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- /*
- * (c) Copyright 1993, 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- * Unpublished-- rights reserved under the copyright laws of the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.
- */
- /*
- * 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 <GL/gl.h>
- #include <GL/glu.h>
- #include <math.h>
- #include <stdio.h>
- #include "glaux.h"
-
- GLint fogMode;
-
- void 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[4];
-
- glPushMatrix();
- glTranslatef (x, y, z);
- mat[0] = 0.1745; mat[1] = 0.01175; mat[2] = 0.01175; mat[3] = 1.0;
- 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);
- glColor3f(1, 1, 1);
- auxSolidTeapot(1.0);
- glPopMatrix();
- }
-
- /* display() draws 5 teapots at different z positions.
- */
- void 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 myReshape(int w, int h)
- {
- 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_DEPTH);
- auxInitPosition (0, 0, 450, 150);
- if (!auxInitWindow (argv[0]))
- auxQuit();
- auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, cycleFog);
- myinit();
- auxReshapeFunc (myReshape);
- auxMainLoop(display);
- return 0;
- }
-
-