154 lines
3.6 KiB
C
154 lines
3.6 KiB
C
/**
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* Enable as much fixed-function vertex processing state as possible
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* to test fixed-function -> program code generation.
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*/
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#include <GL/glew.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <GL/glut.h>
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static void
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Reshape(int width, int height)
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{
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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}
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static void
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Draw(void)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glBegin(GL_TRIANGLES);
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glColor3f(.8,0,0);
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glVertex3f(-0.9, -0.9, -30.0);
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glColor3f(0,.9,0);
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glVertex3f( 0.9, -0.9, -30.0);
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glColor3f(0,0,.7);
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glVertex3f( 0.0, 0.9, -30.0);
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glEnd();
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glFlush();
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glutSwapBuffers();
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}
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static void
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Init(void)
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{
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GLubyte tex[16][16][4];
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GLfloat pos[4] = {5, 10, 3, 1.0};
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int i, j;
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fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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fflush(stderr);
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glClearColor(0.3, 0.1, 0.3, 0.0);
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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if ((i+j) & 1) {
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tex[i][j][0] = 100;
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tex[i][j][1] = 100;
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tex[i][j][2] = 100;
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tex[i][j][3] = 255;
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}
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else {
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tex[i][j][0] = 200;
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tex[i][j][1] = 200;
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tex[i][j][2] = 200;
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tex[i][j][3] = 255;
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}
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}
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}
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glEnable(GL_FOG);
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glPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, pos);
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for (i = 0; i < 8; i++) {
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GLuint texObj;
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glEnable(GL_LIGHT0 + i);
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glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, 3.5);
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glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, 30.);
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glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 3.);
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glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, 3.);
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glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, 3.);
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glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
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glActiveTexture(GL_TEXTURE0 + i);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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glEnable(GL_TEXTURE_GEN_Q);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_TEXTURE);
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glScalef(2.0, 1.0, 3.0);
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glGenTextures(1, &texObj);
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glBindTexture(GL_TEXTURE_2D, texObj);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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glEnable(GL_LIGHTING);
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_MODELVIEW);
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}
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static void
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Key(unsigned char key, int x, int y)
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{
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if (key == 27) {
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exit(0);
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}
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glutPostRedisplay();
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}
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int
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main(int argc, char **argv)
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{
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GLenum type = GLUT_RGB | GLUT_DOUBLE;
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glutInit(&argc, argv);
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glutInitWindowPosition(0, 0);
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glutInitWindowSize( 250, 250);
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glutInitDisplayMode(type);
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if (glutCreateWindow(*argv) == GL_FALSE) {
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exit(1);
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}
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glewInit();
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Draw);
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Init();
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glutMainLoop();
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return 0;
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}
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