/* * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc. * * Permission to use, copy, modify, distribute, and sell this software and * its documentation for any purpose is hereby granted without fee, provided * that (i) the above copyright notices and this permission notice appear in * all copies of the software and related documentation, and (ii) the name of * Silicon Graphics may not be used in any advertising or * publicity relating to the software without the specific, prior written * permission of Silicon Graphics. * * THE SOFTWARE IS PROVIDED "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 BE LIABLE FOR * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE * OF THIS SOFTWARE. */ #include #include #include #include GLenum rgb, doubleBuffer; #include "tkmap.c" double plane[4] = { 1.0, 0.0, -1.0, 0.0 }; float rotX = 5.0, rotY = -5.0, zTranslate = -65.0; float fogDensity = 0.02; GLint cubeList = 1; float scp[18][3] = { { 1.000000, 0.000000, 0.000000 }, { 1.000000, 0.000000, 5.000000 }, { 0.707107, 0.707107, 0.000000 }, { 0.707107, 0.707107, 5.000000 }, { 0.000000, 1.000000, 0.000000 }, { 0.000000, 1.000000, 5.000000 }, { -0.707107, 0.707107, 0.000000 }, { -0.707107, 0.707107, 5.000000 }, { -1.000000, 0.000000, 0.000000 }, { -1.000000, 0.000000, 5.000000 }, { -0.707107, -0.707107, 0.000000 }, { -0.707107, -0.707107, 5.000000 }, { 0.000000, -1.000000, 0.000000 }, { 0.000000, -1.000000, 5.000000 }, { 0.707107, -0.707107, 0.000000 }, { 0.707107, -0.707107, 5.000000 }, { 1.000000, 0.000000, 0.000000 }, { 1.000000, 0.000000, 5.000000 }, }; static void Build_lists(void) { glNewList(cubeList, GL_COMPILE); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(scp[0]); glVertex3fv(scp[0]); glNormal3fv(scp[0]); glVertex3fv(scp[1]); glNormal3fv(scp[2]); glVertex3fv(scp[2]); glNormal3fv(scp[2]); glVertex3fv(scp[3]); glNormal3fv(scp[4]); glVertex3fv(scp[4]); glNormal3fv(scp[4]); glVertex3fv(scp[5]); glNormal3fv(scp[6]); glVertex3fv(scp[6]); glNormal3fv(scp[6]); glVertex3fv(scp[7]); glNormal3fv(scp[8]); glVertex3fv(scp[8]); glNormal3fv(scp[8]); glVertex3fv(scp[9]); glNormal3fv(scp[10]); glVertex3fv(scp[10]); glNormal3fv(scp[10]); glVertex3fv(scp[11]); glNormal3fv(scp[12]); glVertex3fv(scp[12]); glNormal3fv(scp[12]); glVertex3fv(scp[13]); glNormal3fv(scp[14]); glVertex3fv(scp[14]); glNormal3fv(scp[14]); glVertex3fv(scp[15]); glNormal3fv(scp[16]); glVertex3fv(scp[16]); glNormal3fv(scp[16]); glVertex3fv(scp[17]); glEnd(); glEndList(); } static void Init(void) { static float ambient[] = {0.1, 0.1, 0.1, 1.0}; static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static float position[] = {90.0, 90.0, 0.0, 0.0}; static float front_mat_shininess[] = {30.0}; static float front_mat_specular[] = {0.0, 0.0, 0.0, 1.0}; static float front_mat_diffuse[] = {0.0, 1.0, 0.0, 1.0}; static float back_mat_shininess[] = {50.0}; static float back_mat_specular[] = {0.0, 0.0, 1.0, 1.0}; static float back_mat_diffuse[] = {1.0, 0.0, 0.0, 1.0}; static float lmodel_ambient[] = {0.0, 0.0, 0.0, 1.0}; static float fog_color[] = {0.8, 0.8, 0.8, 1.0}; glFrontFace(GL_CW); glEnable(GL_DEPTH_TEST); 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); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); 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); glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, fogDensity); if (rgb) { glFogfv(GL_FOG_COLOR, fog_color); glClearColor(0.8, 0.8, 0.8, 1.0); } else { glFogi(GL_FOG_INDEX, 1<<5); SetFogRamp(5, 3); glClearIndex(128); } Build_lists(); } static void Reshape(int width, int height) { glViewport(0, 0, (GLint)width, (GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.0, 1.0, 200.0); glMatrixMode(GL_MODELVIEW); } static void Key2(int key, int x, int y) { switch (key) { case GLUT_KEY_UP: rotX -= 5; break; case GLUT_KEY_DOWN: rotX += 5; break; case GLUT_KEY_LEFT: rotY -= 5; break; case GLUT_KEY_RIGHT: rotY += 5; break; default: return; } glutPostRedisplay(); } static void Key(unsigned char key, int x, int y) { switch (key) { case 27: exit(1); case 'D': if (rgb) { fogDensity *= 1.10; glFogf(GL_FOG_DENSITY, fogDensity); } break; case 'd': if (rgb) { fogDensity /= 1.10; glFogf(GL_FOG_DENSITY, fogDensity); } break; default: return; } glutPostRedisplay(); } static void Draw(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(0, 0, zTranslate); glRotatef(rotY, 0,1,0); glRotatef(rotX, 1,0,0); glScalef(1.0, 1.0, 10.0); glCallList(cubeList); glPopMatrix(); glFlush(); if (doubleBuffer) { glutSwapBuffers(); } } static GLenum Args(int argc, char **argv) { GLint i; rgb = GL_TRUE; doubleBuffer = GL_TRUE; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-ci") == 0) { rgb = GL_FALSE; } else if (strcmp(argv[i], "-rgb") == 0) { rgb = GL_TRUE; } else if (strcmp(argv[i], "-sb") == 0) { doubleBuffer = GL_FALSE; } else if (strcmp(argv[i], "-db") == 0) { doubleBuffer = GL_TRUE; } else { printf("%s (Bad option).\n", argv[i]); return GL_FALSE; } } return GL_TRUE; } int main(int argc, char **argv) { GLenum type; glutInit(&argc, argv); if (Args(argc, argv) == GL_FALSE) { exit(1); } glutInitWindowPosition(0, 0); glutInitWindowSize( 300, 300); type = GLUT_DEPTH; type |= (rgb) ? GLUT_RGB : GLUT_INDEX; type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE; glutInitDisplayMode(type); if (glutCreateWindow("Fog Test") == GL_FALSE) { exit(1); } InitMap(); Init(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(Key2); glutDisplayFunc(Draw); glutMainLoop(); return 0; }