/* Copyright (c) Mark J. Kilgard, 1994. */

/**
 * (c) Copyright 1993, 1994, 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 * Unpublished-- rights reserved under the copyright laws of the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.
 */
/*----------------------------------------------------------------------------
 *
 * olight.c : openGL (motif) example showing how to do hardware lighting
 *            including two_sided lighting.
 *
 * Author : Yusuf Attarwala
 *          SGI - Applications
 * Date   : Mar 93
 *
 *    press  left   button for animation
 *           middle button for two sided lighting (default)
 *           right  button for single sided lighting
 *
 *
 *---------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <GL/glut.h>

/* function declarations */

void
  drawScene(void), setMatrix(void), initLightAndMaterial(void),
  animation(void), resize(int w, int h), menu(int choice), keyboard(unsigned char c, int x, int y);

/* global variables */

float ax, ay, az;       /* angles for animation */
GLUquadricObj *quadObj; /* used in drawscene */
static float lmodel_twoside[] =
{GL_TRUE};
static float lmodel_oneside[] =
{GL_FALSE};

int
main(int argc, char **argv)
{
  glutInit(&argc, argv);

  quadObj = gluNewQuadric();  /* this will be used in drawScene 
                               */
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
  glutCreateWindow("Two-sided lighting");

  ax = 10.0;
  ay = -10.0;
  az = 0.0;

  initLightAndMaterial();

  glutDisplayFunc(drawScene);
  glutReshapeFunc(resize);
  glutCreateMenu(menu);
  glutAddMenuEntry("Motion", 3);
  glutAddMenuEntry("Two-sided lighting", 1);
  glutAddMenuEntry("One-sided lighting", 2);
  glutAttachMenu(GLUT_RIGHT_BUTTON);
  glutKeyboardFunc(keyboard);
  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}

void
drawScene(void)
{
  glClearColor(0.0, 0.0, 0.0, 0.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();
  gluQuadricDrawStyle(quadObj, GLU_FILL);
  glColor3f(1.0, 1.0, 0.0);
  glRotatef(ax, 1.0, 0.0, 0.0);
  glRotatef(-ay, 0.0, 1.0, 0.0);

  gluCylinder(quadObj, 2.0, 5.0, 10.0, 20, 8);  /* draw a cone */

  glPopMatrix();

  glutSwapBuffers();
}

void
setMatrix(void)
{
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-15.0, 15.0, -15.0, 15.0, -10.0, 10.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
}

int count = 0;

void
animation(void)
{
  ax += 5.0;
  ay -= 2.0;
  az += 5.0;
  if (ax >= 360)
    ax = 0.0;
  if (ay <= -360)
    ay = 0.0;
  if (az >= 360)
    az = 0.0;
  drawScene();
  count++;
  if (count >= 60)
    glutIdleFunc(NULL);
}

/* ARGSUSED1 */
void
keyboard(unsigned char c, int x, int y)
{
  switch (c) {
  case 27:
    exit(0);
    break;
  default:
    break;
  }
}

void
menu(int choice)
{
  switch (choice) {
  case 3:
    count = 0;
    glutIdleFunc(animation);
    break;
  case 2:
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_oneside);
    glutSetWindowTitle("One-sided lighting");
    glutPostRedisplay();
    break;
  case 1:
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
    glutSetWindowTitle("Two-sided lighting");
    glutPostRedisplay();
    break;
  }
}

void
resize(int w, int h)
{
  glViewport(0, 0, w, h);
  setMatrix();
}

void
initLightAndMaterial(void)
{
  static float ambient[] =
  {0.1, 0.1, 0.1, 1.0};
  static float diffuse[] =
  {0.5, 1.0, 1.0, 1.0};
  static float position[] =
  {90.0, 90.0, 150.0, 0.0};

  static float front_mat_shininess[] =
  {60.0};
  static float front_mat_specular[] =
  {0.2, 0.2, 0.2, 1.0};
  static float front_mat_diffuse[] =
  {0.5, 0.5, 0.28, 1.0};
  static float back_mat_shininess[] =
  {60.0};
  static float back_mat_specular[] =
  {0.5, 0.5, 0.2, 1.0};
  static float back_mat_diffuse[] =
  {1.0, 0.9, 0.2, 1.0};

  static float lmodel_ambient[] =
  {1.0, 1.0, 1.0, 1.0};

  setMatrix();
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, position);

  glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
  glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
  glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
  glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
  glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);

  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glShadeModel(GL_SMOOTH);
}