Clone of mesa.
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teapot.c 15KB

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  1. /*
  2. * This program is under the GNU GPL.
  3. * Use at your own risk.
  4. *
  5. * written by David Bucciarelli (tech.hmw@plus.it)
  6. * Humanware s.r.l.
  7. */
  8. #include <stdio.h>
  9. #include <stdlib.h>
  10. #include <math.h>
  11. #include <time.h>
  12. #ifdef WIN32
  13. #include <windows.h>
  14. #endif
  15. #include <GL/glut.h>
  16. #include "readtex.c"
  17. #ifdef XMESA
  18. #include "GL/xmesa.h"
  19. static int fullscreen=1;
  20. #endif
  21. static int WIDTH=640;
  22. static int HEIGHT=480;
  23. static GLint T0 = 0;
  24. static GLint Frames = 0;
  25. #define BASESIZE 10.0
  26. #define BASERES 12
  27. #define TEAPOTRES 3
  28. #ifndef M_PI
  29. #define M_PI 3.1415926535
  30. #endif
  31. extern void shadowmatrix(GLfloat [4][4], GLfloat [4], GLfloat [4]);
  32. extern void findplane(GLfloat [4], GLfloat [3], GLfloat [3], GLfloat [3]);
  33. static int win=0;
  34. static float obs[3]={5.0,0.0,1.0};
  35. static float dir[3];
  36. static float v=0.0;
  37. static float alpha=-90.0;
  38. static float beta=90.0;
  39. static GLfloat baseshadow[4][4];
  40. static GLfloat lightpos[4]={2.3,0.0,3.0,1.0};
  41. static GLfloat lightdir[3]={-2.3,0.0,-3.0};
  42. static GLfloat lightalpha=0.0;
  43. static int fog=1;
  44. static int bfcull=1;
  45. static int usetex=1;
  46. static int help=1;
  47. static int joyavailable=0;
  48. static int joyactive=0;
  49. static GLuint t1id,t2id;
  50. static GLuint teapotdlist,basedlist,lightdlist;
  51. /******************** begin shadow code ********************/
  52. /* Taken from the projshadow.c - by Tom McReynolds, SGI */
  53. /* Modified by David Bucciarelli */
  54. enum {
  55. X, Y, Z, W
  56. };
  57. enum {
  58. A, B, C, D
  59. };
  60. /* create a matrix that will project the desired shadow */
  61. void
  62. shadowmatrix(GLfloat shadowMat[4][4],
  63. GLfloat groundplane[4],
  64. GLfloat lightpos[4])
  65. {
  66. GLfloat dot;
  67. /* find dot product between light position vector and ground plane normal */
  68. dot = groundplane[X] * lightpos[X] +
  69. groundplane[Y] * lightpos[Y] +
  70. groundplane[Z] * lightpos[Z] +
  71. groundplane[W] * lightpos[W];
  72. shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
  73. shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
  74. shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
  75. shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
  76. shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
  77. shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
  78. shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
  79. shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
  80. shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
  81. shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
  82. shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
  83. shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
  84. shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
  85. shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
  86. shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
  87. shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
  88. }
  89. /* find the plane equation given 3 points */
  90. void
  91. findplane(GLfloat plane[4],
  92. GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
  93. {
  94. GLfloat vec0[3], vec1[3];
  95. /* need 2 vectors to find cross product */
  96. vec0[X] = v1[X] - v0[X];
  97. vec0[Y] = v1[Y] - v0[Y];
  98. vec0[Z] = v1[Z] - v0[Z];
  99. vec1[X] = v2[X] - v0[X];
  100. vec1[Y] = v2[Y] - v0[Y];
  101. vec1[Z] = v2[Z] - v0[Z];
  102. /* find cross product to get A, B, and C of plane equation */
  103. plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
  104. plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
  105. plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
  106. plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
  107. }
  108. /******************** end shadow code ********************/
  109. static void calcposobs(void)
  110. {
  111. dir[0]=sin(alpha*M_PI/180.0);
  112. dir[1]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
  113. dir[2]=cos(beta*M_PI/180.0);
  114. obs[0]+=v*dir[0];
  115. obs[1]+=v*dir[1];
  116. obs[2]+=v*dir[2];
  117. }
  118. static void special(int k, int x, int y)
  119. {
  120. switch(k) {
  121. case GLUT_KEY_LEFT:
  122. alpha-=2.0;
  123. break;
  124. case GLUT_KEY_RIGHT:
  125. alpha+=2.0;
  126. break;
  127. case GLUT_KEY_DOWN:
  128. beta-=2.0;
  129. break;
  130. case GLUT_KEY_UP:
  131. beta+=2.0;
  132. break;
  133. }
  134. }
  135. static void key(unsigned char k, int x, int y)
  136. {
  137. switch(k) {
  138. case 27:
  139. exit(0);
  140. break;
  141. case 'a':
  142. v+=0.005;
  143. break;
  144. case 'z':
  145. v-=0.005;
  146. break;
  147. case 'j':
  148. joyactive=(!joyactive);
  149. break;
  150. case 'h':
  151. help=(!help);
  152. break;
  153. case 'f':
  154. fog=(!fog);
  155. break;
  156. case 't':
  157. usetex=(!usetex);
  158. break;
  159. case 'b':
  160. if(bfcull) {
  161. glDisable(GL_CULL_FACE);
  162. bfcull=0;
  163. } else {
  164. glEnable(GL_CULL_FACE);
  165. bfcull=1;
  166. }
  167. break;
  168. #ifdef XMESA
  169. case ' ':
  170. XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
  171. fullscreen=(!fullscreen);
  172. break;
  173. #endif
  174. }
  175. }
  176. static void reshape(int w, int h)
  177. {
  178. WIDTH=w;
  179. HEIGHT=h;
  180. glMatrixMode(GL_PROJECTION);
  181. glLoadIdentity();
  182. gluPerspective(45.0,w/(float)h,0.2,40.0);
  183. glMatrixMode(GL_MODELVIEW);
  184. glLoadIdentity();
  185. glViewport(0,0,w,h);
  186. }
  187. static void printstring(void *font, char *string)
  188. {
  189. int len,i;
  190. len=(int)strlen(string);
  191. for(i=0;i<len;i++)
  192. glutBitmapCharacter(font,string[i]);
  193. }
  194. static void printhelp(void)
  195. {
  196. glEnable(GL_BLEND);
  197. glColor4f(0.5,0.5,0.5,0.5);
  198. glRecti(40,40,600,440);
  199. glDisable(GL_BLEND);
  200. glColor3f(1.0,0.0,0.0);
  201. glRasterPos2i(300,420);
  202. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
  203. glRasterPos2i(60,390);
  204. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Togle Help");
  205. glRasterPos2i(60,360);
  206. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Togle Textures");
  207. glRasterPos2i(60,330);
  208. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Togle Fog");
  209. glRasterPos2i(60,300);
  210. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Togle Back face culling");
  211. glRasterPos2i(60,270);
  212. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
  213. glRasterPos2i(60,240);
  214. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
  215. glRasterPos2i(60,210);
  216. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
  217. glRasterPos2i(60,180);
  218. if(joyavailable)
  219. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Togle jostick control (Joystick control available)");
  220. else
  221. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
  222. }
  223. static void drawbase(void)
  224. {
  225. static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
  226. static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
  227. int i,j;
  228. float x,y,dx,dy;
  229. glBindTexture(GL_TEXTURE_2D,t1id);
  230. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  231. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  232. dx=BASESIZE/BASERES;
  233. dy=-BASESIZE/BASERES;
  234. for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
  235. glBegin(GL_QUAD_STRIP);
  236. glColor3f(1.0,1.0,1.0);
  237. glNormal3f(0.0,0.0,1.0);
  238. for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
  239. glTexCoord2f(x,y);
  240. glVertex3f(x,y,0.0);
  241. glTexCoord2f(x,y+dy);
  242. glVertex3f(x,y+dy,0.0);
  243. }
  244. glEnd();
  245. }
  246. }
  247. static void drawteapot(void)
  248. {
  249. static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
  250. static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
  251. static float xrot=0.0;
  252. static float zrot=0.0;
  253. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  254. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  255. glPushMatrix();
  256. glRotatef(lightalpha,0.0,0.0,1.0);
  257. glMultMatrixf((GLfloat *)baseshadow);
  258. glRotatef(-lightalpha,0.0,0.0,1.0);
  259. glTranslatef(0.0,0.0,1.0);
  260. glRotatef(xrot,1.0,0.0,0.0);
  261. glRotatef(zrot,0.0,0.0,1.0);
  262. glDisable(GL_TEXTURE_2D);
  263. glDisable(GL_DEPTH_TEST);
  264. glDisable(GL_LIGHTING);
  265. glColor3f(0.0,0.0,0.0);
  266. glCallList(teapotdlist);
  267. glEnable(GL_DEPTH_TEST);
  268. glEnable(GL_LIGHTING);
  269. if(usetex)
  270. glEnable(GL_TEXTURE_2D);
  271. glPopMatrix();
  272. glPushMatrix();
  273. glTranslatef(0.0,0.0,1.0);
  274. glRotatef(xrot,1.0,0.0,0.0);
  275. glRotatef(zrot,0.0,0.0,1.0);
  276. glCallList(teapotdlist);
  277. glPopMatrix();
  278. xrot+=2.0;
  279. zrot+=1.0;
  280. }
  281. static void drawlight1(void)
  282. {
  283. glPushMatrix();
  284. glRotatef(lightalpha,0.0,0.0,1.0);
  285. glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
  286. glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
  287. glPopMatrix();
  288. }
  289. static void drawlight2(void)
  290. {
  291. glPushMatrix();
  292. glRotatef(lightalpha,0.0,0.0,1.0);
  293. glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
  294. glDisable(GL_TEXTURE_2D);
  295. glCallList(lightdlist);
  296. if(usetex)
  297. glEnable(GL_TEXTURE_2D);
  298. glPopMatrix();
  299. lightalpha+=1.0;
  300. }
  301. static void dojoy(void)
  302. {
  303. #ifdef WIN32
  304. static UINT max[2]={0,0};
  305. static UINT min[2]={0xffffffff,0xffffffff},center[2];
  306. MMRESULT res;
  307. JOYINFO joy;
  308. res=joyGetPos(JOYSTICKID1,&joy);
  309. if(res==JOYERR_NOERROR) {
  310. joyavailable=1;
  311. if(max[0]<joy.wXpos)
  312. max[0]=joy.wXpos;
  313. if(min[0]>joy.wXpos)
  314. min[0]=joy.wXpos;
  315. center[0]=(max[0]+min[0])/2;
  316. if(max[1]<joy.wYpos)
  317. max[1]=joy.wYpos;
  318. if(min[1]>joy.wYpos)
  319. min[1]=joy.wYpos;
  320. center[1]=(max[1]+min[1])/2;
  321. if(joyactive) {
  322. if(fabs(center[0]-(float)joy.wXpos)>0.1*(max[0]-min[0]))
  323. alpha-=2.5*(center[0]-(float)joy.wXpos)/(max[0]-min[0]);
  324. if(fabs(center[1]-(float)joy.wYpos)>0.1*(max[1]-min[1]))
  325. beta+=2.5*(center[1]-(float)joy.wYpos)/(max[1]-min[1]);
  326. if(joy.wButtons & JOY_BUTTON1)
  327. v+=0.005;
  328. if(joy.wButtons & JOY_BUTTON2)
  329. v-=0.005;
  330. }
  331. } else
  332. joyavailable=0;
  333. #endif
  334. }
  335. static void draw(void)
  336. {
  337. static char frbuf[80] = "";
  338. dojoy();
  339. glEnable(GL_DEPTH_TEST);
  340. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  341. if(usetex)
  342. glEnable(GL_TEXTURE_2D);
  343. else
  344. glDisable(GL_TEXTURE_2D);
  345. if(fog)
  346. glEnable(GL_FOG);
  347. else
  348. glDisable(GL_FOG);
  349. glEnable(GL_LIGHTING);
  350. glShadeModel(GL_SMOOTH);
  351. glPushMatrix();
  352. calcposobs();
  353. gluLookAt(obs[0],obs[1],obs[2],
  354. obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
  355. 0.0,0.0,1.0);
  356. drawlight1();
  357. glCallList(basedlist);
  358. drawteapot();
  359. drawlight2();
  360. glPopMatrix();
  361. glDisable(GL_LIGHTING);
  362. glDisable(GL_TEXTURE_2D);
  363. glDisable(GL_DEPTH_TEST);
  364. glDisable(GL_FOG);
  365. glShadeModel(GL_FLAT);
  366. glMatrixMode(GL_PROJECTION);
  367. glLoadIdentity();
  368. glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
  369. glMatrixMode(GL_MODELVIEW);
  370. glLoadIdentity();
  371. glColor3f(1.0,0.0,0.0);
  372. glRasterPos2i(10,10);
  373. printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
  374. glRasterPos2i(350,470);
  375. printstring(GLUT_BITMAP_HELVETICA_10,"Teapot V1.2 Written by David Bucciarelli (tech.hmw@plus.it)");
  376. if(help)
  377. printhelp();
  378. reshape(WIDTH,HEIGHT);
  379. glutSwapBuffers();
  380. Frames++;
  381. {
  382. GLint t = glutGet(GLUT_ELAPSED_TIME);
  383. if (t - T0 >= 2000) {
  384. GLfloat seconds = (t - T0) / 1000.0;
  385. GLfloat fps = Frames / seconds;
  386. sprintf(frbuf, "Frame rate: %f", fps);
  387. T0 = t;
  388. Frames = 0;
  389. }
  390. }
  391. }
  392. static void inittextures(void)
  393. {
  394. glGenTextures(1,&t1id);
  395. glBindTexture(GL_TEXTURE_2D,t1id);
  396. glPixelStorei(GL_UNPACK_ALIGNMENT,4);
  397. if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
  398. fprintf(stderr,"Error reading a texture.\n");
  399. exit(-1);
  400. }
  401. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  402. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  403. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  404. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  405. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
  406. glGenTextures(1,&t2id);
  407. glBindTexture(GL_TEXTURE_2D,t2id);
  408. glPixelTransferf(GL_RED_SCALE, 0.75);
  409. glPixelTransferf(GL_RED_BIAS, 0.25);
  410. glPixelTransferf(GL_GREEN_SCALE, 0.75);
  411. glPixelTransferf(GL_GREEN_BIAS, 0.25);
  412. glPixelTransferf(GL_BLUE_SCALE, 0.75);
  413. glPixelTransferf(GL_BLUE_BIAS, 0.25);
  414. if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
  415. fprintf(stderr,"Error reading a texture.\n");
  416. exit(-1);
  417. }
  418. glPixelTransferf(GL_RED_SCALE, 1.0);
  419. glPixelTransferf(GL_RED_BIAS, 0.0);
  420. glPixelTransferf(GL_GREEN_SCALE, 1.0);
  421. glPixelTransferf(GL_GREEN_BIAS, 0.0);
  422. glPixelTransferf(GL_BLUE_SCALE, 1.0);
  423. glPixelTransferf(GL_BLUE_BIAS, 0.0);
  424. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  425. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  426. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  427. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  428. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
  429. }
  430. static void initlight(void)
  431. {
  432. float matamb[4] ={0.5, 0.5, 0.5, 1.0};
  433. float matdiff[4]={0.9, 0.2, 0.2, 1.0};
  434. float matspec[4]={1.0,1.0,1.0,1.0};
  435. float lamb[4] ={1.5, 1.5, 1.5, 1.0};
  436. float ldiff[4]={1.0, 1.0, 1.0, 1.0};
  437. float lspec[4]={1.0, 1.0, 1.0, 1.0};
  438. glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
  439. glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
  440. glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
  441. glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
  442. glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
  443. glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
  444. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
  445. glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
  446. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
  447. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
  448. glEnable(GL_LIGHT0);
  449. }
  450. static void initdlists(void)
  451. {
  452. GLUquadricObj *lcone,*lbase;
  453. GLfloat plane[4];
  454. GLfloat v0[3]={0.0,0.0,0.0};
  455. GLfloat v1[3]={1.0,0.0,0.0};
  456. GLfloat v2[3]={0.0,1.0,0.0};
  457. findplane(plane,v0,v1,v2);
  458. shadowmatrix(baseshadow,plane,lightpos);
  459. teapotdlist=glGenLists(1);
  460. glNewList(teapotdlist,GL_COMPILE);
  461. glRotatef(90.0,1.0,0.0,0.0);
  462. glCullFace(GL_FRONT);
  463. glBindTexture(GL_TEXTURE_2D,t2id);
  464. glutSolidTeapot(0.75);
  465. glCullFace(GL_BACK);
  466. glEndList();
  467. basedlist=glGenLists(1);
  468. glNewList(basedlist,GL_COMPILE);
  469. drawbase();
  470. glEndList();
  471. lightdlist=glGenLists(1);
  472. glNewList(lightdlist,GL_COMPILE);
  473. glDisable(GL_LIGHTING);
  474. lcone=gluNewQuadric();
  475. lbase=gluNewQuadric();
  476. glRotatef(45.0,0.0,1.0,0.0);
  477. glColor3f(1.0,1.0,1.0);
  478. glCullFace(GL_FRONT);
  479. gluDisk(lbase,0.0,0.2,12.0,1.0);
  480. glCullFace(GL_BACK);
  481. glColor3f(0.5,0.0,0.0);
  482. gluCylinder(lcone,0.2,0.0,0.5,12,1);
  483. gluDeleteQuadric(lcone);
  484. gluDeleteQuadric(lbase);
  485. glEnable(GL_LIGHTING);
  486. glEndList();
  487. }
  488. int main(int ac, char **av)
  489. {
  490. float fogcolor[4]={0.025,0.025,0.025,1.0};
  491. fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
  492. /*
  493. if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
  494. fprintf(stderr,"Error setting the process class.\n");
  495. return 0;
  496. }
  497. if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
  498. fprintf(stderr,"Error setting the process priority.\n");
  499. return 0;
  500. }
  501. */
  502. glutInitWindowPosition(0,0);
  503. glutInitWindowSize(WIDTH,HEIGHT);
  504. glutInit(&ac,av);
  505. glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
  506. if(!(win=glutCreateWindow("Teapot"))) {
  507. fprintf(stderr,"Error, couldn't open window\n");
  508. return -1;
  509. }
  510. reshape(WIDTH,HEIGHT);
  511. glShadeModel(GL_SMOOTH);
  512. glEnable(GL_DEPTH_TEST);
  513. glEnable(GL_CULL_FACE);
  514. glEnable(GL_TEXTURE_2D);
  515. glEnable(GL_FOG);
  516. glFogi(GL_FOG_MODE,GL_EXP2);
  517. glFogfv(GL_FOG_COLOR,fogcolor);
  518. glFogf(GL_FOG_DENSITY,0.04);
  519. glHint(GL_FOG_HINT,GL_NICEST);
  520. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  521. calcposobs();
  522. inittextures();
  523. initlight();
  524. initdlists();
  525. glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);
  526. glutReshapeFunc(reshape);
  527. glutDisplayFunc(draw);
  528. glutKeyboardFunc(key);
  529. glutSpecialFunc(special);
  530. glutIdleFunc(draw);
  531. glutMainLoop();
  532. return 0;
  533. }