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/* 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 * Unpublished-- rights reserved under the copyright laws of the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 <stdlib.h>
#include <math.h>
#include <GL/glut.h>

GLint fogMode;

void
selectFog(int mode)
{
    switch(mode) {
    case GL_LINEAR:
        glFogf(GL_FOG_START, 1.0);
        glFogf(GL_FOG_END, 5.0);
	/* falls through */
    case GL_EXP2:
    case GL_EXP:
	glFogi(GL_FOG_MODE, mode);
	glutPostRedisplay();
	break;
    case 0:
	exit(0);
    }
}

/*  Initialize z-buffer, projection matrix, light source,
 *  and lighting model.  Do not specify a material property here.
 */
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, 0.35);
        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] = 0.1745;
    mat[1] = 0.01175;
    mat[2] = 0.01175;
    mat[3] = 1.0;
    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);
    glutSolidTeapot(1.0);
    glPopMatrix();
}

/*  display() draws 5 teapots at different z positions.
 */
void
display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    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);
    glFlush();
}

void
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, 0.0, 10.0);
    else
        glOrtho(-6.0 * (GLfloat) w / ((GLfloat) h * 3),
            6.0 * (GLfloat) w / ((GLfloat) h * 3), -2.0, 2.0, 0.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

static void
key(unsigned char k, int x, int y)
{
  switch (k) {
  case 27:  /* Escape */
    exit(0);
    break;
  default:
    return;
  }
  glutPostRedisplay();
}

/*  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(450, 150);
    glutCreateWindow(argv[0]);
    myinit();
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutCreateMenu(selectFog);
    glutAddMenuEntry("Fog EXP", GL_EXP);
    glutAddMenuEntry("Fog EXP2", GL_EXP2);
    glutAddMenuEntry("Fog LINEAR", GL_LINEAR);
    glutAddMenuEntry("Quit", 0);
    glutAttachMenu(GLUT_RIGHT_BUTTON);
    glutKeyboardFunc(key);
    glutMainLoop();
    return 0;             /* ANSI C requires main to return int. */
}