#include <GL/gl.h> #include <GL/glu.h> #include <math.h> #include "aux.h" GLint fogMode; void cycleFog (AUX_EVENTREC *event) { if (fogMode == GL_EXP) { fogMode = GL_EXP2; printf ("Fog mode is GL_EXP2\n"); } else if (fogMode == GL_EXP2) { fogMode = GL_LINEAR; printf ("Fog mode is GL_LINEAR\n"); glFogf (GL_FOG_START, 1.0); glFogf (GL_FOG_END, 5.0); } else if (fogMode == GL_LINEAR) { fogMode = GL_EXP; printf ("Fog mode is GL_EXP\n"); } glFogi (GL_FOG_MODE, fogMode); } /* Initialize z-buffer, projection matrix, light source, * and lighting model. Do not specify a material property here. */ void myinit(void) { GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 }; GLfloat local_view[] = { 0.0 }; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glLightfv(GL_LIGHT0, GL_POSITION, position); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view); glFrontFace (GL_CW); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glEnable(GL_FOG); { GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0}; fogMode = GL_EXP; glFogi (GL_FOG_MODE, fogMode); glFogfv (GL_FOG_COLOR, fogColor); glFogf (GL_FOG_DENSITY, 0.35); glHint (GL_FOG_HINT, GL_DONT_CARE); glClearColor(0.5, 0.5, 0.5, 1.0); } } void renderRedTeapot (GLfloat x, GLfloat y, GLfloat z) { float mat[4]; glPushMatrix(); glTranslatef (x, y, z); mat[0] = 0.1745; mat[1] = 0.01175; mat[2] = 0.01175; mat[3] = 1.0; glMaterialfv (GL_FRONT, GL_AMBIENT, mat); mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136; glMaterialfv (GL_FRONT, GL_DIFFUSE, mat); mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959; glMaterialfv (GL_FRONT, GL_SPECULAR, mat); glMaterialf (GL_FRONT, GL_SHININESS, 0.6*128.0); glColor3f(1, 1, 1); auxSolidTeapot(1.0); glPopMatrix(); } /* display() draws 5 teapots at different z positions. */ void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderRedTeapot (-4.0, -0.5, -1.0); renderRedTeapot (-2.0, -0.5, -2.0); renderRedTeapot (0.0, -0.5, -3.0); renderRedTeapot (2.0, -0.5, -4.0); renderRedTeapot (4.0, -0.5, -5.0); glFlush(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= (h*3)) glOrtho (-6.0, 6.0, -2.0*((GLfloat) h*3)/(GLfloat) w, 2.0*((GLfloat) h*3)/(GLfloat) w, 0.0, 10.0); else glOrtho (-6.0*(GLfloat) w/((GLfloat) h*3), 6.0*(GLfloat) w/((GLfloat) h*3), -2.0, 2.0, 0.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, depth buffer, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH); auxInitPosition (0, 0, 450, 150); auxInitWindow (argv[0]); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, cycleFog); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }