686 lines
15 KiB
C
686 lines
15 KiB
C
/*
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* This program is under the GNU GPL.
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* Use at your own risk.
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*
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* written by David Bucciarelli (tech.hmw@plus.it)
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* Humanware s.r.l.
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*/
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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 <time.h>
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#include <string.h>
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <GL/glut.h>
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#include "readtex.h"
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#ifdef XMESA
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#include "GL/xmesa.h"
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static int fullscreen=1;
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#endif
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static int WIDTH=640;
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static int HEIGHT=480;
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static GLint T0 = 0;
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static GLint Frames = 0;
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#define BASESIZE 10.0
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#define BASERES 12
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#define TEAPOTRES 3
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#ifndef M_PI
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#define M_PI 3.1415926535
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#endif
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extern void shadowmatrix(GLfloat [4][4], GLfloat [4], GLfloat [4]);
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extern void findplane(GLfloat [4], GLfloat [3], GLfloat [3], GLfloat [3]);
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static int win=0;
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static float obs[3]={5.0,0.0,1.0};
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static float dir[3];
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static float v=0.0;
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static float alpha=-90.0;
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static float beta=90.0;
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static GLfloat baseshadow[4][4];
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static GLfloat lightpos[4]={2.3,0.0,3.0,1.0};
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static GLfloat lightdir[3]={-2.3,0.0,-3.0};
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static GLfloat lightalpha=0.0;
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static int fog=1;
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static int bfcull=1;
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static int usetex=1;
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static int help=1;
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static int joyavailable=0;
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static int joyactive=0;
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static GLuint t1id,t2id;
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static GLuint teapotdlist,basedlist,lightdlist;
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/******************** begin shadow code ********************/
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/* Taken from the projshadow.c - by Tom McReynolds, SGI */
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/* Modified by David Bucciarelli */
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enum {
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X, Y, Z, W
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};
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enum {
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A, B, C, D
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};
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/* create a matrix that will project the desired shadow */
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void
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shadowmatrix(GLfloat shadowMat[4][4],
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GLfloat groundplane[4],
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GLfloat lightpos[4])
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{
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GLfloat dot;
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/* find dot product between light position vector and ground plane normal */
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dot = groundplane[X] * lightpos[X] +
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groundplane[Y] * lightpos[Y] +
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groundplane[Z] * lightpos[Z] +
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groundplane[W] * lightpos[W];
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shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
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shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
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shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
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shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
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shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
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shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
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shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
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shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
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shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
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shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
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shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
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shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
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shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
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shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
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shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
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shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
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}
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/* find the plane equation given 3 points */
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void
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findplane(GLfloat plane[4],
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GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
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{
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GLfloat vec0[3], vec1[3];
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/* need 2 vectors to find cross product */
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vec0[X] = v1[X] - v0[X];
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vec0[Y] = v1[Y] - v0[Y];
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vec0[Z] = v1[Z] - v0[Z];
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vec1[X] = v2[X] - v0[X];
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vec1[Y] = v2[Y] - v0[Y];
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vec1[Z] = v2[Z] - v0[Z];
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/* find cross product to get A, B, and C of plane equation */
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plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
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plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
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plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
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plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
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}
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/******************** end shadow code ********************/
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static void calcposobs(void)
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{
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dir[0]=sin(alpha*M_PI/180.0);
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dir[1]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
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dir[2]=cos(beta*M_PI/180.0);
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obs[0]+=v*dir[0];
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obs[1]+=v*dir[1];
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obs[2]+=v*dir[2];
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}
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static void special(int k, int x, int y)
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{
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switch(k) {
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case GLUT_KEY_LEFT:
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alpha-=2.0;
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break;
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case GLUT_KEY_RIGHT:
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alpha+=2.0;
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break;
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case GLUT_KEY_DOWN:
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beta-=2.0;
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break;
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case GLUT_KEY_UP:
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beta+=2.0;
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break;
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}
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}
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static void cleanup(void)
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{
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glDeleteTextures(1, &t1id);
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glDeleteTextures(1, &t2id);
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glDeleteLists(teapotdlist, 1);
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glDeleteLists(basedlist, 1);
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glDeleteLists(lightdlist, 1);
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}
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static void key(unsigned char k, int x, int y)
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{
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switch(k) {
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case 27:
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cleanup();
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exit(0);
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break;
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case 'a':
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v+=0.005;
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break;
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case 'z':
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v-=0.005;
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break;
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case 'j':
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joyactive=(!joyactive);
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break;
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case 'h':
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help=(!help);
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break;
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case 'f':
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fog=(!fog);
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break;
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case 't':
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usetex=(!usetex);
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break;
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case 'b':
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if(bfcull) {
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glDisable(GL_CULL_FACE);
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bfcull=0;
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} else {
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glEnable(GL_CULL_FACE);
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bfcull=1;
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}
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break;
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#ifdef XMESA
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case ' ':
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XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
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fullscreen=(!fullscreen);
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break;
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#endif
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}
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}
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static void reshape(int w, int h)
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{
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WIDTH=w;
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HEIGHT=h;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0,w/(float)h,0.2,40.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0,0,w,h);
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}
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static void printstring(void *font, char *string)
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{
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int len,i;
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len=(int)strlen(string);
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for(i=0;i<len;i++)
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glutBitmapCharacter(font,string[i]);
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}
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static void printhelp(void)
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{
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glEnable(GL_BLEND);
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glColor4f(0.5,0.5,0.5,0.5);
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glRecti(40,40,600,440);
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glDisable(GL_BLEND);
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glColor3f(1.0,0.0,0.0);
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glRasterPos2i(300,420);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
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glRasterPos2i(60,390);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
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glRasterPos2i(60,360);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
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glRasterPos2i(60,330);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
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glRasterPos2i(60,300);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
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glRasterPos2i(60,270);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
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glRasterPos2i(60,240);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
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glRasterPos2i(60,210);
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
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glRasterPos2i(60,180);
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if(joyavailable)
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Toggle jostick control (Joystick control available)");
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else
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printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
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}
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static void drawbase(void)
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{
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static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
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static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
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int i,j;
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float x,y,dx,dy;
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glBindTexture(GL_TEXTURE_2D,t1id);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
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dx=BASESIZE/BASERES;
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dy=-BASESIZE/BASERES;
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for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
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glBegin(GL_QUAD_STRIP);
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glColor3f(1.0,1.0,1.0);
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glNormal3f(0.0,0.0,1.0);
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for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
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glTexCoord2f(x,y);
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glVertex3f(x,y,0.0);
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glTexCoord2f(x,y+dy);
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glVertex3f(x,y+dy,0.0);
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}
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glEnd();
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}
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}
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static void drawteapot(void)
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{
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static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
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static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
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static float xrot=0.0;
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static float zrot=0.0;
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
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glPushMatrix();
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glRotatef(lightalpha,0.0,0.0,1.0);
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glMultMatrixf((GLfloat *)baseshadow);
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glRotatef(-lightalpha,0.0,0.0,1.0);
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glTranslatef(0.0,0.0,1.0);
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glRotatef(xrot,1.0,0.0,0.0);
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glRotatef(zrot,0.0,0.0,1.0);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glColor3f(0.0,0.0,0.0);
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glCallList(teapotdlist);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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if(usetex)
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glEnable(GL_TEXTURE_2D);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0.0,0.0,1.0);
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glRotatef(xrot,1.0,0.0,0.0);
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glRotatef(zrot,0.0,0.0,1.0);
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glCallList(teapotdlist);
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glPopMatrix();
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xrot+=2.0;
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zrot+=1.0;
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}
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static void drawlight1(void)
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{
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glPushMatrix();
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glRotatef(lightalpha,0.0,0.0,1.0);
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glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
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glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
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glPopMatrix();
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}
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static void drawlight2(void)
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{
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glPushMatrix();
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glRotatef(lightalpha,0.0,0.0,1.0);
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glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
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glDisable(GL_TEXTURE_2D);
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glCallList(lightdlist);
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if(usetex)
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glEnable(GL_TEXTURE_2D);
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glPopMatrix();
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lightalpha+=1.0;
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}
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static void dojoy(void)
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{
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#ifdef WIN32
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static UINT max[2]={0,0};
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static UINT min[2]={0xffffffff,0xffffffff},center[2];
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MMRESULT res;
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JOYINFO joy;
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res=joyGetPos(JOYSTICKID1,&joy);
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if(res==JOYERR_NOERROR) {
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joyavailable=1;
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if(max[0]<joy.wXpos)
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max[0]=joy.wXpos;
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if(min[0]>joy.wXpos)
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min[0]=joy.wXpos;
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center[0]=(max[0]+min[0])/2;
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if(max[1]<joy.wYpos)
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max[1]=joy.wYpos;
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if(min[1]>joy.wYpos)
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min[1]=joy.wYpos;
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center[1]=(max[1]+min[1])/2;
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if(joyactive) {
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if(fabs(center[0]-(float)joy.wXpos)>0.1*(max[0]-min[0]))
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alpha-=2.5*(center[0]-(float)joy.wXpos)/(max[0]-min[0]);
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if(fabs(center[1]-(float)joy.wYpos)>0.1*(max[1]-min[1]))
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beta+=2.5*(center[1]-(float)joy.wYpos)/(max[1]-min[1]);
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if(joy.wButtons & JOY_BUTTON1)
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v+=0.005;
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if(joy.wButtons & JOY_BUTTON2)
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v-=0.005;
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}
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} else
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joyavailable=0;
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#endif
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}
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static void draw(void)
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{
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static char frbuf[80] = "";
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dojoy();
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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if(usetex)
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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if(fog)
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glEnable(GL_FOG);
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else
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glDisable(GL_FOG);
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glEnable(GL_LIGHTING);
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glShadeModel(GL_SMOOTH);
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glPushMatrix();
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calcposobs();
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gluLookAt(obs[0],obs[1],obs[2],
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obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
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0.0,0.0,1.0);
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drawlight1();
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glCallList(basedlist);
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drawteapot();
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drawlight2();
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glPopMatrix();
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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glShadeModel(GL_FLAT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glColor3f(1.0,0.0,0.0);
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glRasterPos2i(10,10);
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printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
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glRasterPos2i(350,470);
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printstring(GLUT_BITMAP_HELVETICA_10,"Teapot V1.2 Written by David Bucciarelli (tech.hmw@plus.it)");
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if(help)
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printhelp();
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reshape(WIDTH,HEIGHT);
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glutSwapBuffers();
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Frames++;
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{
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GLint t = glutGet(GLUT_ELAPSED_TIME);
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if (t - T0 >= 2000) {
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GLfloat seconds = (t - T0) / 1000.0;
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GLfloat fps = Frames / seconds;
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sprintf(frbuf, "Frame rate: %f", fps);
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T0 = t;
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Frames = 0;
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}
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}
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}
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static void inittextures(void)
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{
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glGenTextures(1,&t1id);
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glBindTexture(GL_TEXTURE_2D,t1id);
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glPixelStorei(GL_UNPACK_ALIGNMENT,4);
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if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
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fprintf(stderr,"Error reading a texture.\n");
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exit(-1);
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}
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
|
|
|
|
glGenTextures(1,&t2id);
|
|
glBindTexture(GL_TEXTURE_2D,t2id);
|
|
|
|
glPixelTransferf(GL_RED_SCALE, 0.75);
|
|
glPixelTransferf(GL_RED_BIAS, 0.25);
|
|
glPixelTransferf(GL_GREEN_SCALE, 0.75);
|
|
glPixelTransferf(GL_GREEN_BIAS, 0.25);
|
|
glPixelTransferf(GL_BLUE_SCALE, 0.75);
|
|
glPixelTransferf(GL_BLUE_BIAS, 0.25);
|
|
|
|
if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
|
|
fprintf(stderr,"Error reading a texture.\n");
|
|
exit(-1);
|
|
}
|
|
|
|
glPixelTransferf(GL_RED_SCALE, 1.0);
|
|
glPixelTransferf(GL_RED_BIAS, 0.0);
|
|
glPixelTransferf(GL_GREEN_SCALE, 1.0);
|
|
glPixelTransferf(GL_GREEN_BIAS, 0.0);
|
|
glPixelTransferf(GL_BLUE_SCALE, 1.0);
|
|
glPixelTransferf(GL_BLUE_BIAS, 0.0);
|
|
|
|
|
|
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
|
|
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
|
|
}
|
|
|
|
static void initlight(void)
|
|
{
|
|
float matamb[4] ={0.5, 0.5, 0.5, 1.0};
|
|
float matdiff[4]={0.9, 0.2, 0.2, 1.0};
|
|
float matspec[4]={1.0,1.0,1.0,1.0};
|
|
|
|
float lamb[4] ={1.5, 1.5, 1.5, 1.0};
|
|
float ldiff[4]={1.0, 1.0, 1.0, 1.0};
|
|
float lspec[4]={1.0, 1.0, 1.0, 1.0};
|
|
|
|
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
|
|
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
|
|
glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
|
|
glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
|
|
glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
|
|
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
|
|
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
|
|
glEnable(GL_LIGHT0);
|
|
}
|
|
|
|
static void initdlists(void)
|
|
{
|
|
GLUquadricObj *lcone,*lbase;
|
|
GLfloat plane[4];
|
|
GLfloat v0[3]={0.0,0.0,0.0};
|
|
GLfloat v1[3]={1.0,0.0,0.0};
|
|
GLfloat v2[3]={0.0,1.0,0.0};
|
|
|
|
findplane(plane,v0,v1,v2);
|
|
shadowmatrix(baseshadow,plane,lightpos);
|
|
|
|
teapotdlist=glGenLists(1);
|
|
glNewList(teapotdlist,GL_COMPILE);
|
|
glRotatef(90.0,1.0,0.0,0.0);
|
|
glCullFace(GL_FRONT);
|
|
glBindTexture(GL_TEXTURE_2D,t2id);
|
|
glutSolidTeapot(0.75);
|
|
glCullFace(GL_BACK);
|
|
glEndList();
|
|
|
|
basedlist=glGenLists(1);
|
|
glNewList(basedlist,GL_COMPILE);
|
|
drawbase();
|
|
glEndList();
|
|
|
|
lightdlist=glGenLists(1);
|
|
glNewList(lightdlist,GL_COMPILE);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
lcone=gluNewQuadric();
|
|
lbase=gluNewQuadric();
|
|
glRotatef(45.0,0.0,1.0,0.0);
|
|
|
|
glColor3f(1.0,1.0,1.0);
|
|
glCullFace(GL_FRONT);
|
|
gluDisk(lbase,0.0,0.2,12.0,1.0);
|
|
glCullFace(GL_BACK);
|
|
|
|
glColor3f(0.5,0.0,0.0);
|
|
gluCylinder(lcone,0.2,0.0,0.5,12,1);
|
|
|
|
gluDeleteQuadric(lcone);
|
|
gluDeleteQuadric(lbase);
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glEndList();
|
|
}
|
|
|
|
int main(int ac, char **av)
|
|
{
|
|
float fogcolor[4]={0.025,0.025,0.025,1.0};
|
|
|
|
fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
|
|
|
|
/*
|
|
if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
|
|
fprintf(stderr,"Error setting the process class.\n");
|
|
return 0;
|
|
}
|
|
|
|
if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
|
|
fprintf(stderr,"Error setting the process priority.\n");
|
|
return 0;
|
|
}
|
|
*/
|
|
|
|
glutInitWindowSize(WIDTH,HEIGHT);
|
|
glutInit(&ac,av);
|
|
|
|
glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
|
|
|
|
if(!(win=glutCreateWindow("Teapot"))) {
|
|
fprintf(stderr,"Error, couldn't open window\n");
|
|
return -1;
|
|
}
|
|
|
|
reshape(WIDTH,HEIGHT);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glEnable(GL_FOG);
|
|
glFogi(GL_FOG_MODE,GL_EXP2);
|
|
glFogfv(GL_FOG_COLOR,fogcolor);
|
|
|
|
glFogf(GL_FOG_DENSITY,0.04);
|
|
glHint(GL_FOG_HINT,GL_NICEST);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
calcposobs();
|
|
|
|
inittextures();
|
|
initlight();
|
|
|
|
initdlists();
|
|
|
|
glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);
|
|
|
|
glutReshapeFunc(reshape);
|
|
glutDisplayFunc(draw);
|
|
glutKeyboardFunc(key);
|
|
glutSpecialFunc(special);
|
|
glutIdleFunc(draw);
|
|
|
|
glutMainLoop();
|
|
cleanup();
|
|
|
|
return 0;
|
|
}
|