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. #include <string.h>
  13. #ifdef WIN32
  14. #include <windows.h>
  15. #endif
  16. #include <GL/glut.h>
  17. #include "readtex.h"
  18. #ifdef XMESA
  19. #include "GL/xmesa.h"
  20. static int fullscreen=1;
  21. #endif
  22. static int WIDTH=640;
  23. static int HEIGHT=480;
  24. static GLint T0 = 0;
  25. static GLint Frames = 0;
  26. #define BASESIZE 10.0
  27. #define BASERES 12
  28. #define TEAPOTRES 3
  29. #ifndef M_PI
  30. #define M_PI 3.1415926535
  31. #endif
  32. extern void shadowmatrix(GLfloat [4][4], GLfloat [4], GLfloat [4]);
  33. extern void findplane(GLfloat [4], GLfloat [3], GLfloat [3], GLfloat [3]);
  34. static int win=0;
  35. static float obs[3]={5.0,0.0,1.0};
  36. static float dir[3];
  37. static float v=0.0;
  38. static float alpha=-90.0;
  39. static float beta=90.0;
  40. static GLfloat baseshadow[4][4];
  41. static GLfloat lightpos[4]={2.3,0.0,3.0,1.0};
  42. static GLfloat lightdir[3]={-2.3,0.0,-3.0};
  43. static GLfloat lightalpha=0.0;
  44. static int fog=1;
  45. static int bfcull=1;
  46. static int usetex=1;
  47. static int help=1;
  48. static int joyavailable=0;
  49. static int joyactive=0;
  50. static GLuint t1id,t2id;
  51. static GLuint teapotdlist,basedlist,lightdlist;
  52. /******************** begin shadow code ********************/
  53. /* Taken from the projshadow.c - by Tom McReynolds, SGI */
  54. /* Modified by David Bucciarelli */
  55. enum {
  56. X, Y, Z, W
  57. };
  58. enum {
  59. A, B, C, D
  60. };
  61. /* create a matrix that will project the desired shadow */
  62. void
  63. shadowmatrix(GLfloat shadowMat[4][4],
  64. GLfloat groundplane[4],
  65. GLfloat lightpos[4])
  66. {
  67. GLfloat dot;
  68. /* find dot product between light position vector and ground plane normal */
  69. dot = groundplane[X] * lightpos[X] +
  70. groundplane[Y] * lightpos[Y] +
  71. groundplane[Z] * lightpos[Z] +
  72. groundplane[W] * lightpos[W];
  73. shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
  74. shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
  75. shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
  76. shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
  77. shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
  78. shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
  79. shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
  80. shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
  81. shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
  82. shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
  83. shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
  84. shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
  85. shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
  86. shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
  87. shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
  88. shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
  89. }
  90. /* find the plane equation given 3 points */
  91. void
  92. findplane(GLfloat plane[4],
  93. GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
  94. {
  95. GLfloat vec0[3], vec1[3];
  96. /* need 2 vectors to find cross product */
  97. vec0[X] = v1[X] - v0[X];
  98. vec0[Y] = v1[Y] - v0[Y];
  99. vec0[Z] = v1[Z] - v0[Z];
  100. vec1[X] = v2[X] - v0[X];
  101. vec1[Y] = v2[Y] - v0[Y];
  102. vec1[Z] = v2[Z] - v0[Z];
  103. /* find cross product to get A, B, and C of plane equation */
  104. plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
  105. plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
  106. plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
  107. plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
  108. }
  109. /******************** end shadow code ********************/
  110. static void calcposobs(void)
  111. {
  112. dir[0]=sin(alpha*M_PI/180.0);
  113. dir[1]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
  114. dir[2]=cos(beta*M_PI/180.0);
  115. obs[0]+=v*dir[0];
  116. obs[1]+=v*dir[1];
  117. obs[2]+=v*dir[2];
  118. }
  119. static void special(int k, int x, int y)
  120. {
  121. switch(k) {
  122. case GLUT_KEY_LEFT:
  123. alpha-=2.0;
  124. break;
  125. case GLUT_KEY_RIGHT:
  126. alpha+=2.0;
  127. break;
  128. case GLUT_KEY_DOWN:
  129. beta-=2.0;
  130. break;
  131. case GLUT_KEY_UP:
  132. beta+=2.0;
  133. break;
  134. }
  135. }
  136. static void key(unsigned char k, int x, int y)
  137. {
  138. switch(k) {
  139. case 27:
  140. exit(0);
  141. break;
  142. case 'a':
  143. v+=0.005;
  144. break;
  145. case 'z':
  146. v-=0.005;
  147. break;
  148. case 'j':
  149. joyactive=(!joyactive);
  150. break;
  151. case 'h':
  152. help=(!help);
  153. break;
  154. case 'f':
  155. fog=(!fog);
  156. break;
  157. case 't':
  158. usetex=(!usetex);
  159. break;
  160. case 'b':
  161. if(bfcull) {
  162. glDisable(GL_CULL_FACE);
  163. bfcull=0;
  164. } else {
  165. glEnable(GL_CULL_FACE);
  166. bfcull=1;
  167. }
  168. break;
  169. #ifdef XMESA
  170. case ' ':
  171. XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
  172. fullscreen=(!fullscreen);
  173. break;
  174. #endif
  175. }
  176. }
  177. static void reshape(int w, int h)
  178. {
  179. WIDTH=w;
  180. HEIGHT=h;
  181. glMatrixMode(GL_PROJECTION);
  182. glLoadIdentity();
  183. gluPerspective(45.0,w/(float)h,0.2,40.0);
  184. glMatrixMode(GL_MODELVIEW);
  185. glLoadIdentity();
  186. glViewport(0,0,w,h);
  187. }
  188. static void printstring(void *font, char *string)
  189. {
  190. int len,i;
  191. len=(int)strlen(string);
  192. for(i=0;i<len;i++)
  193. glutBitmapCharacter(font,string[i]);
  194. }
  195. static void printhelp(void)
  196. {
  197. glEnable(GL_BLEND);
  198. glColor4f(0.5,0.5,0.5,0.5);
  199. glRecti(40,40,600,440);
  200. glDisable(GL_BLEND);
  201. glColor3f(1.0,0.0,0.0);
  202. glRasterPos2i(300,420);
  203. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
  204. glRasterPos2i(60,390);
  205. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
  206. glRasterPos2i(60,360);
  207. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
  208. glRasterPos2i(60,330);
  209. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
  210. glRasterPos2i(60,300);
  211. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
  212. glRasterPos2i(60,270);
  213. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
  214. glRasterPos2i(60,240);
  215. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
  216. glRasterPos2i(60,210);
  217. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
  218. glRasterPos2i(60,180);
  219. if(joyavailable)
  220. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Toggle jostick control (Joystick control available)");
  221. else
  222. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
  223. }
  224. static void drawbase(void)
  225. {
  226. static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
  227. static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
  228. int i,j;
  229. float x,y,dx,dy;
  230. glBindTexture(GL_TEXTURE_2D,t1id);
  231. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  232. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  233. dx=BASESIZE/BASERES;
  234. dy=-BASESIZE/BASERES;
  235. for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
  236. glBegin(GL_QUAD_STRIP);
  237. glColor3f(1.0,1.0,1.0);
  238. glNormal3f(0.0,0.0,1.0);
  239. for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
  240. glTexCoord2f(x,y);
  241. glVertex3f(x,y,0.0);
  242. glTexCoord2f(x,y+dy);
  243. glVertex3f(x,y+dy,0.0);
  244. }
  245. glEnd();
  246. }
  247. }
  248. static void drawteapot(void)
  249. {
  250. static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
  251. static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
  252. static float xrot=0.0;
  253. static float zrot=0.0;
  254. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  255. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  256. glPushMatrix();
  257. glRotatef(lightalpha,0.0,0.0,1.0);
  258. glMultMatrixf((GLfloat *)baseshadow);
  259. glRotatef(-lightalpha,0.0,0.0,1.0);
  260. glTranslatef(0.0,0.0,1.0);
  261. glRotatef(xrot,1.0,0.0,0.0);
  262. glRotatef(zrot,0.0,0.0,1.0);
  263. glDisable(GL_TEXTURE_2D);
  264. glDisable(GL_DEPTH_TEST);
  265. glDisable(GL_LIGHTING);
  266. glColor3f(0.0,0.0,0.0);
  267. glCallList(teapotdlist);
  268. glEnable(GL_DEPTH_TEST);
  269. glEnable(GL_LIGHTING);
  270. if(usetex)
  271. glEnable(GL_TEXTURE_2D);
  272. glPopMatrix();
  273. glPushMatrix();
  274. glTranslatef(0.0,0.0,1.0);
  275. glRotatef(xrot,1.0,0.0,0.0);
  276. glRotatef(zrot,0.0,0.0,1.0);
  277. glCallList(teapotdlist);
  278. glPopMatrix();
  279. xrot+=2.0;
  280. zrot+=1.0;
  281. }
  282. static void drawlight1(void)
  283. {
  284. glPushMatrix();
  285. glRotatef(lightalpha,0.0,0.0,1.0);
  286. glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
  287. glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
  288. glPopMatrix();
  289. }
  290. static void drawlight2(void)
  291. {
  292. glPushMatrix();
  293. glRotatef(lightalpha,0.0,0.0,1.0);
  294. glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
  295. glDisable(GL_TEXTURE_2D);
  296. glCallList(lightdlist);
  297. if(usetex)
  298. glEnable(GL_TEXTURE_2D);
  299. glPopMatrix();
  300. lightalpha+=1.0;
  301. }
  302. static void dojoy(void)
  303. {
  304. #ifdef WIN32
  305. static UINT max[2]={0,0};
  306. static UINT min[2]={0xffffffff,0xffffffff},center[2];
  307. MMRESULT res;
  308. JOYINFO joy;
  309. res=joyGetPos(JOYSTICKID1,&joy);
  310. if(res==JOYERR_NOERROR) {
  311. joyavailable=1;
  312. if(max[0]<joy.wXpos)
  313. max[0]=joy.wXpos;
  314. if(min[0]>joy.wXpos)
  315. min[0]=joy.wXpos;
  316. center[0]=(max[0]+min[0])/2;
  317. if(max[1]<joy.wYpos)
  318. max[1]=joy.wYpos;
  319. if(min[1]>joy.wYpos)
  320. min[1]=joy.wYpos;
  321. center[1]=(max[1]+min[1])/2;
  322. if(joyactive) {
  323. if(fabs(center[0]-(float)joy.wXpos)>0.1*(max[0]-min[0]))
  324. alpha-=2.5*(center[0]-(float)joy.wXpos)/(max[0]-min[0]);
  325. if(fabs(center[1]-(float)joy.wYpos)>0.1*(max[1]-min[1]))
  326. beta+=2.5*(center[1]-(float)joy.wYpos)/(max[1]-min[1]);
  327. if(joy.wButtons & JOY_BUTTON1)
  328. v+=0.005;
  329. if(joy.wButtons & JOY_BUTTON2)
  330. v-=0.005;
  331. }
  332. } else
  333. joyavailable=0;
  334. #endif
  335. }
  336. static void draw(void)
  337. {
  338. static char frbuf[80] = "";
  339. dojoy();
  340. glEnable(GL_DEPTH_TEST);
  341. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  342. if(usetex)
  343. glEnable(GL_TEXTURE_2D);
  344. else
  345. glDisable(GL_TEXTURE_2D);
  346. if(fog)
  347. glEnable(GL_FOG);
  348. else
  349. glDisable(GL_FOG);
  350. glEnable(GL_LIGHTING);
  351. glShadeModel(GL_SMOOTH);
  352. glPushMatrix();
  353. calcposobs();
  354. gluLookAt(obs[0],obs[1],obs[2],
  355. obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
  356. 0.0,0.0,1.0);
  357. drawlight1();
  358. glCallList(basedlist);
  359. drawteapot();
  360. drawlight2();
  361. glPopMatrix();
  362. glDisable(GL_LIGHTING);
  363. glDisable(GL_TEXTURE_2D);
  364. glDisable(GL_DEPTH_TEST);
  365. glDisable(GL_FOG);
  366. glShadeModel(GL_FLAT);
  367. glMatrixMode(GL_PROJECTION);
  368. glLoadIdentity();
  369. glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
  370. glMatrixMode(GL_MODELVIEW);
  371. glLoadIdentity();
  372. glColor3f(1.0,0.0,0.0);
  373. glRasterPos2i(10,10);
  374. printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
  375. glRasterPos2i(350,470);
  376. printstring(GLUT_BITMAP_HELVETICA_10,"Teapot V1.2 Written by David Bucciarelli (tech.hmw@plus.it)");
  377. if(help)
  378. printhelp();
  379. reshape(WIDTH,HEIGHT);
  380. glutSwapBuffers();
  381. Frames++;
  382. {
  383. GLint t = glutGet(GLUT_ELAPSED_TIME);
  384. if (t - T0 >= 2000) {
  385. GLfloat seconds = (t - T0) / 1000.0;
  386. GLfloat fps = Frames / seconds;
  387. sprintf(frbuf, "Frame rate: %f", fps);
  388. T0 = t;
  389. Frames = 0;
  390. }
  391. }
  392. }
  393. static void inittextures(void)
  394. {
  395. glGenTextures(1,&t1id);
  396. glBindTexture(GL_TEXTURE_2D,t1id);
  397. glPixelStorei(GL_UNPACK_ALIGNMENT,4);
  398. if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
  399. fprintf(stderr,"Error reading a texture.\n");
  400. exit(-1);
  401. }
  402. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  403. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  404. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  405. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  406. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
  407. glGenTextures(1,&t2id);
  408. glBindTexture(GL_TEXTURE_2D,t2id);
  409. glPixelTransferf(GL_RED_SCALE, 0.75);
  410. glPixelTransferf(GL_RED_BIAS, 0.25);
  411. glPixelTransferf(GL_GREEN_SCALE, 0.75);
  412. glPixelTransferf(GL_GREEN_BIAS, 0.25);
  413. glPixelTransferf(GL_BLUE_SCALE, 0.75);
  414. glPixelTransferf(GL_BLUE_BIAS, 0.25);
  415. if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
  416. fprintf(stderr,"Error reading a texture.\n");
  417. exit(-1);
  418. }
  419. glPixelTransferf(GL_RED_SCALE, 1.0);
  420. glPixelTransferf(GL_RED_BIAS, 0.0);
  421. glPixelTransferf(GL_GREEN_SCALE, 1.0);
  422. glPixelTransferf(GL_GREEN_BIAS, 0.0);
  423. glPixelTransferf(GL_BLUE_SCALE, 1.0);
  424. glPixelTransferf(GL_BLUE_BIAS, 0.0);
  425. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  426. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  427. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  428. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  429. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
  430. }
  431. static void initlight(void)
  432. {
  433. float matamb[4] ={0.5, 0.5, 0.5, 1.0};
  434. float matdiff[4]={0.9, 0.2, 0.2, 1.0};
  435. float matspec[4]={1.0,1.0,1.0,1.0};
  436. float lamb[4] ={1.5, 1.5, 1.5, 1.0};
  437. float ldiff[4]={1.0, 1.0, 1.0, 1.0};
  438. float lspec[4]={1.0, 1.0, 1.0, 1.0};
  439. glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
  440. glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
  441. glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
  442. glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
  443. glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
  444. glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
  445. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
  446. glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
  447. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
  448. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
  449. glEnable(GL_LIGHT0);
  450. }
  451. static void initdlists(void)
  452. {
  453. GLUquadricObj *lcone,*lbase;
  454. GLfloat plane[4];
  455. GLfloat v0[3]={0.0,0.0,0.0};
  456. GLfloat v1[3]={1.0,0.0,0.0};
  457. GLfloat v2[3]={0.0,1.0,0.0};
  458. findplane(plane,v0,v1,v2);
  459. shadowmatrix(baseshadow,plane,lightpos);
  460. teapotdlist=glGenLists(1);
  461. glNewList(teapotdlist,GL_COMPILE);
  462. glRotatef(90.0,1.0,0.0,0.0);
  463. glCullFace(GL_FRONT);
  464. glBindTexture(GL_TEXTURE_2D,t2id);
  465. glutSolidTeapot(0.75);
  466. glCullFace(GL_BACK);
  467. glEndList();
  468. basedlist=glGenLists(1);
  469. glNewList(basedlist,GL_COMPILE);
  470. drawbase();
  471. glEndList();
  472. lightdlist=glGenLists(1);
  473. glNewList(lightdlist,GL_COMPILE);
  474. glDisable(GL_LIGHTING);
  475. lcone=gluNewQuadric();
  476. lbase=gluNewQuadric();
  477. glRotatef(45.0,0.0,1.0,0.0);
  478. glColor3f(1.0,1.0,1.0);
  479. glCullFace(GL_FRONT);
  480. gluDisk(lbase,0.0,0.2,12.0,1.0);
  481. glCullFace(GL_BACK);
  482. glColor3f(0.5,0.0,0.0);
  483. gluCylinder(lcone,0.2,0.0,0.5,12,1);
  484. gluDeleteQuadric(lcone);
  485. gluDeleteQuadric(lbase);
  486. glEnable(GL_LIGHTING);
  487. glEndList();
  488. }
  489. int main(int ac, char **av)
  490. {
  491. float fogcolor[4]={0.025,0.025,0.025,1.0};
  492. fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
  493. /*
  494. if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
  495. fprintf(stderr,"Error setting the process class.\n");
  496. return 0;
  497. }
  498. if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
  499. fprintf(stderr,"Error setting the process priority.\n");
  500. return 0;
  501. }
  502. */
  503. glutInitWindowPosition(0,0);
  504. glutInitWindowSize(WIDTH,HEIGHT);
  505. glutInit(&ac,av);
  506. glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
  507. if(!(win=glutCreateWindow("Teapot"))) {
  508. fprintf(stderr,"Error, couldn't open window\n");
  509. return -1;
  510. }
  511. reshape(WIDTH,HEIGHT);
  512. glShadeModel(GL_SMOOTH);
  513. glEnable(GL_DEPTH_TEST);
  514. glEnable(GL_CULL_FACE);
  515. glEnable(GL_TEXTURE_2D);
  516. glEnable(GL_FOG);
  517. glFogi(GL_FOG_MODE,GL_EXP2);
  518. glFogfv(GL_FOG_COLOR,fogcolor);
  519. glFogf(GL_FOG_DENSITY,0.04);
  520. glHint(GL_FOG_HINT,GL_NICEST);
  521. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  522. calcposobs();
  523. inittextures();
  524. initlight();
  525. initdlists();
  526. glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);
  527. glutReshapeFunc(reshape);
  528. glutDisplayFunc(draw);
  529. glutKeyboardFunc(key);
  530. glutSpecialFunc(special);
  531. glutIdleFunc(draw);
  532. glutMainLoop();
  533. return 0;
  534. }