FOG.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

/*
* fog.c
* This program draws 5 red teapots, each at a different
* z distance from the eye, in different types of fog.
* Pressing the left mouse button chooses between 3 types of
* fog: exponential, exponential squared, and linear.
* In this program, there is a fixed density value, as well
* as fixed start and end values for the linear fog.
*/
#include "glos.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <GL/glaux.h>
#include <stdio.h>

void myinit(void);
void renderRedTeapot (GLfloat x, GLfloat y, GLfloat z);
void CALLBACK cycleFog (AUX_EVENTREC *event);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);

GLint fogMode;

void CALLBACK cycleFog (AUX_EVENTREC *event)
{
if (fogMode == GL_EXP) {
fogMode = GL_EXP2;
//printf ("Fog mode is GL_EXP2\n");
}
else if (fogMode == GL_EXP2) {
fogMode = GL_LINEAR;
//printf ("Fog mode is GL_LINEAR\n");
glFogf (GL_FOG_START, 1.0);
glFogf (GL_FOG_END, 5.0);
}
else if (fogMode == GL_LINEAR) {
fogMode = GL_EXP;
//printf ("Fog mode is GL_EXP\n");
}
glFogi (GL_FOG_MODE, fogMode);
}

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

glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);

glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);

glFrontFace (GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_FOG);
{
GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};

fogMode = GL_EXP;
glFogi (GL_FOG_MODE, fogMode);
glFogfv (GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, 0.35);
glHint (GL_FOG_HINT, GL_DONT_CARE);
glClearColor(0.5, 0.5, 0.5, 1.0);
}
}

void renderRedTeapot (GLfloat x, GLfloat y, GLfloat z)
{
float mat[3];

glPushMatrix();
glTranslatef (x, y, z);
mat[0] = 0.1745; mat[1] = 0.01175; mat[2] = 0.01175;
glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136;
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959;
glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
glMaterialf (GL_FRONT, GL_SHININESS, 0.6*128.0);
auxSolidTeapot(1.0);
glPopMatrix();
}

/* display() draws 5 teapots at different z positions.
*/
void CALLBACK display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderRedTeapot (-4.0, -0.5, -1.0);
renderRedTeapot (-2.0, -0.5, -2.0);
renderRedTeapot (0.0, -0.5, -3.0);
renderRedTeapot (2.0, -0.5, -4.0);
renderRedTeapot (4.0, -0.5, -5.0);
glFlush();
}

void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= (h*3))
glOrtho (-6.0, 6.0, -2.0*((GLfloat) h*3)/(GLfloat) w,
2.0*((GLfloat) h*3)/(GLfloat) w, 0.0, 10.0);
else
glOrtho (-6.0*(GLfloat) w/((GLfloat) h*3),
6.0*(GLfloat) w/((GLfloat) h*3), -2.0, 2.0, 0.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
}

/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, depth buffer, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
auxInitPosition (0, 0, 450, 150);
auxInitWindow ("Fog");
auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, cycleFog);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}