Clone of mesa.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

teapot.c 15KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685
  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 cleanup(void)
  137. {
  138. glDeleteTextures(1, &t1id);
  139. glDeleteTextures(1, &t2id);
  140. glDeleteLists(teapotdlist, 1);
  141. glDeleteLists(basedlist, 1);
  142. glDeleteLists(lightdlist, 1);
  143. }
  144. static void key(unsigned char k, int x, int y)
  145. {
  146. switch(k) {
  147. case 27:
  148. cleanup();
  149. exit(0);
  150. break;
  151. case 'a':
  152. v+=0.005;
  153. break;
  154. case 'z':
  155. v-=0.005;
  156. break;
  157. case 'j':
  158. joyactive=(!joyactive);
  159. break;
  160. case 'h':
  161. help=(!help);
  162. break;
  163. case 'f':
  164. fog=(!fog);
  165. break;
  166. case 't':
  167. usetex=(!usetex);
  168. break;
  169. case 'b':
  170. if(bfcull) {
  171. glDisable(GL_CULL_FACE);
  172. bfcull=0;
  173. } else {
  174. glEnable(GL_CULL_FACE);
  175. bfcull=1;
  176. }
  177. break;
  178. #ifdef XMESA
  179. case ' ':
  180. XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
  181. fullscreen=(!fullscreen);
  182. break;
  183. #endif
  184. }
  185. }
  186. static void reshape(int w, int h)
  187. {
  188. WIDTH=w;
  189. HEIGHT=h;
  190. glMatrixMode(GL_PROJECTION);
  191. glLoadIdentity();
  192. gluPerspective(45.0,w/(float)h,0.2,40.0);
  193. glMatrixMode(GL_MODELVIEW);
  194. glLoadIdentity();
  195. glViewport(0,0,w,h);
  196. }
  197. static void printstring(void *font, char *string)
  198. {
  199. int len,i;
  200. len=(int)strlen(string);
  201. for(i=0;i<len;i++)
  202. glutBitmapCharacter(font,string[i]);
  203. }
  204. static void printhelp(void)
  205. {
  206. glEnable(GL_BLEND);
  207. glColor4f(0.5,0.5,0.5,0.5);
  208. glRecti(40,40,600,440);
  209. glDisable(GL_BLEND);
  210. glColor3f(1.0,0.0,0.0);
  211. glRasterPos2i(300,420);
  212. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
  213. glRasterPos2i(60,390);
  214. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
  215. glRasterPos2i(60,360);
  216. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
  217. glRasterPos2i(60,330);
  218. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
  219. glRasterPos2i(60,300);
  220. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
  221. glRasterPos2i(60,270);
  222. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
  223. glRasterPos2i(60,240);
  224. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
  225. glRasterPos2i(60,210);
  226. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
  227. glRasterPos2i(60,180);
  228. if(joyavailable)
  229. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Toggle jostick control (Joystick control available)");
  230. else
  231. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
  232. }
  233. static void drawbase(void)
  234. {
  235. static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
  236. static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
  237. int i,j;
  238. float x,y,dx,dy;
  239. glBindTexture(GL_TEXTURE_2D,t1id);
  240. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  241. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  242. dx=BASESIZE/BASERES;
  243. dy=-BASESIZE/BASERES;
  244. for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
  245. glBegin(GL_QUAD_STRIP);
  246. glColor3f(1.0,1.0,1.0);
  247. glNormal3f(0.0,0.0,1.0);
  248. for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
  249. glTexCoord2f(x,y);
  250. glVertex3f(x,y,0.0);
  251. glTexCoord2f(x,y+dy);
  252. glVertex3f(x,y+dy,0.0);
  253. }
  254. glEnd();
  255. }
  256. }
  257. static void drawteapot(void)
  258. {
  259. static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
  260. static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
  261. static float xrot=0.0;
  262. static float zrot=0.0;
  263. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
  264. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
  265. glPushMatrix();
  266. glRotatef(lightalpha,0.0,0.0,1.0);
  267. glMultMatrixf((GLfloat *)baseshadow);
  268. glRotatef(-lightalpha,0.0,0.0,1.0);
  269. glTranslatef(0.0,0.0,1.0);
  270. glRotatef(xrot,1.0,0.0,0.0);
  271. glRotatef(zrot,0.0,0.0,1.0);
  272. glDisable(GL_TEXTURE_2D);
  273. glDisable(GL_DEPTH_TEST);
  274. glDisable(GL_LIGHTING);
  275. glColor3f(0.0,0.0,0.0);
  276. glCallList(teapotdlist);
  277. glEnable(GL_DEPTH_TEST);
  278. glEnable(GL_LIGHTING);
  279. if(usetex)
  280. glEnable(GL_TEXTURE_2D);
  281. glPopMatrix();
  282. glPushMatrix();
  283. glTranslatef(0.0,0.0,1.0);
  284. glRotatef(xrot,1.0,0.0,0.0);
  285. glRotatef(zrot,0.0,0.0,1.0);
  286. glCallList(teapotdlist);
  287. glPopMatrix();
  288. xrot+=2.0;
  289. zrot+=1.0;
  290. }
  291. static void drawlight1(void)
  292. {
  293. glPushMatrix();
  294. glRotatef(lightalpha,0.0,0.0,1.0);
  295. glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
  296. glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
  297. glPopMatrix();
  298. }
  299. static void drawlight2(void)
  300. {
  301. glPushMatrix();
  302. glRotatef(lightalpha,0.0,0.0,1.0);
  303. glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
  304. glDisable(GL_TEXTURE_2D);
  305. glCallList(lightdlist);
  306. if(usetex)
  307. glEnable(GL_TEXTURE_2D);
  308. glPopMatrix();
  309. lightalpha+=1.0;
  310. }
  311. static void dojoy(void)
  312. {
  313. #ifdef WIN32
  314. static UINT max[2]={0,0};
  315. static UINT min[2]={0xffffffff,0xffffffff},center[2];
  316. MMRESULT res;
  317. JOYINFO joy;
  318. res=joyGetPos(JOYSTICKID1,&joy);
  319. if(res==JOYERR_NOERROR) {
  320. joyavailable=1;
  321. if(max[0]<joy.wXpos)
  322. max[0]=joy.wXpos;
  323. if(min[0]>joy.wXpos)
  324. min[0]=joy.wXpos;
  325. center[0]=(max[0]+min[0])/2;
  326. if(max[1]<joy.wYpos)
  327. max[1]=joy.wYpos;
  328. if(min[1]>joy.wYpos)
  329. min[1]=joy.wYpos;
  330. center[1]=(max[1]+min[1])/2;
  331. if(joyactive) {
  332. if(fabs(center[0]-(float)joy.wXpos)>0.1*(max[0]-min[0]))
  333. alpha-=2.5*(center[0]-(float)joy.wXpos)/(max[0]-min[0]);
  334. if(fabs(center[1]-(float)joy.wYpos)>0.1*(max[1]-min[1]))
  335. beta+=2.5*(center[1]-(float)joy.wYpos)/(max[1]-min[1]);
  336. if(joy.wButtons & JOY_BUTTON1)
  337. v+=0.005;
  338. if(joy.wButtons & JOY_BUTTON2)
  339. v-=0.005;
  340. }
  341. } else
  342. joyavailable=0;
  343. #endif
  344. }
  345. static void draw(void)
  346. {
  347. static char frbuf[80] = "";
  348. dojoy();
  349. glEnable(GL_DEPTH_TEST);
  350. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  351. if(usetex)
  352. glEnable(GL_TEXTURE_2D);
  353. else
  354. glDisable(GL_TEXTURE_2D);
  355. if(fog)
  356. glEnable(GL_FOG);
  357. else
  358. glDisable(GL_FOG);
  359. glEnable(GL_LIGHTING);
  360. glShadeModel(GL_SMOOTH);
  361. glPushMatrix();
  362. calcposobs();
  363. gluLookAt(obs[0],obs[1],obs[2],
  364. obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
  365. 0.0,0.0,1.0);
  366. drawlight1();
  367. glCallList(basedlist);
  368. drawteapot();
  369. drawlight2();
  370. glPopMatrix();
  371. glDisable(GL_LIGHTING);
  372. glDisable(GL_TEXTURE_2D);
  373. glDisable(GL_DEPTH_TEST);
  374. glDisable(GL_FOG);
  375. glShadeModel(GL_FLAT);
  376. glMatrixMode(GL_PROJECTION);
  377. glLoadIdentity();
  378. glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
  379. glMatrixMode(GL_MODELVIEW);
  380. glLoadIdentity();
  381. glColor3f(1.0,0.0,0.0);
  382. glRasterPos2i(10,10);
  383. printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
  384. glRasterPos2i(350,470);
  385. printstring(GLUT_BITMAP_HELVETICA_10,"Teapot V1.2 Written by David Bucciarelli (tech.hmw@plus.it)");
  386. if(help)
  387. printhelp();
  388. reshape(WIDTH,HEIGHT);
  389. glutSwapBuffers();
  390. Frames++;
  391. {
  392. GLint t = glutGet(GLUT_ELAPSED_TIME);
  393. if (t - T0 >= 2000) {
  394. GLfloat seconds = (t - T0) / 1000.0;
  395. GLfloat fps = Frames / seconds;
  396. sprintf(frbuf, "Frame rate: %f", fps);
  397. T0 = t;
  398. Frames = 0;
  399. }
  400. }
  401. }
  402. static void inittextures(void)
  403. {
  404. glGenTextures(1,&t1id);
  405. glBindTexture(GL_TEXTURE_2D,t1id);
  406. glPixelStorei(GL_UNPACK_ALIGNMENT,4);
  407. if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
  408. fprintf(stderr,"Error reading a texture.\n");
  409. exit(-1);
  410. }
  411. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  412. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  413. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  414. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  415. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
  416. glGenTextures(1,&t2id);
  417. glBindTexture(GL_TEXTURE_2D,t2id);
  418. glPixelTransferf(GL_RED_SCALE, 0.75);
  419. glPixelTransferf(GL_RED_BIAS, 0.25);
  420. glPixelTransferf(GL_GREEN_SCALE, 0.75);
  421. glPixelTransferf(GL_GREEN_BIAS, 0.25);
  422. glPixelTransferf(GL_BLUE_SCALE, 0.75);
  423. glPixelTransferf(GL_BLUE_BIAS, 0.25);
  424. if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
  425. fprintf(stderr,"Error reading a texture.\n");
  426. exit(-1);
  427. }
  428. glPixelTransferf(GL_RED_SCALE, 1.0);
  429. glPixelTransferf(GL_RED_BIAS, 0.0);
  430. glPixelTransferf(GL_GREEN_SCALE, 1.0);
  431. glPixelTransferf(GL_GREEN_BIAS, 0.0);
  432. glPixelTransferf(GL_BLUE_SCALE, 1.0);
  433. glPixelTransferf(GL_BLUE_BIAS, 0.0);
  434. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  435. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  436. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  437. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  438. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
  439. }
  440. static void initlight(void)
  441. {
  442. float matamb[4] ={0.5, 0.5, 0.5, 1.0};
  443. float matdiff[4]={0.9, 0.2, 0.2, 1.0};
  444. float matspec[4]={1.0,1.0,1.0,1.0};
  445. float lamb[4] ={1.5, 1.5, 1.5, 1.0};
  446. float ldiff[4]={1.0, 1.0, 1.0, 1.0};
  447. float lspec[4]={1.0, 1.0, 1.0, 1.0};
  448. glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
  449. glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
  450. glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
  451. glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
  452. glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
  453. glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
  454. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
  455. glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
  456. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
  457. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
  458. glEnable(GL_LIGHT0);
  459. }
  460. static void initdlists(void)
  461. {
  462. GLUquadricObj *lcone,*lbase;
  463. GLfloat plane[4];
  464. GLfloat v0[3]={0.0,0.0,0.0};
  465. GLfloat v1[3]={1.0,0.0,0.0};
  466. GLfloat v2[3]={0.0,1.0,0.0};
  467. findplane(plane,v0,v1,v2);
  468. shadowmatrix(baseshadow,plane,lightpos);
  469. teapotdlist=glGenLists(1);
  470. glNewList(teapotdlist,GL_COMPILE);
  471. glRotatef(90.0,1.0,0.0,0.0);
  472. glCullFace(GL_FRONT);
  473. glBindTexture(GL_TEXTURE_2D,t2id);
  474. glutSolidTeapot(0.75);
  475. glCullFace(GL_BACK);
  476. glEndList();
  477. basedlist=glGenLists(1);
  478. glNewList(basedlist,GL_COMPILE);
  479. drawbase();
  480. glEndList();
  481. lightdlist=glGenLists(1);
  482. glNewList(lightdlist,GL_COMPILE);
  483. glDisable(GL_LIGHTING);
  484. lcone=gluNewQuadric();
  485. lbase=gluNewQuadric();
  486. glRotatef(45.0,0.0,1.0,0.0);
  487. glColor3f(1.0,1.0,1.0);
  488. glCullFace(GL_FRONT);
  489. gluDisk(lbase,0.0,0.2,12.0,1.0);
  490. glCullFace(GL_BACK);
  491. glColor3f(0.5,0.0,0.0);
  492. gluCylinder(lcone,0.2,0.0,0.5,12,1);
  493. gluDeleteQuadric(lcone);
  494. gluDeleteQuadric(lbase);
  495. glEnable(GL_LIGHTING);
  496. glEndList();
  497. }
  498. int main(int ac, char **av)
  499. {
  500. float fogcolor[4]={0.025,0.025,0.025,1.0};
  501. fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
  502. /*
  503. if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
  504. fprintf(stderr,"Error setting the process class.\n");
  505. return 0;
  506. }
  507. if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
  508. fprintf(stderr,"Error setting the process priority.\n");
  509. return 0;
  510. }
  511. */
  512. glutInitWindowSize(WIDTH,HEIGHT);
  513. glutInit(&ac,av);
  514. glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
  515. if(!(win=glutCreateWindow("Teapot"))) {
  516. fprintf(stderr,"Error, couldn't open window\n");
  517. return -1;
  518. }
  519. reshape(WIDTH,HEIGHT);
  520. glShadeModel(GL_SMOOTH);
  521. glEnable(GL_DEPTH_TEST);
  522. glEnable(GL_CULL_FACE);
  523. glEnable(GL_TEXTURE_2D);
  524. glEnable(GL_FOG);
  525. glFogi(GL_FOG_MODE,GL_EXP2);
  526. glFogfv(GL_FOG_COLOR,fogcolor);
  527. glFogf(GL_FOG_DENSITY,0.04);
  528. glHint(GL_FOG_HINT,GL_NICEST);
  529. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  530. calcposobs();
  531. inittextures();
  532. initlight();
  533. initdlists();
  534. glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);
  535. glutReshapeFunc(reshape);
  536. glutDisplayFunc(draw);
  537. glutKeyboardFunc(key);
  538. glutSpecialFunc(special);
  539. glutIdleFunc(draw);
  540. glutMainLoop();
  541. cleanup();
  542. return 0;
  543. }