (POLYGON *) malloc(number_of_polys * sizeof(POLYGON));
dx = 3.0/n; /* n polygons for 3.0 units of length */ dtheta = PI/n; /* length of polygon along curvature */
/* for each layer of polygons */ /* along length of cylinder ... */ for (x = -1.5; x < 1.5; x = x+dx) { /* ... and for each polygon */ /* describing the circumference */ for (theta = 0.0; theta < TWOPI; theta += dtheta) { /* calculate the four points */ /* describing the polygon */ p->vertex[0].x = p->vertex[1].x = x; p->vertex[0].y = p->vertex[3].y = RADIUS * cos(theta); p->vertex[0].z = p->vertex[3].z = RADIUS * sin(theta); p->vertex[1].y = p->vertex[2].y = RADIUS * cos(theta + dtheta); p->vertex[1].z = p->vertex[2].z = RADIUS * sin(theta + dtheta); p->vertex[2].x = p->vertex[3].x = x + dx;
/* calculate the four normals of unit length */ for (vertex_i = 0; vertex_i < 4; vertex_i++) { p->normal[vertex_i].x = 0; p->normal[vertex_i].y = p->vertex[vertex_i].y / RADIUS; p->normal[vertex_i].z = p->vertex[vertex_i].z / RADIUS; } p++; } } }
/* ** draw_cylinder() ** This subroutine increments through the 4 ** vertices describing each polygon of the ** cylinder defined in make_cylinder. Note ** how a normal is sent to the graphics ** hardware before each vertex so that the ** lighting facility will compute the color ** for each vertex based on the lighting ** parameters that we are using. */ draw_cylinder() { POLYGON *p; /* pointer into polygon list */ int poly_i; /* polygon counter */
/* start at first polygon and */ /* increment through all of them */ p = polygon; for (poly_i = 0; poly_i < number_of_polys; poly_i++) {
bgnpolygon(); /* describe the polygon */ n3f(&p->normal[0]); v3f(&p->vertex[0]); n3f(&p->normal[1]); v3f(&p->vertex[1]); n3f(&p->normal[2]); v3f(&p->vertex[2]); n3f(&p->normal[3]); v3f(&p->vertex[3]); endpolygon(); p++; /* go to the next polygon */ } }
/* ** Main Program */ main() { int i;
/* set up graphics environment */ prefposition(100, 600, 100, 600); winopen("cylinder"); RGBmode(); doublebuffer(); gconfig(); lsetdepth(0, 0x7FFFFF); zbuffer(TRUE);
/* Use mmode() to set up projection */ /* and viewing matrices for lighting */ mmode(MVIEWING); perspective(400, 1.0, 4.0, 12.0); loadmatrix(idmat); lookat(0.0,0.0,8.0,0.0,0.0,0.0,0);
/* let there be light !!!! */ def_light_calc(); use_light_calc();
/* Rotate cylinders in 2 deg. increments */ /* about Y and Z axis for 180 frames */ make_cylinder(25); for (i = 0; i < 180; i++) { c3f(blackvec); clear(); zclear();
pushmatrix(); rot(i * 2.0, 'Z'); rot(i * 2.0, 'Y'); /* use white shiny material for cyl 1*/ lmbind(MATERIAL, 1); draw_cylinder(); pushmatrix(); rot(90.0, 'Y'); scale(0.9,0.9,0.9); /* use purple rough material for cyl 2 */ lmbind(MATERIAL, 2); draw_cylinder(); popmatrix(); popmatrix(); swapbuffers(); } sleep(3); }
The bgnpolygon or endpolygon subroutine , lmbind subroutine , lmdef subroutine , n3f subroutine , scale subroutine , v subroutine .
Lighting Basics in GL3.2 Version 4 for AIX: Programming Concepts.