mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-01-04 00:30:11 +01:00
lots of changes, fixes, clean-ups
This commit is contained in:
parent
4a7c45118d
commit
badc346206
1 changed files with 188 additions and 182 deletions
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@ -7,151 +7,136 @@
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* Daniel Borca
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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#include "readtex.h"
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#define DEPTH 5.0f
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#define TEXTURE_FILE "../images/bw.rgb"
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static PFNGLFOGCOORDFEXTPROC glFogCoordf_ext;
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static PFNGLFOGCOORDPOINTEREXTPROC glFogCoordPointer_ext;
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#define ARRAYS 0 /* use glDrawElements */
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#define VERBOSE 1 /* tell me what happens */
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#define DEPTH 15.0f
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#if !defined(GLAPIENTRYP)
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# define GLAPIENTRYP *
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#endif
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typedef void (GLAPIENTRYP GLFOGCOORDFEXTPROC) (GLfloat f);
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typedef void (GLAPIENTRYP GLFOGCOORDPOINTEREXTPROC) (GLenum, GLsizei, const GLvoid *);
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static GLFOGCOORDFEXTPROC glFogCoordf_ext;
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#if ARRAYS
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static GLFOGCOORDPOINTEREXTPROC glFogCoordPointer_ext;
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#endif
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static GLboolean have_fog_coord;
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static GLfloat camz;
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static GLuint texture[1];
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static GLint fogMode;
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static GLboolean fogCoord;
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static GLfloat fogDensity = 0.75;
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static GLfloat fogStart = 1.0, fogEnd = 40.0;
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static GLfloat fogStart = 1.0, fogEnd = DEPTH;
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static GLfloat fogColor[4] = {0.6f, 0.3f, 0.0f, 1.0f};
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static const char *ModeStr = NULL;
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static GLboolean Arrays = GL_FALSE;
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static GLboolean Texture = GL_TRUE;
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static void APIENTRY glFogCoordf_nop (GLfloat f)
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static void
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Reset(void)
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{
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fogMode = 1;
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fogCoord = 1;
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fogDensity = 0.75;
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fogStart = 1.0;
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fogEnd = DEPTH;
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Arrays = GL_FALSE;
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Texture = GL_TRUE;
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}
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static void APIENTRY
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glFogCoordf_nop (GLfloat f)
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{
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(void)f;
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}
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static int BuildTexture (const char *filename, GLuint texid[])
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static void
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PrintString(const char *s)
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{
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GLubyte *tex_data;
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GLenum tex_format;
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GLint tex_width, tex_height;
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tex_data = LoadRGBImage(filename, &tex_width, &tex_height, &tex_format);
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if (tex_data == NULL) {
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return -1;
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while (*s) {
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
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s++;
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}
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{
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GLint tex_max;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &tex_max);
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if ((tex_width > tex_max) || (tex_height > tex_max)) {
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return -1;
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}
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}
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glGenTextures(1, texid);
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glBindTexture(GL_TEXTURE_2D, texid[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, tex_format, tex_width, tex_height, 0,
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tex_format, GL_UNSIGNED_BYTE, tex_data);
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return 0;
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}
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static int SetFogMode (GLint fogMode)
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static void
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PrintInfo(void)
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{
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char s[100];
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glDisable(GL_FOG);
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glColor3f(0, 1, 1);
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sprintf(s, "Mode(m): %s Start(s/S): %g End(e/E): %g Density(d/D): %g",
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ModeStr, fogStart, fogEnd, fogDensity);
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glWindowPos2iARB(5, 20);
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PrintString(s);
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sprintf(s, "Arrays(a): %s glFogCoord(c): %s EyeZ(z/z): %g",
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(Arrays ? "Yes" : "No"),
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(fogCoord ? "Yes" : "No"),
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camz);
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glWindowPos2iARB(5, 5);
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PrintString(s);
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}
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static int
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SetFogMode(GLint fogMode)
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{
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fogMode &= 3;
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switch (fogMode) {
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case 0:
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ModeStr = "Off";
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glDisable(GL_FOG);
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#if VERBOSE
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printf("fog(disable)\n");
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#endif
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break;
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case 1:
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ModeStr = "GL_LINEAR";
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glEnable(GL_FOG);
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_START, fogStart);
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glFogf(GL_FOG_END, fogEnd);
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#if VERBOSE
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printf("fog(GL_LINEAR, %.2f, %.2f)\n", fogStart, fogEnd);
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#endif
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break;
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case 2:
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ModeStr = "GL_EXP";
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glEnable(GL_FOG);
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glFogi(GL_FOG_MODE, GL_EXP);
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glFogf(GL_FOG_DENSITY, fogDensity);
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#if VERBOSE
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printf("fog(GL_EXP, %.2f)\n", fogDensity);
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#endif
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break;
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case 3:
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ModeStr = "GL_EXP2";
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glEnable(GL_FOG);
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glFogi(GL_FOG_MODE, GL_EXP2);
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glFogf(GL_FOG_DENSITY, fogDensity);
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#if VERBOSE
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printf("fog(GL_EXP2, %.2f)\n", fogDensity);
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#endif
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break;
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}
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return fogMode;
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}
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static GLboolean SetFogCoord (GLboolean fogCoord)
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static GLboolean
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SetFogCoord(GLboolean fogCoord)
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{
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glFogCoordf_ext = glFogCoordf_nop;
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if (!have_fog_coord) {
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#if VERBOSE
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printf("fog(GL_FRAGMENT_DEPTH_EXT)%s\n", fogCoord ? " EXT_fog_coord not available!" : "");
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#endif
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return GL_FALSE;
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}
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if (fogCoord) {
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glFogCoordf_ext = (GLFOGCOORDFEXTPROC)glutGetProcAddress("glFogCoordfEXT");
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glFogCoordf_ext = (PFNGLFOGCOORDFEXTPROC)glutGetProcAddress("glFogCoordfEXT");
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glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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#if VERBOSE
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printf("fog(GL_FOG_COORDINATE_EXT)\n");
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#endif
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} else {
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}
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else {
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glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
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#if VERBOSE
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printf("fog(GL_FRAGMENT_DEPTH_EXT)\n");
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#endif
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}
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return fogCoord;
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}
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#if ARRAYS
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/* could reuse vertices */
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static GLuint vertex_index[] = {
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/* Back */
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@ -172,19 +157,19 @@ static GLuint vertex_index[] = {
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static GLfloat vertex_pointer[][3] = {
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/* Back */
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{-2.5f,-2.5f,-DEPTH}, { 2.5f,-2.5f,-DEPTH}, { 2.5f, 2.5f,-DEPTH}, {-2.5f, 2.5f,-DEPTH},
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{-1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, { 1.0f, 1.0f,-DEPTH}, {-1.0f, 1.0f,-DEPTH},
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/* Floor */
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{-2.5f,-2.5f,-DEPTH}, { 2.5f,-2.5f,-DEPTH}, { 2.5f,-2.5f, DEPTH}, {-2.5f,-2.5f, DEPTH},
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{-1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f, 0.0}, {-1.0f,-1.0f, 0.0},
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/* Roof */
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{-2.5f, 2.5f,-DEPTH}, { 2.5f, 2.5f,-DEPTH}, { 2.5f, 2.5f, DEPTH}, {-2.5f, 2.5f, DEPTH},
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{-1.0f, 1.0f,-DEPTH}, { 1.0f, 1.0f,-DEPTH}, { 1.0f, 1.0f, 0.0}, {-1.0f, 1.0f, 0.0},
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/* Right */
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{ 2.5f,-2.5f, DEPTH}, { 2.5f, 2.5f, DEPTH}, { 2.5f, 2.5f,-DEPTH}, { 2.5f,-2.5f,-DEPTH},
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{ 1.0f,-1.0f, 0.0}, { 1.0f, 1.0f, 0.0}, { 1.0f, 1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH},
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/* Left */
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{-2.5f,-2.5f, DEPTH}, {-2.5f, 2.5f, DEPTH}, {-2.5f, 2.5f,-DEPTH}, {-2.5f,-2.5f,-DEPTH}
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{-1.0f,-1.0f, 0.0}, {-1.0f, 1.0f, 0.0}, {-1.0f, 1.0f,-DEPTH}, {-1.0f,-1.0f,-DEPTH}
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};
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static GLfloat texcoord_pointer[][2] = {
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@ -192,118 +177,139 @@ static GLfloat texcoord_pointer[][2] = {
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{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
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/* Floor */
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{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
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{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, DEPTH}, {0.0f, DEPTH},
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/* Roof */
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{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
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{1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, DEPTH}, {1.0f, DEPTH},
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/* Right */
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{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f},
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{0.0f, 1.0f}, {0.0f, 0.0f}, {DEPTH, 0.0f}, {DEPTH, 1.0f},
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/* Left */
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{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}
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{0.0f, 0.0f}, {0.0f, 1.0f}, {DEPTH, 1.0f}, {DEPTH, 0.0f}
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};
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static GLfloat fogcoord_pointer[][1] = {
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static GLfloat fogcoord_pointer[] = {
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/* Back */
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{1.0f}, {1.0f}, {1.0f}, {1.0f},
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DEPTH, DEPTH, DEPTH, DEPTH,
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/* Floor */
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{1.0f}, {1.0f}, {0.0f}, {0.0f},
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DEPTH, DEPTH, 0.0, 0.0,
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/* Roof */
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{1.0f}, {1.0f}, {0.0f}, {0.0f},
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DEPTH, DEPTH, 0.0, 0.0,
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/* Right */
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{0.0f}, {0.0f}, {1.0f}, {1.0f},
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0.0, 0.0, DEPTH, DEPTH,
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/* Left */
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{0.0f}, {0.0f}, {1.0f}, {1.0f}
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0.0, 0.0, DEPTH, DEPTH
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};
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#endif
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static void Display( void )
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static void
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Display( void )
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{
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity ();
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glTranslatef(0.0f, 0.0f, camz);
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glTranslatef(0.0f, 0.0f, -camz);
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#if ARRAYS
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glDrawElements(GL_QUADS, sizeof(vertex_index) / sizeof(vertex_index[0]), GL_UNSIGNED_INT, vertex_index);
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#else
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/* Back */
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glBegin(GL_QUADS);
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glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f,-DEPTH);
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glEnd();
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SetFogMode(fogMode);
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/* Floor */
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glBegin(GL_QUADS);
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glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f,-2.5f, DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f,-2.5f, DEPTH);
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glEnd();
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glColor3f(1, 1, 1);
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/* Roof */
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glBegin(GL_QUADS);
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glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, 2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f, 2.5f,-DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f, DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, DEPTH);
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glEnd();
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if (Texture)
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glEnable(GL_TEXTURE_2D);
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/* Right */
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glBegin(GL_QUADS);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.5f,-2.5f, DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 2.5f, 2.5f, DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-DEPTH);
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glEnd();
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if (Arrays) {
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDrawElements(GL_QUADS, sizeof(vertex_index) / sizeof(vertex_index[0]),
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GL_UNSIGNED_INT, vertex_index);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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else {
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/* Back */
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glBegin(GL_QUADS);
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glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH);
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glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-DEPTH);
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glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-DEPTH);
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glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,-DEPTH);
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glEnd();
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/* Left */
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glBegin(GL_QUADS);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f, DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.5f, 2.5f,-DEPTH);
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glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-DEPTH);
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glEnd();
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#endif
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/* Floor */
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glBegin(GL_QUADS);
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glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH);
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glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, DEPTH); glVertex3f( 1.0f,-1.0f,0.0);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, DEPTH); glVertex3f(-1.0f,-1.0f,0.0);
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glEnd();
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/* Roof */
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glBegin(GL_QUADS);
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glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f,-DEPTH);
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glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f,-DEPTH);
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glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, DEPTH); glVertex3f( 1.0f, 1.0f,0.0);
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glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, DEPTH); glVertex3f(-1.0f, 1.0f,0.0);
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glEnd();
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/* Right */
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glBegin(GL_QUADS);
|
||||
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,-1.0f,0.0);
|
||||
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f,0.0);
|
||||
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 0.0f); glVertex3f( 1.0f, 1.0f,-DEPTH);
|
||||
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 1.0f); glVertex3f( 1.0f,-1.0f,-DEPTH);
|
||||
glEnd();
|
||||
|
||||
/* Left */
|
||||
glBegin(GL_QUADS);
|
||||
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,0.0);
|
||||
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,0.0);
|
||||
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 1.0f); glVertex3f(-1.0f, 1.0f,-DEPTH);
|
||||
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
PrintInfo();
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
static void Reshape( int width, int height )
|
||||
static void
|
||||
Reshape( int width, int height )
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45.0f, (GLfloat)(width)/(GLfloat)(height), 0.1f, 100.0f);
|
||||
glFrustum(-1, 1, -1, 1, 1.0, 100);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
|
||||
static void Key( unsigned char key, int x, int y )
|
||||
static void
|
||||
Key( unsigned char key, int x, int y )
|
||||
{
|
||||
(void) x;
|
||||
(void) y;
|
||||
switch (key) {
|
||||
case 'a':
|
||||
Arrays = !Arrays;
|
||||
break;
|
||||
case 'f':
|
||||
case 'm':
|
||||
fogMode = SetFogMode(fogMode + 1);
|
||||
break;
|
||||
case '+':
|
||||
if (fogDensity < 1.0) {
|
||||
fogDensity += 0.05;
|
||||
}
|
||||
case 'D':
|
||||
fogDensity += 0.05;
|
||||
SetFogMode(fogMode);
|
||||
break;
|
||||
case '-':
|
||||
case 'd':
|
||||
if (fogDensity > 0.0) {
|
||||
fogDensity -= 0.05;
|
||||
}
|
||||
|
|
@ -311,31 +317,43 @@ static void Key( unsigned char key, int x, int y )
|
|||
break;
|
||||
case 's':
|
||||
if (fogStart > 0.0) {
|
||||
fogStart -= 1.0;
|
||||
fogStart -= 0.25;
|
||||
}
|
||||
SetFogMode(fogMode);
|
||||
break;
|
||||
case 'S':
|
||||
if (fogStart < fogEnd) {
|
||||
fogStart += 1.0;
|
||||
if (fogStart < 100.0) {
|
||||
fogStart += 0.25;
|
||||
}
|
||||
SetFogMode(fogMode);
|
||||
break;
|
||||
case 'e':
|
||||
if (fogEnd > fogStart) {
|
||||
fogEnd -= 1.0;
|
||||
if (fogEnd > 0.0) {
|
||||
fogEnd -= 0.25;
|
||||
}
|
||||
SetFogMode(fogMode);
|
||||
break;
|
||||
case 'E':
|
||||
if (fogEnd < 100.0) {
|
||||
fogEnd += 1.0;
|
||||
fogEnd += 0.25;
|
||||
}
|
||||
SetFogMode(fogMode);
|
||||
break;
|
||||
case 'c':
|
||||
fogCoord = SetFogCoord(fogCoord ^ GL_TRUE);
|
||||
break;
|
||||
case 't':
|
||||
Texture = !Texture;
|
||||
break;
|
||||
case 'z':
|
||||
camz -= 0.1;
|
||||
break;
|
||||
case 'Z':
|
||||
camz += 0.1;
|
||||
break;
|
||||
case 'r':
|
||||
Reset();
|
||||
break;
|
||||
case 27:
|
||||
exit(0);
|
||||
break;
|
||||
|
|
@ -344,37 +362,28 @@ static void Key( unsigned char key, int x, int y )
|
|||
}
|
||||
|
||||
|
||||
static void SpecialKey( int key, int x, int y )
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
(void) x;
|
||||
(void) y;
|
||||
switch (key) {
|
||||
case GLUT_KEY_UP:
|
||||
if (camz < (DEPTH - 1.0)) {
|
||||
camz += 1.0f;
|
||||
}
|
||||
break;
|
||||
case GLUT_KEY_DOWN:
|
||||
if (camz > -19.0) {
|
||||
camz -= 1.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
glutPostRedisplay();
|
||||
}
|
||||
static const GLubyte teximage[2][2][4] = {
|
||||
{ { 255, 255, 255, 255}, { 128, 128, 128, 255} },
|
||||
{ { 128, 128, 128, 255}, { 255, 255, 255, 255} }
|
||||
};
|
||||
|
||||
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
|
||||
|
||||
static void Init( void )
|
||||
{
|
||||
have_fog_coord = glutExtensionSupported("GL_EXT_fog_coord");
|
||||
|
||||
if (BuildTexture(TEXTURE_FILE, texture) == -1) {
|
||||
exit(1);
|
||||
if (!have_fog_coord) {
|
||||
printf("GL_EXT_fog_coord not supported!\n");
|
||||
}
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
glClearDepth(1.0f);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, teximage);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
|
@ -383,11 +392,8 @@ static void Init( void )
|
|||
glFogfv(GL_FOG_COLOR, fogColor);
|
||||
glHint(GL_FOG_HINT, GL_NICEST);
|
||||
fogCoord = SetFogCoord(GL_TRUE); /* try to enable fog_coord */
|
||||
fogMode = SetFogMode(2); /* GL_EXP */
|
||||
fogMode = SetFogMode(1);
|
||||
|
||||
camz = -19.0f;
|
||||
|
||||
#if ARRAYS
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, 0, vertex_pointer);
|
||||
|
||||
|
|
@ -395,24 +401,24 @@ static void Init( void )
|
|||
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_pointer);
|
||||
|
||||
if (have_fog_coord) {
|
||||
glFogCoordPointer_ext = (GLFOGCOORDPOINTEREXTPROC)glutGetProcAddress("glFogCoordPointerEXT");
|
||||
glFogCoordPointer_ext = (PFNGLFOGCOORDPOINTEREXTPROC)glutGetProcAddress("glFogCoordPointerEXT");
|
||||
glEnableClientState(GL_FOG_COORDINATE_ARRAY_EXT);
|
||||
glFogCoordPointer_ext(GL_FLOAT, 0, fogcoord_pointer);
|
||||
}
|
||||
#endif
|
||||
|
||||
Reset();
|
||||
}
|
||||
|
||||
|
||||
int main( int argc, char *argv[] )
|
||||
int
|
||||
main( int argc, char *argv[] )
|
||||
{
|
||||
glutInit( &argc, argv );
|
||||
glutInitWindowPosition( 0, 0 );
|
||||
glutInitWindowSize( 640, 480 );
|
||||
glutInitWindowSize( 600, 600 );
|
||||
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
|
||||
glutCreateWindow(argv[0]);
|
||||
glutReshapeFunc( Reshape );
|
||||
glutKeyboardFunc( Key );
|
||||
glutSpecialFunc( SpecialKey );
|
||||
glutDisplayFunc( Display );
|
||||
Init();
|
||||
glutMainLoop();
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue