/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
#include "glos.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <gl\glaux.h>
static void Build_lists(void );
static void Init(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Key_UP(void );
static void CALLBACK Key_DOWN(void );
static void CALLBACK Key_LEFT(void );
static void CALLBACK Key_RIGHT(void );
static void CALLBACK Key_D(void );
static void CALLBACK Key_d(void );
static void CALLBACK Draw(void );
static GLenum Args(int argc,char **argv );
GLenum rgb, doubleBuffer;
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);
glDepthFunc(GL_LEQUAL);
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);
auxSetFogRamp(5, 3);
glClearIndex(128);
}
Build_lists();
}
static void CALLBACK 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 CALLBACK Key_UP(void)
{
rotX -= 5;
}
static void CALLBACK Key_DOWN(void)
{
rotX += 5;
}
static void CALLBACK Key_LEFT(void)
{
rotY -= 5;
}
static void CALLBACK Key_RIGHT(void)
{
rotY += 5;
}
static void CALLBACK Key_D(void)
{
if (rgb) {
fogDensity *= 1.10;
glFogf(GL_FOG_DENSITY, fogDensity);
}
}
static void CALLBACK Key_d(void)
{
if (rgb) {
fogDensity /= 1.10;
glFogf(GL_FOG_DENSITY, fogDensity);
}
}
static void CALLBACK 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) {
auxSwapBuffers();
}
}
static GLenum Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_FALSE;
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;
}
void main(int argc, char **argv)
{
GLenum type;
if (Args(argc, argv) == GL_FALSE) {
auxQuit();
}
auxInitPosition(0, 0, 300, 300);
type = AUX_DEPTH16;
type |= (rgb) ? AUX_RGB : AUX_INDEX;
type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;
auxInitDisplayMode(type);
if (auxInitWindow("Fog Test") == GL_FALSE) {
auxQuit();
}
Init();
auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc(AUX_UP, Key_UP);
auxKeyFunc(AUX_DOWN, Key_DOWN);
auxKeyFunc(AUX_LEFT, Key_LEFT);
auxKeyFunc(AUX_RIGHT, Key_RIGHT);
auxKeyFunc(AUX_D, Key_D);
auxKeyFunc(AUX_d, Key_d);
auxMainLoop(Draw);
}