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fog.c
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fog.c
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/*
* Copyright (c) 1993-1997, 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* Unpublished-- rights reserved under the copyright laws of the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(R) is a registered trademark of Silicon Graphics, Inc.
*/
/*
* fog.c
* This program draws 5 red spheres, each at a different
* z distance from the eye, in different types of fog.
* Pressing the f key 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/glut.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
static GLint fogMode;
/* Initialize depth buffer, fog, light source,
* material property, and lighting model.
*/
static void init(void)
{
GLfloat position[] = { 0.5, 0.5, 3.0, 0.0 };
glEnable(GL_DEPTH_TEST);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
{
GLfloat mat[3] = {0.1745, 0.01175, 0.01175};
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);
}
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);
glFogf (GL_FOG_START, 1.0);
glFogf (GL_FOG_END, 5.0);
}
glClearColor(0.5, 0.5, 0.5, 1.0); /* fog color */
}
static void renderSphere (GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix();
glTranslatef (x, y, z);
glutSolidSphere(0.4, 16, 16);
glPopMatrix();
}
/* display() draws 5 spheres at different z positions.
*/
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderSphere (-2., -0.5, -1.0);
renderSphere (-1., -0.5, -2.0);
renderSphere (0., -0.5, -3.0);
renderSphere (1., -0.5, -4.0);
renderSphere (2., -0.5, -5.0);
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho (-2.5*(GLfloat)w/(GLfloat)h,
2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 'f':
case 'F':
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");
}
else if (fogMode == GL_LINEAR) {
fogMode = GL_EXP;
printf ("Fog mode is GL_EXP\n");
}
glFogi (GL_FOG_MODE, fogMode);
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
/* 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)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc (reshape);
glutKeyboardFunc (keyboard);
glutDisplayFunc (display);
glutMainLoop();
return 0;
}