# (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 # Unpublished-- rights reserved under the copyright laws of the # United States.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. #/ # # light.c # This program demonstrates the use of the OpenGL lighting # model. A sphere is drawn using a grey material characteristic. # A single light source illuminates the object. #/ use opengl; package opengl; sub myinit { my $mat_specular = newfv4( 1.0, 1.0, 1.0, 1.0 ); my $mat_shininess = newfv4( 50.0 ,0,0,0); my $light_position = newfv4( 1.0, 1.0, 1.0, 0.0 ); glMaterialfv($GL_FRONT, $GL_SPECULAR, $mat_specular); glMaterialfv($GL_FRONT, $GL_SHININESS, $mat_shininess); glLightfv($GL_LIGHT0, $GL_POSITION, $light_position); glEnable($GL_LIGHTING); glEnable($GL_LIGHT0); glDepthFunc($GL_LESS); glEnable($GL_DEPTH_TEST); } sub display { glClear($GL_COLOR_BUFFER_BIT | $GL_DEPTH_BUFFER_BIT); auxSolidSphere(1.0); glFlush(); } sub myReshape { my ($w,$h) = @_; glViewport(0, 0, $w, $h); glMatrixMode($GL_PROJECTION); glLoadIdentity(); if ($w <= $h) { glOrtho (-1.5, 1.5, -1.5*$h/$w, 1.5*$h/$w, -10.0, 10.0); } else { glOrtho (-1.5*$w/$h, 1.5*$w/$h, -1.5, 1.5, -10.0, 10.0); } glMatrixMode($GL_MODELVIEW); glLoadIdentity(); } auxInitDisplayMode ($AUX_SINGLE | $AUX_RGB | $AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow ("light"); myinit(); myReshape(500,500); display(); sleep(10);