# (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# Unpublished-- rights reserved under the copyright laws of the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.
#/
#
#  scene.c
#  This program demonstrates the use of the GL lighting model.
#  Objects are drawn using a grey material characteristic. 
#  A single light source illuminates the objects.
#

use opengl;
package opengl;

sub myinit {
     my $light_ambient = newfv4( 0.0, 0.0, 0.0, 1.0 );
     my $light_diffuse = newfv4( 1.0, 1.0, 1.0, 1.0 );
     my $light_specular = newfv4( 1.0, 1.0, 1.0, 1.0 );
     my $light_position = newfv4( 1.0, 1.0, 1.0, 0.0 );
     glLightfv ($GL_LIGHT0, $GL_AMBIENT, $light_ambient);
     glLightfv ($GL_LIGHT0, $GL_DIFFUSE, $light_diffuse);
     glLightfv ($GL_LIGHT0, $GL_SPECULAR, $light_specular);
     glLightfv ($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);
    glPushMatrix ();
    glRotatef (20.0, 1.0, 0.0, 0.0);
    glPushMatrix ();
    glTranslatef (-0.75, 0.5, 0.0); 
    glRotatef (90.0, 1.0, 0.0, 0.0);
    auxSolidTorus (0.275, 0.85);
    glPopMatrix ();
    glPushMatrix ();
    glTranslatef (-0.75, -0.5, 0.0); 
    glRotatef (270.0, 1.0, 0.0, 0.0);
    auxSolidCone (1.0, 2.0);
    glPopMatrix ();
    glPushMatrix ();
    glTranslatef (0.75, 0.0, -1.0); 
    auxSolidSphere (1.0);
    glPopMatrix ();
    glPopMatrix ();
    glFlush ();
}

sub myReshape {
    my ($w,$h) = @_;
    glViewport (0, 0, $w, $h);
    glMatrixMode ($GL_PROJECTION);
    glLoadIdentity ();
    if ($w <= $h) {
	glOrtho (-2.5, 2.5, -2.5*$h/$w,2.5*$h/$w, -10.0, 10.0);
    } else {
	glOrtho (-2.5*$w/$h, 2.5*$w/$h, -2.5, 2.5, -10.0, 10.0);
    }
    glMatrixMode ($GL_MODELVIEW);
}

auxInitDisplayMode ($AUX_SINGLE | $AUX_RGB | $AUX_DEPTH);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("scene");
myinit ();
myReshape(500,500);
display();
sleep(10);



