/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ #include #include #include #include "tk.h" GLenum rgb, doubleBuffer, directRender; 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); tkSetFogRamp(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 GLenum Key(int key, GLenum mask) { switch (key) { case TK_ESCAPE: tkQuit(); case TK_UP: rotX -= 5; break; case TK_DOWN: rotX += 5; break; case TK_LEFT: rotY -= 5; break; case TK_RIGHT: rotY += 5; break; case TK_D: if (rgb) { fogDensity *= 1.10; glFogf(GL_FOG_DENSITY, fogDensity); } break; case TK_d: if (rgb) { fogDensity /= 1.10; glFogf(GL_FOG_DENSITY, fogDensity); } break; default: return GL_FALSE; } return GL_TRUE; } 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) { tkSwapBuffers(); } } static GLenum Args(int argc, char **argv) { GLint i; rgb = GL_TRUE; doubleBuffer = GL_FALSE; directRender = 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 if (strcmp(argv[i], "-dr") == 0) { directRender = GL_TRUE; } else if (strcmp(argv[i], "-ir") == 0) { directRender = GL_FALSE; } 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) { tkQuit(); } tkInitPosition(0, 0, 300, 300); type = TK_DEPTH16; type |= (rgb) ? TK_RGB : TK_INDEX; type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE; type |= (directRender) ? TK_DIRECT : TK_INDIRECT; tkInitDisplayMode(type); if (tkInitWindow("Fog Test") == GL_FALSE) { tkQuit(); } Init(); tkExposeFunc(Reshape); tkReshapeFunc(Reshape); tkKeyDownFunc(Key); tkDisplayFunc(Draw); tkExec(); }