summaryrefslogtreecommitdiffstats
path: root/progs/demos/stex3d.c
blob: e4554d071f3d170a91398dd104cfb803010e9ac7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
/*----------------------------- 
 * stex3d.c GL example of the mesa 3d-texture extention to simulate procedural
 *            texturing, it uses a perlin noise and turbulence functions.
 * 
 * Author:   Daniel Barrero
 *           barrero@irit.fr
 *           dbarrero@pegasus.uniandes.edu.co
 *
 * Converted to GLUT by brianp on 1/1/98
 * Massive clean-up on 2002/10/23 by brianp
 *
 *      
 * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm 
 *
 *---------------------------- */

#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>


#ifndef M_PI
#define M_PI            3.14159265358979323846
#endif

#define NOISE_TEXTURE 1
#define GRADIENT_TEXTURE 2

#define TORUS 1
#define SPHERE 2

static int tex_width=64, tex_height=64, tex_depth=64;
static float angx=0, angy=0, angz=0;
static int texgen = 2, animate = 1, smooth = 1, wireframe = 0;
static int CurTexture = NOISE_TEXTURE, CurObject = TORUS;


static void
BuildTorus(void)
{
   GLint i, j;
   float theta1, phi1, theta2, phi2, rings, sides;
   float v0[03], v1[3], v2[3], v3[3];
   float t0[03], t1[3], t2[3], t3[3];
   float n0[3], n1[3], n2[3], n3[3];
   float innerRadius = 0.25;
   float outerRadius = 0.5;
   float scalFac;

   rings = 16;
   sides = 12;
   scalFac = 1 / (outerRadius * 2);

   glNewList(TORUS, GL_COMPILE);
   for (i = 0; i < rings; i++) {
      theta1 = (float) i *2.0 * M_PI / rings;
      theta2 = (float) (i + 1) * 2.0 * M_PI / rings;
      for (j = 0; j < sides; j++) {
	 phi1 = (float) j *2.0 * M_PI / sides;
	 phi2 = (float) (j + 1) * 2.0 * M_PI / sides;

	 v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1));
	 v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1));
	 v0[2] = innerRadius * sin(phi1);

	 v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1));
	 v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1));
	 v1[2] = innerRadius * sin(phi1);
	 v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2));
	 v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2));
	 v2[2] = innerRadius * sin(phi2);

	 v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2));
	 v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2));
	 v3[2] = innerRadius * sin(phi2);

	 n0[0] = cos(theta1) * (cos(phi1));
	 n0[1] = -sin(theta1) * (cos(phi1));
	 n0[2] = sin(phi1);

	 n1[0] = cos(theta2) * (cos(phi1));
	 n1[1] = -sin(theta2) * (cos(phi1));
	 n1[2] = sin(phi1);

	 n2[0] = cos(theta2) * (cos(phi2));
	 n2[1] = -sin(theta2) * (cos(phi2));
	 n2[2] = sin(phi2);

	 n3[0] = cos(theta1) * (cos(phi2));
	 n3[1] = -sin(theta1) * (cos(phi2));
	 n3[2] = sin(phi2);

	 t0[0] = v0[0] * scalFac + 0.5;
	 t0[1] = v0[1] * scalFac + 0.5;
	 t0[2] = v0[2] * scalFac + 0.5;

	 t1[0] = v1[0] * scalFac + 0.5;
	 t1[1] = v1[1] * scalFac + 0.5;
	 t1[2] = v1[2] * scalFac + 0.5;

	 t2[0] = v2[0] * scalFac + 0.5;
	 t2[1] = v2[1] * scalFac + 0.5;
	 t2[2] = v2[2] * scalFac + 0.5;

	 t3[0] = v3[0] * scalFac + 0.5;
	 t3[1] = v3[1] * scalFac + 0.5;
	 t3[2] = v3[2] * scalFac + 0.5;

	 glBegin(GL_POLYGON);
	 glNormal3fv(n3);
	 glTexCoord3fv(t3);
	 glVertex3fv(v3);
	 glNormal3fv(n2);
	 glTexCoord3fv(t2);
	 glVertex3fv(v2);
	 glNormal3fv(n1);
	 glTexCoord3fv(t1);
	 glVertex3fv(v1);
	 glNormal3fv(n0);
	 glTexCoord3fv(t0);
	 glVertex3fv(v0);
	 glEnd();
      }
   }
   glEndList();
}


/*--------------------------------------------------------------------
 noise function over R3 - implemented by a pseudorandom tricubic spline 
              EXCERPTED FROM SIGGRAPH 92, COURSE 23
                        PROCEDURAL MODELING
                             Ken Perlin
                           New York University
----------------------------------------------------------------------*/


#define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2])
#define B 128
static int p[B + B + 2];
static float g[B + B + 2][3];
#define setup(i,b0,b1,r0,r1) \
        t = vec[i] + 10000.; \
        b0 = ((int)t) & (B-1); \
        b1 = (b0+1) & (B-1); \
        r0 = t - (int)t; \
        r1 = r0 - 1.;

static float
noise3(float vec[3])
{
   int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
   float rx0, rx1, ry0, ry1, rz0, rz1, *q, sx, sy, sz, a, b, c, d, t, u, v;
   register int i, j;

   setup(0, bx0, bx1, rx0, rx1);
   setup(1, by0, by1, ry0, ry1);
   setup(2, bz0, bz1, rz0, rz1);

   i = p[bx0];
   j = p[bx1];

   b00 = p[i + by0];
   b10 = p[j + by0];
   b01 = p[i + by1];
   b11 = p[j + by1];

#define at(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
#define surve(t) ( t * t * (3. - 2. * t) )
#define lerp(t, a, b) ( a + t * (b - a) )

   sx = surve(rx0);
   sy = surve(ry0);
   sz = surve(rz0);

   q = g[b00 + bz0];
   u = at(rx0, ry0, rz0);
   q = g[b10 + bz0];
   v = at(rx1, ry0, rz0);
   a = lerp(sx, u, v);

   q = g[b01 + bz0];
   u = at(rx0, ry1, rz0);
   q = g[b11 + bz0];
   v = at(rx1, ry1, rz0);
   b = lerp(sx, u, v);

   c = lerp(sy, a, b);		/* interpolate in y at lo x */

   q = g[b00 + bz1];
   u = at(rx0, ry0, rz1);
   q = g[b10 + bz1];
   v = at(rx1, ry0, rz1);
   a = lerp(sx, u, v);

   q = g[b01 + bz1];
   u = at(rx0, ry1, rz1);
   q = g[b11 + bz1];
   v = at(rx1, ry1, rz1);
   b = lerp(sx, u, v);

   d = lerp(sy, a, b);		/* interpolate in y at hi x */

   return 1.5 * lerp(sz, c, d);	/* interpolate in z */
}

static void
initNoise(void)
{
   /*long random(); */
   int i, j, k;
   float v[3], s;

   /* Create an array of random gradient vectors uniformly on the unit sphere */
   /*srandom(1); */
   srand(1);
   for (i = 0; i < B; i++) {
      do {			/* Choose uniformly in a cube */
	 for (j = 0; j < 3; j++)
	    v[j] = (float) ((rand() % (B + B)) - B) / B;
	 s = DOT(v, v);
      } while (s > 1.0);	/* If not in sphere try again */
      s = sqrt(s);
      for (j = 0; j < 3; j++)	/* Else normalize */
	 g[i][j] = v[j] / s;
   }

   /* Create a pseudorandom permutation of [1..B] */
   for (i = 0; i < B; i++)
      p[i] = i;
   for (i = B; i > 0; i -= 2) {
      k = p[i];
      p[i] = p[j = rand() % B];
      p[j] = k;
   }

   /* Extend g and p arrays to allow for faster indexing */
   for (i = 0; i < B + 2; i++) {
      p[B + i] = p[i];
      for (j = 0; j < 3; j++)
	 g[B + i][j] = g[i][j];
   }
}


static float
turbulence(float point[3], float lofreq, float hifreq)
{
   float freq, t, p[3];

   p[0] = point[0] + 123.456;
   p[1] = point[1];
   p[2] = point[2];

   t = 0;
   for (freq = lofreq; freq < hifreq; freq *= 2.) {
      t += fabs(noise3(p)) / freq;
      p[0] *= 2.;
      p[1] *= 2.;
      p[2] *= 2.;
   }
   return t - 0.3;		/* readjust to make mean value = 0.0 */
}


static void
create3Dtexture(void)
{
   unsigned char *voxels = NULL;
   int i, j, k;
   unsigned char *vp;
   float vec[3];
   int tmp;

   printf("creating 3d textures...\n");
   voxels =
      (unsigned char *)
      malloc((size_t) (4 * tex_width * tex_height * tex_depth));
   vp = voxels;
   for (i = 0; i < tex_width; i++) {
      vec[0] = i;
      for (j = 0; j < tex_height; j++) {
	 vec[1] = j;
	 for (k = 0; k < tex_depth; k++) {
	    vec[2] = k;
	    tmp = (sin(k * i * j + turbulence(vec, 0.01, 1)) + 1) * 127.5;
	    *vp++ = 0;
	    *vp++ = 0;
	    *vp++ = tmp;
	    *vp++ = tmp + 128;
	 }
      }
   }

   printf("setting up 3d texture...\n");

   glBindTexture(GL_TEXTURE_3D, NOISE_TEXTURE);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
		tex_width, tex_height, tex_depth,
		0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);

   free(voxels);

   printf("finished setting up 3d texture image.\n");
}


static void
printHelp(void)
{
   printf("\nUsage: stex3d  <cmd line options>\n");
   printf(" cmd line options:\n");
   printf("      -wxxx   Width of the texture (Default=64)\n");
   printf("      -hxxx   Height of the texture (Default=64)\n");
   printf("      -dxxx   Depth of the texture (Default=64)\n");
   printf(" Keyboard Options:\n");
   printf("    up/down   rotate around X\n");
   printf("  left/right  rotate around Y\n");
   printf("      z/Z     rotate around Z\n");
   printf("       a      toggle animation\n");
   printf("       s      toggle smooth shading\n");
   printf("       t      toggle texgen mode\n");
   printf("       o      toggle object: torus/sphere\n");
   printf("       i      toggle texture image: noise/gradient\n");
}


static GLenum
parseCmdLine(int argc, char **argv)
{
   GLint i;

   for (i = 1; i < argc; i++) {
      if (strstr(argv[i], "-w") == 0) {
	 tex_width = atoi((argv[i]) + 2);
      }
      else if (strstr(argv[i], "-h") == 0) {
	 tex_height = atoi((argv[i]) + 2);
      }
      else if (strstr(argv[i], "-d") == 0) {
	 tex_depth = atoi((argv[i]) + 2);
      }
      else if (strcmp(argv[i], "-help") == 0) {
	 printHelp();
	 return GL_FALSE;
      }
      else {
	 printf("%s (Bad option).\n", argv[i]);
	 printHelp();
	 return GL_FALSE;
      }
   }
   if (tex_width == 0 || tex_height == 0 || tex_depth == 0) {
      printf("%s (Bad option).\n", "size parameters can't be 0");
      printHelp();
      return GL_FALSE;
   }
   return GL_TRUE;
}


static void
drawScene(void)
{
   static const GLfloat sPlane[4] = { 0.5, 0, 0, -.5 };
   static const GLfloat tPlane[4] = { 0, 0.5, 0, -.5 };
   static const GLfloat rPlane[4] = { 0, 0, 0.5, -.5 };

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glPushMatrix();
   if (texgen == 2) {
      glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
      glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
      glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
   }

   glRotatef(angx, 1.0, 0.0, 0.0);
   glRotatef(angy, 0.0, 1.0, 0.0);
   glRotatef(angz, 0.0, 0.0, 1.0);

   if (texgen == 1) {
      glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
      glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
      glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
   }

   if (texgen) {
      glEnable(GL_TEXTURE_GEN_S);
      glEnable(GL_TEXTURE_GEN_T);
      glEnable(GL_TEXTURE_GEN_R);
   }
   else {
      glDisable(GL_TEXTURE_GEN_S);
      glDisable(GL_TEXTURE_GEN_T);
      glDisable(GL_TEXTURE_GEN_R);
   }

   glCallList(CurObject);
   glPopMatrix();

   glutSwapBuffers();
}


static void
resize(int w, int h)
{
   float ar = (float) w / (float) h;
   float ax = 0.6 * ar;
   float ay = 0.6;
   glViewport(0, 0, (GLint) w, (GLint) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum(-ax, ax, -ay, ay, 2, 20);
   /*glOrtho(-2, 2, -2, 2, -10, 10);*/
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef(0, 0, -4);
}


static void
Idle(void)
{
   float t = glutGet(GLUT_ELAPSED_TIME);
   angx = 0.01 * t;
   angy = 0.03 * t;
   angz += 0;
   glutPostRedisplay();
}


static void
SpecialKey(int k, int x, int y)
{
  switch (k) {
  case GLUT_KEY_UP:
    angx += 5.0;
    break;
  case GLUT_KEY_DOWN:
    angx -= 5.0;
    break;
  case GLUT_KEY_LEFT:
    angy += 5.0;
    break;
  case GLUT_KEY_RIGHT:
    angy -= 5.0;
    break;
  default:
    return;
  }
  glutPostRedisplay();
}


static void
KeyHandler(unsigned char key, int x, int y)
{
   static const char *mode[] = {
      "glTexCoord3f (no texgen)",
      "texgen fixed to object coords",
      "texgen fixed to eye coords"
   };
   (void) x;
   (void) y;
   switch (key) {
   case 27:
   case 'q':
   case 'Q':			/* quit game. */
      exit(0);
      break;
   case 'z':
      angz += 10;
      break;
   case 'Z':
      angz -= 10;
      break;
   case 's':
      smooth = !smooth;
      if (smooth)
         glShadeModel(GL_SMOOTH);
      else
         glShadeModel(GL_FLAT);
      break;
   case 't':
      texgen++;
      if (texgen > 2)
         texgen = 0;
      printf("Texgen: %s\n", mode[texgen]);
      break;
   case 'o':
      if (CurObject == TORUS)
         CurObject = SPHERE;
      else
         CurObject = TORUS;
      break;
   case 'i':
      if (CurTexture == NOISE_TEXTURE)
         CurTexture = GRADIENT_TEXTURE;
      else
         CurTexture = NOISE_TEXTURE;
      glBindTexture(GL_TEXTURE_3D, CurTexture);
      break;
   case 'a':
      animate = !animate;
      if (animate)
         glutIdleFunc(Idle);
      else
         glutIdleFunc(NULL);
      break;
   case 'w':
      wireframe = !wireframe;
      if (wireframe)
         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
      else
         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
      break;
   default:
      break;
   }
   glutPostRedisplay();
}


static void
create3Dgradient(void)
{
   unsigned char *v;
   int i, j, k;
   unsigned char *voxels = NULL;

   voxels = (unsigned char *) malloc(4 * tex_width * tex_height * tex_depth);
   v = voxels;

   for (i = 0; i < tex_depth; i++) {
      for (j = 0; j < tex_height; j++) {
	 for (k = 0; k < tex_width; k++) {
	    GLint r = (255 * i) / (tex_depth - 1);
	    GLint g = (255 * j) / (tex_height - 1);
	    GLint b = (255 * k) / (tex_width - 1);
	    *v++ = r;
	    *v++ = g;
	    *v++ = b;
	    *v++ = 255;
	 }
      }
   }


   glBindTexture(GL_TEXTURE_3D, GRADIENT_TEXTURE);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
		tex_width, tex_height, tex_depth,
		0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);

   free(voxels);
}



static void
init(void)
{
   static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   static const GLfloat mat_shininess[] = { 25.0 };
   static const GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 };
   static const GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 };
   static const GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 };

   int max;

   /* see if we have OpenGL 1.2 or later, for 3D texturing */
   {
      const char *version = (const char *) glGetString(GL_VERSION);
      if (strncmp(version, "1.0", 3) == 0 || strncmp(version, "1.1", 3) == 0) {
	 printf("Sorry, OpenGL 1.2 or later is required\n");
	 exit(1);
      }
   }
   printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER));
   glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max);
   printf("GL_MAX_3D_TEXTURE_SIZE: %d\n", max);
   printf("Current 3D texture size: %d x %d x %d\n",
          tex_width, tex_height, tex_depth);

   /* init light */
   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
   glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
   glLightfv(GL_LIGHT1, GL_POSITION, light_position);
   glLightfv(GL_LIGHT1, GL_AMBIENT, gray);
   glLightfv(GL_LIGHT1, GL_DIFFUSE, white);
   glLightfv(GL_LIGHT1, GL_SPECULAR, white);
   glColorMaterial(GL_FRONT, GL_DIFFUSE);
   glEnable(GL_COLOR_MATERIAL);
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT1);

   glClearColor(.5, .5, .5, 0);

   {
      GLUquadricObj *q;
      q = gluNewQuadric();
      gluQuadricTexture( q, GL_TRUE );
      glNewList(SPHERE, GL_COMPILE);
      gluSphere( q, 0.95, 30, 15 );
      glEndList();
      gluDeleteQuadric(q);
   }

   BuildTorus();


   create3Dgradient();

   initNoise();
   create3Dtexture();

   glEnable(GL_TEXTURE_3D);

   /*
      glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA);
      glEnable(GL_BLEND); 
    */
   glEnable(GL_DEPTH_TEST);

   glColor3f(0.6, 0.7, 0.8);
}


int
main(int argc, char **argv)
{
   glutInit(&argc, argv);

   if (parseCmdLine(argc, argv) == GL_FALSE) {
      exit(0);
   }

   glutInitWindowPosition(0, 0);
   glutInitWindowSize(400, 400);
   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

   if (glutCreateWindow("stex3d") <= 0) {
      exit(0);
   }

   init();

   printHelp();

   glutReshapeFunc(resize);
   glutKeyboardFunc(KeyHandler);
   glutSpecialFunc(SpecialKey);
   glutDisplayFunc(drawScene);
   if (animate)
      glutIdleFunc(Idle);
   glutMainLoop();
   return 0;
}