{=============================================================================}
{= Copyright (c) Mark J. Kilgard, 1994.                                      =}
{=============================================================================}

{=============================================================================}
{= (c) Copyright 1993, 1994, Silicon Graphics, Inc.                          =}
{= ALL RIGHTS RESERVED                                                       =}
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{= written prior permission.                                                 =}
{=                                                                           =}
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{=                                                                           =}
{= US Government Users Restricted Rights                                     =}
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{=                                                                           =}
{= OpenGL(TM) is a trademark of Silicon Graphics, Inc.                       =}
{=============================================================================}
unit Material;

interface

implementation

uses
    MGLTypes,
    MGLGl,
    MGLGlut,
    DemoList,
    CmdLine;

// Initialize z-buffer, projection matrix, light source,
// and lighting model.  Do not specify a material property here.
procedure   MyInit;
const
    ambient         : array[0..3] of GLfloat = ( 0.0, 0.0, 0.0, 1.0 );
    diffuse         : array[0..3] of GLfloat = ( 1.0, 1.0, 1.0, 1.0 );
    specular        : array[0..3] of GLfloat = ( 1.0, 1.0, 1.0, 1.0 );
    position        : array[0..3] of GLfloat = ( 0.0, 3.0, 2.0, 0.0 );
    lmodel_ambient  : array[0..3] of GLfloat = ( 0.4, 0.4, 0.4, 1.0 );
    local_view      : array[0..0] of GLfloat = ( 0.0 );
begin
    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);
end;

// 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.
procedure   Display; cdecl;
const
    no_mat              : array[0..3] of GLfloat = ( 0.0, 0.0, 0.0, 1.0 );
    mat_ambient         : array[0..3] of GLfloat = ( 0.7, 0.7, 0.7, 1.0 );
    mat_ambient_color   : array[0..3] of GLfloat = ( 0.8, 0.8, 0.2, 1.0 );
    mat_diffuse         : array[0..3] of GLfloat = ( 0.1, 0.5, 0.8, 1.0 );
    mat_specular        : array[0..3] of GLfloat = ( 1.0, 1.0, 1.0, 1.0 );
    no_shininess        : array[0..0] of GLfloat = ( 0.0 );
    low_shininess       : array[0..0] of GLfloat = ( 5.0 );
    high_shininess      : array[0..0] of GLfloat = ( 100.0 );
    mat_emission        : array[0..3] of GLfloat = ( 0.3, 0.2, 0.2, 0.0 );
begin
    glClear(GL_COLOR_BUFFER_BIT or 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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    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);
    glutSolidSphere(1.0, 16, 16);
    glPopMatrix();

    glFlush();
end;

procedure   MyReshape(w, h: int); cdecl;
begin
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if w <= (h * 2) then
        glOrtho (-6.0, 6.0, -3.0*(h*2)/w, 3.0*(h*2)/w, -10.0, 10.0)
    else
        glOrtho (-6.0*w/(h*2), 6.0*w/(h*2), -3.0, 3.0, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
end;

// Main Loop
// Open window with initial window size, title bar,
// RGBA display mode, and handle input events.
procedure   Demo;
begin
    InitGLUT;
    glutInitDisplayMode (GLUT_SINGLE or GLUT_RGB or GLUT_DEPTH);
    glutInitWindowSize (600, 450);
    glutCreateWindow('Material');
    MyInit();
    glutReshapeFunc(MyReshape);
    glutDisplayFunc(Display);
    glutMainLoop();
end;

initialization
    RegisterDemo(
                 'Book',
                 'Material',
                 'Demonstrates the use of the GL lighting model. '+
                 'Several objects are drawn using different material characteristics. '+
                 'A single light source illuminates the objects.',
                 Demo
                );
end.
