/* Copyright (c) Mark J. Kilgard, 1994. */ /** * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 "windows.h" #include #include #include #include static GLint fogMode; static float anglex = 0.0F ; static float angley = 0.0F ; 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); } 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,0.35F); 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] = 0.1745F; mat[1] = 0.01175F; mat[2] = 0.01175F; mat[3] = 1.0F; glMaterialfv(GL_FRONT,GL_AMBIENT,mat); mat[0] = 0.61424F; mat[1] = 0.04136F; mat[2] = 0.04136F; glMaterialfv(GL_FRONT,GL_DIFFUSE,mat); mat[0] = 0.727811F; mat[1] = 0.626959F; mat[2] = 0.626959F; glMaterialfv(GL_FRONT,GL_SPECULAR,mat); glMaterialf(GL_FRONT,GL_SHININESS,0.6F*128.0F); glColor3f(1,1,1); auxSolidTeapot(1.0); glPopMatrix(); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angley,0.0F,1.0F,0.0F) ; glRotatef(anglex,1.0F,0.0F,0.0F) ; 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); glPopMatrix(); glFlush(); auxSwapBuffers() ; } void CALLBACK 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,-10.0,10.0); else glOrtho(-6.0*(GLfloat) w/((GLfloat) h*3),6.0*(GLfloat) w/((GLfloat) h*3),-2.0,2.0,-10.0,10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void CALLBACK up(void) { anglex -= 2 ; } void CALLBACK down(void) { anglex += 2 ; } void CALLBACK left(void) { angley -= 2 ; } void CALLBACK right(void) { angley += 2 ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,450,150); auxInitWindow("Brouillard"); myinit(); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,cycleFog); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxReshapeFunc(myReshape); auxMainLoop(display); }