/*
 * (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 * Unpublished-- rights reserved under the copyright laws of the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.
 */
/*
 * material.c
 * This program demonstrates the use of the GL lighting model.
 * Several objects are drawn using different material characteristics.
 * A single light source illuminates the objects.
 */
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <GL/glaux.h>

/*
 * Initialize z-buffer, projection matrix, light source, 
 * *  and lighting model.  Do not specify a material property here.
 */
void myinit(void)
{
  GLfloat ambient[] =
  {0.0, 0.0, 0.0, 1.0};
  GLfloat diffuse[] =
  {1.0, 1.0, 1.0, 1.0};
  GLfloat specular[] =
  {1.0, 1.0, 1.0, 1.0};
  GLfloat position[] =
  {0.0, 3.0, 2.0, 0.0};
  GLfloat lmodel_ambient[] =
  {0.4, 0.4, 0.4, 1.0};
  GLfloat local_view[] =
  {0.0};

  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);

  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, position);
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);

  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);

  glClearColor(0.0, 0.1, 0.1, 0.0);
}

/*
 * Draw twelve spheres in 3 rows with 4 columns.  
 * *  The spheres in the first row have materials with no ambient reflection.
 * *  The second row has materials with significant ambient reflection.
 * *  The third row has materials with colored ambient reflection.
 * *
 * *  The first column has materials with blue, diffuse reflection only.
 * *  The second column has blue diffuse reflection, as well as specular
 * *  reflection with a low shininess exponent.
 * *  The third column has blue diffuse reflection, as well as specular
 * *  reflection with a high shininess exponent (a more concentrated highlight).
 * *  The fourth column has materials which also include an emissive component.
 * *
 * *  glTranslatef() is used to move spheres to their appropriate locations.
 */

void display(void)
{
  GLfloat no_mat[] =
  {0.0, 0.0, 0.0, 1.0};
  GLfloat mat_ambient[] =
  {0.7, 0.7, 0.7, 1.0};
  GLfloat mat_ambient_color[] =
  {0.8, 0.8, 0.2, 1.0};
  GLfloat mat_diffuse[] =
  {0.1, 0.5, 0.8, 1.0};
  GLfloat mat_specular[] =
  {1.0, 1.0, 1.0, 1.0};
  GLfloat no_shininess[] =
  {0.0};
  GLfloat low_shininess[] =
  {5.0};
  GLfloat high_shininess[] =
  {100.0};
  GLfloat mat_emission[] =
  {0.3, 0.2, 0.2, 0.0};

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

/*
 * draw sphere in first row, first column
 * *  diffuse reflection only; no ambient or specular  
 */
  glPushMatrix();
  glTranslatef(-3.75, 3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
  glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in first row, second column
 * *  diffuse and specular reflection; low shininess; no ambient
 */
  glPushMatrix();
  glTranslatef(-1.25, 3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in first row, third column
 * *  diffuse and specular reflection; high shininess; no ambient
 */
  glPushMatrix();
  glTranslatef(1.25, 3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in first row, fourth column
 * *  diffuse reflection; emission; no ambient or specular reflection
 */
  glPushMatrix();
  glTranslatef(3.75, 3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
  glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in second row, first column
 * *  ambient and diffuse reflection; no specular  
 */
  glPushMatrix();
  glTranslatef(-3.75, 0.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
  glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in second row, second column
 * *  ambient, diffuse and specular reflection; low shininess
 */
  glPushMatrix();
  glTranslatef(-1.25, 0.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in second row, third column
 * *  ambient, diffuse and specular reflection; high shininess
 */
  glPushMatrix();
  glTranslatef(1.25, 0.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in second row, fourth column
 * *  ambient and diffuse reflection; emission; no specular
 */
  glPushMatrix();
  glTranslatef(3.75, 0.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
  glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in third row, first column
 * *  colored ambient and diffuse reflection; no specular  
 */
  glPushMatrix();
  glTranslatef(-3.75, -3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
  glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in third row, second column
 * *  colored ambient, diffuse and specular reflection; low shininess
 */
  glPushMatrix();
  glTranslatef(-1.25, -3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in third row, third column
 * *  colored ambient, diffuse and specular reflection; high shininess
 */
  glPushMatrix();
  glTranslatef(1.25, -3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
  auxSolidSphere(1.0);
  glPopMatrix();

/*
 * draw sphere in third row, fourth column
 * *  colored ambient and diffuse reflection; emission; no specular
 */
  glPushMatrix();
  glTranslatef(3.75, -3.0, 0.0);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
  glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
  auxSolidSphere(1.0);
  glPopMatrix();

  glFlush();
}

void myReshape(int w, int h)
{
  glViewport(0, 0, w, h);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  if (w <= (h * 2))
    glOrtho(-6.0, 6.0, -3.0 * ((GLfloat) h * 2) / (GLfloat) w,
	    3.0 * ((GLfloat) h * 2) / (GLfloat) w, -10.0, 10.0);
  else
    glOrtho(-6.0 * (GLfloat) w / ((GLfloat) h * 2),
	    6.0 * (GLfloat) w / ((GLfloat) h * 2), -3.0, 3.0, -10.0, 10.0);
  glMatrixMode(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)
{
  auxInitDisplayMode(AUX_SINGLE | AUX_RGB | AUX_DEPTH);
  auxInitPosition(0, 0, 600, 450);
  if (!auxInitWindow(argv[0]))
    auxQuit();
  myinit();
  auxReshapeFunc(myReshape);
  auxMainLoop(display);
  return 0;
}
