scube.c
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00001 
00002 /* Copyright (c) Mark J. Kilgard, 1994. */
00003 
00041 /*
00042  * 1992 David G Yu -- Silicon Graphics Computer Systems
00043  */
00044 
00045 #include <stdio.h>
00046 #include <stdlib.h>
00047 #include <string.h>
00048 #include <math.h>
00049 #include <GL/glut.h>
00050 
00051 static int useRGB = 1;
00052 static int useLighting = 1;
00053 static int useFog = 0;
00054 static int useDB = 1;
00055 static int useLogo = 0;
00056 static int useQuads = 1;
00057 
00058 static int tick = -1;
00059 static int moving = 1;
00060 
00061 #define GREY    0
00062 #define RED     1
00063 #define GREEN   2
00064 #define BLUE    3
00065 #define CYAN    4
00066 #define MAGENTA 5
00067 #define YELLOW  6
00068 #define BLACK   7
00069 
00070 static float materialColor[8][4] =
00071 {
00072   {0.8, 0.8, 0.8, 1.0},
00073   {0.8, 0.0, 0.0, 1.0},
00074   {0.0, 0.8, 0.0, 1.0},
00075   {0.0, 0.0, 0.8, 1.0},
00076   {0.0, 0.8, 0.8, 1.0},
00077   {0.8, 0.0, 0.8, 1.0},
00078   {0.8, 0.8, 0.0, 1.0},
00079   {0.0, 0.0, 0.0, 0.6},
00080 };
00081 
00082 static float lightPos[4] =
00083 {2.0, 4.0, 2.0, 1.0};
00084 #if 0
00085 static float lightDir[4] =
00086 {-2.0, -4.0, -2.0, 1.0};
00087 #endif
00088 static float lightAmb[4] =
00089 {0.2, 0.2, 0.2, 1.0};
00090 static float lightDiff[4] =
00091 {0.8, 0.8, 0.8, 1.0};
00092 static float lightSpec[4] =
00093 {0.4, 0.4, 0.4, 1.0};
00094 
00095 static float groundPlane[4] =
00096 {0.0, 1.0, 0.0, 1.499};
00097 static float backPlane[4] =
00098 {0.0, 0.0, 1.0, 0.899};
00099 
00100 static float fogColor[4] =
00101 {0.0, 0.0, 0.0, 0.0};
00102 static float fogIndex[1] =
00103 {0.0};
00104 
00105 static unsigned char shadowPattern[128] =
00106 {
00107   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,  /* 50% Grey */
00108   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00109   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00110   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00111   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00112   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00113   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00114   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00115   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00116   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00117   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00118   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00119   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00120   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00121   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
00122   0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55
00123 };
00124 
00125 static unsigned char sgiPattern[128] =
00126 {
00127   0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,  /* SGI Logo */
00128   0xff, 0xbd, 0xff, 0x83, 0xff, 0x5a, 0xff, 0xef,
00129   0xfe, 0xdb, 0x7f, 0xef, 0xfd, 0xdb, 0xbf, 0xef,
00130   0xfb, 0xdb, 0xdf, 0xef, 0xf7, 0xdb, 0xef, 0xef,
00131   0xfb, 0xdb, 0xdf, 0xef, 0xfd, 0xdb, 0xbf, 0x83,
00132   0xce, 0xdb, 0x73, 0xff, 0xb7, 0x5a, 0xed, 0xff,
00133   0xbb, 0xdb, 0xdd, 0xc7, 0xbd, 0xdb, 0xbd, 0xbb,
00134   0xbe, 0xbd, 0x7d, 0xbb, 0xbf, 0x7e, 0xfd, 0xb3,
00135   0xbe, 0xe7, 0x7d, 0xbf, 0xbd, 0xdb, 0xbd, 0xbf,
00136   0xbb, 0xbd, 0xdd, 0xbb, 0xb7, 0x7e, 0xed, 0xc7,
00137   0xce, 0xdb, 0x73, 0xff, 0xfd, 0xdb, 0xbf, 0xff,
00138   0xfb, 0xdb, 0xdf, 0x87, 0xf7, 0xdb, 0xef, 0xfb,
00139   0xf7, 0xdb, 0xef, 0xfb, 0xfb, 0xdb, 0xdf, 0xfb,
00140   0xfd, 0xdb, 0xbf, 0xc7, 0xfe, 0xdb, 0x7f, 0xbf,
00141   0xff, 0x5a, 0xff, 0xbf, 0xff, 0xbd, 0xff, 0xc3,
00142   0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
00143 };
00144 
00145 static float cube_vertexes[6][4][4] =
00146 {
00147   {
00148     {-1.0, -1.0, -1.0, 1.0},
00149     {-1.0, -1.0, 1.0, 1.0},
00150     {-1.0, 1.0, 1.0, 1.0},
00151     {-1.0, 1.0, -1.0, 1.0}},
00152 
00153   {
00154     {1.0, 1.0, 1.0, 1.0},
00155     {1.0, -1.0, 1.0, 1.0},
00156     {1.0, -1.0, -1.0, 1.0},
00157     {1.0, 1.0, -1.0, 1.0}},
00158 
00159   {
00160     {-1.0, -1.0, -1.0, 1.0},
00161     {1.0, -1.0, -1.0, 1.0},
00162     {1.0, -1.0, 1.0, 1.0},
00163     {-1.0, -1.0, 1.0, 1.0}},
00164 
00165   {
00166     {1.0, 1.0, 1.0, 1.0},
00167     {1.0, 1.0, -1.0, 1.0},
00168     {-1.0, 1.0, -1.0, 1.0},
00169     {-1.0, 1.0, 1.0, 1.0}},
00170 
00171   {
00172     {-1.0, -1.0, -1.0, 1.0},
00173     {-1.0, 1.0, -1.0, 1.0},
00174     {1.0, 1.0, -1.0, 1.0},
00175     {1.0, -1.0, -1.0, 1.0}},
00176 
00177   {
00178     {1.0, 1.0, 1.0, 1.0},
00179     {-1.0, 1.0, 1.0, 1.0},
00180     {-1.0, -1.0, 1.0, 1.0},
00181     {1.0, -1.0, 1.0, 1.0}}
00182 };
00183 
00184 static float cube_normals[6][4] =
00185 {
00186   {-1.0, 0.0, 0.0, 0.0},
00187   {1.0, 0.0, 0.0, 0.0},
00188   {0.0, -1.0, 0.0, 0.0},
00189   {0.0, 1.0, 0.0, 0.0},
00190   {0.0, 0.0, -1.0, 0.0},
00191   {0.0, 0.0, 1.0, 0.0}
00192 };
00193 
00194 static void
00195 usage(void)
00196 {
00197   printf("\n");
00198   printf("usage: scube [options]\n");
00199   printf("\n");
00200   printf("    display a spinning cube and its shadow\n");
00201   printf("\n");
00202   printf("  Options:\n");
00203   printf("    -geometry  window size and location\n");
00204   printf("    -c         toggle color index mode\n");
00205   printf("    -l         toggle lighting\n");
00206   printf("    -f         toggle fog\n");
00207   printf("    -db        toggle double buffering\n");
00208   printf("    -logo      toggle sgi logo for the shadow pattern\n");
00209   printf("    -quads     toggle use of GL_QUADS to draw the checkerboard\n");
00210   printf("\n");
00211 #ifndef EXIT_FAILURE    /* should be defined by ANSI C
00212                            <stdlib.h> */
00213 #define EXIT_FAILURE 1
00214 #endif
00215   exit(EXIT_FAILURE);
00216 }
00217 
00218 void
00219 buildColormap(void)
00220 {
00221   if (useRGB) {
00222     return;
00223   } else {
00224     int mapSize = 1 << glutGet(GLUT_WINDOW_BUFFER_SIZE);
00225     int rampSize = mapSize / 8;
00226     int entry;
00227     int i;
00228 
00229     for (entry = 0; entry < mapSize; ++entry) {
00230       int hue = entry / rampSize;
00231       GLfloat val = (entry % rampSize) * (1.0 / (rampSize - 1));
00232       GLfloat red, green, blue;
00233 
00234       red = (hue == 0 || hue == 1 || hue == 5 || hue == 6) ? val : 0;
00235       green = (hue == 0 || hue == 2 || hue == 4 || hue == 6) ? val : 0;
00236       blue = (hue == 0 || hue == 3 || hue == 4 || hue == 5) ? val : 0;
00237 
00238       glutSetColor(entry, red, green, blue);
00239     }
00240 
00241     for (i = 0; i < 8; ++i) {
00242       materialColor[i][0] = i * rampSize + 0.2 * (rampSize - 1);
00243       materialColor[i][1] = i * rampSize + 0.8 * (rampSize - 1);
00244       materialColor[i][2] = i * rampSize + 1.0 * (rampSize - 1);
00245       materialColor[i][3] = 0.0;
00246     }
00247 
00248     fogIndex[0] = -0.2 * (rampSize - 1);
00249   }
00250 }
00251 
00252 static void
00253 setColor(int c)
00254 {
00255   if (useLighting) {
00256     if (useRGB) {
00257       glMaterialfv(GL_FRONT_AND_BACK,
00258         GL_AMBIENT_AND_DIFFUSE, &materialColor[c][0]);
00259     } else {
00260       glMaterialfv(GL_FRONT_AND_BACK,
00261         GL_COLOR_INDEXES, &materialColor[c][0]);
00262     }
00263   } else {
00264     if (useRGB) {
00265       glColor4fv(&materialColor[c][0]);
00266     } else {
00267       glIndexf(materialColor[c][1]);
00268     }
00269   }
00270 }
00271 
00272 static void
00273 drawCube(int color)
00274 {
00275   int i;
00276 
00277   setColor(color);
00278 
00279   for (i = 0; i < 6; ++i) {
00280     glNormal3fv(&cube_normals[i][0]);
00281     glBegin(GL_POLYGON);
00282     glVertex4fv(&cube_vertexes[i][0][0]);
00283     glVertex4fv(&cube_vertexes[i][1][0]);
00284     glVertex4fv(&cube_vertexes[i][2][0]);
00285     glVertex4fv(&cube_vertexes[i][3][0]);
00286     glEnd();
00287   }
00288 }
00289 
00290 static void
00291 drawCheck(int w, int h, int evenColor, int oddColor)
00292 {
00293   static int initialized = 0;
00294   static int usedLighting = 0;
00295   static GLuint checklist = 0;
00296 
00297   if (!initialized || (usedLighting != useLighting)) {
00298     static float square_normal[4] =
00299     {0.0, 0.0, 1.0, 0.0};
00300     static float square[4][4];
00301     int i, j;
00302 
00303     if (!checklist) {
00304       checklist = glGenLists(1);
00305     }
00306     glNewList(checklist, GL_COMPILE_AND_EXECUTE);
00307 
00308     if (useQuads) {
00309       glNormal3fv(square_normal);
00310       glBegin(GL_QUADS);
00311     }
00312     for (j = 0; j < h; ++j) {
00313       for (i = 0; i < w; ++i) {
00314         square[0][0] = -1.0 + 2.0 / w * i;
00315         square[0][1] = -1.0 + 2.0 / h * (j + 1);
00316         square[0][2] = 0.0;
00317         square[0][3] = 1.0;
00318 
00319         square[1][0] = -1.0 + 2.0 / w * i;
00320         square[1][1] = -1.0 + 2.0 / h * j;
00321         square[1][2] = 0.0;
00322         square[1][3] = 1.0;
00323 
00324         square[2][0] = -1.0 + 2.0 / w * (i + 1);
00325         square[2][1] = -1.0 + 2.0 / h * j;
00326         square[2][2] = 0.0;
00327         square[2][3] = 1.0;
00328 
00329         square[3][0] = -1.0 + 2.0 / w * (i + 1);
00330         square[3][1] = -1.0 + 2.0 / h * (j + 1);
00331         square[3][2] = 0.0;
00332         square[3][3] = 1.0;
00333 
00334         if (i & 1 ^ j & 1) {
00335           setColor(oddColor);
00336         } else {
00337           setColor(evenColor);
00338         }
00339 
00340         if (!useQuads) {
00341           glBegin(GL_POLYGON);
00342         }
00343         glVertex4fv(&square[0][0]);
00344         glVertex4fv(&square[1][0]);
00345         glVertex4fv(&square[2][0]);
00346         glVertex4fv(&square[3][0]);
00347         if (!useQuads) {
00348           glEnd();
00349         }
00350       }
00351     }
00352 
00353     if (useQuads) {
00354       glEnd();
00355     }
00356     glEndList();
00357 
00358     initialized = 1;
00359     usedLighting = useLighting;
00360   } else {
00361     glCallList(checklist);
00362   }
00363 }
00364 
00365 static void
00366 myShadowMatrix(float ground[4], float light[4])
00367 {
00368   float dot;
00369   float shadowMat[4][4];
00370 
00371   dot = ground[0] * light[0] +
00372     ground[1] * light[1] +
00373     ground[2] * light[2] +
00374     ground[3] * light[3];
00375 
00376   shadowMat[0][0] = dot - light[0] * ground[0];
00377   shadowMat[1][0] = 0.0 - light[0] * ground[1];
00378   shadowMat[2][0] = 0.0 - light[0] * ground[2];
00379   shadowMat[3][0] = 0.0 - light[0] * ground[3];
00380 
00381   shadowMat[0][1] = 0.0 - light[1] * ground[0];
00382   shadowMat[1][1] = dot - light[1] * ground[1];
00383   shadowMat[2][1] = 0.0 - light[1] * ground[2];
00384   shadowMat[3][1] = 0.0 - light[1] * ground[3];
00385 
00386   shadowMat[0][2] = 0.0 - light[2] * ground[0];
00387   shadowMat[1][2] = 0.0 - light[2] * ground[1];
00388   shadowMat[2][2] = dot - light[2] * ground[2];
00389   shadowMat[3][2] = 0.0 - light[2] * ground[3];
00390 
00391   shadowMat[0][3] = 0.0 - light[3] * ground[0];
00392   shadowMat[1][3] = 0.0 - light[3] * ground[1];
00393   shadowMat[2][3] = 0.0 - light[3] * ground[2];
00394   shadowMat[3][3] = dot - light[3] * ground[3];
00395 
00396   glMultMatrixf((const GLfloat *) shadowMat);
00397 }
00398 
00399 static char *windowNameRGBDB = "shadow cube (OpenGL RGB DB)";
00400 static char *windowNameRGB = "shadow cube (OpenGL RGB)";
00401 static char *windowNameIndexDB = "shadow cube (OpenGL Index DB)";
00402 static char *windowNameIndex = "shadow cube (OpenGL Index)";
00403 
00404 void
00405 idle(void)
00406 {
00407   tick++;
00408   if (tick >= 120) {
00409     tick = 0;
00410   }
00411   glutPostRedisplay();
00412 }
00413 
00414 /* ARGSUSED1 */
00415 void
00416 keyboard(unsigned char ch, int x, int y)
00417 {
00418   switch (ch) {
00419   case 27:             /* escape */
00420     exit(0);
00421     break;
00422   case 'L':
00423   case 'l':
00424     useLighting = !useLighting;
00425     useLighting ? glEnable(GL_LIGHTING) :
00426       glDisable(GL_LIGHTING);
00427     glutPostRedisplay();
00428     break;
00429   case 'F':
00430   case 'f':
00431     useFog = !useFog;
00432     useFog ? glEnable(GL_FOG) : glDisable(GL_FOG);
00433     glutPostRedisplay();
00434     break;
00435   case '1':
00436     glFogf(GL_FOG_MODE, GL_LINEAR);
00437     glutPostRedisplay();
00438     break;
00439   case '2':
00440     glFogf(GL_FOG_MODE, GL_EXP);
00441     glutPostRedisplay();
00442     break;
00443   case '3':
00444     glFogf(GL_FOG_MODE, GL_EXP2);
00445     glutPostRedisplay();
00446     break;
00447   case ' ':
00448     if (!moving) {
00449       idle();
00450       glutPostRedisplay();
00451     }
00452   }
00453 }
00454 
00455 void
00456 display(void)
00457 {
00458   GLfloat cubeXform[4][4];
00459 
00460   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
00461 
00462   glPushMatrix();
00463   glTranslatef(0.0, -1.5, 0.0);
00464   glRotatef(-90.0, 1, 0, 0);
00465   glScalef(2.0, 2.0, 2.0);
00466 
00467   drawCheck(6, 6, BLUE, YELLOW);  /* draw ground */
00468   glPopMatrix();
00469 
00470   glPushMatrix();
00471   glTranslatef(0.0, 0.0, -0.9);
00472   glScalef(2.0, 2.0, 2.0);
00473 
00474   drawCheck(6, 6, BLUE, YELLOW);  /* draw back */
00475   glPopMatrix();
00476 
00477   glPushMatrix();
00478   glTranslatef(0.0, 0.2, 0.0);
00479   glScalef(0.3, 0.3, 0.3);
00480   glRotatef((360.0 / (30 * 1)) * tick, 1, 0, 0);
00481   glRotatef((360.0 / (30 * 2)) * tick, 0, 1, 0);
00482   glRotatef((360.0 / (30 * 4)) * tick, 0, 0, 1);
00483   glScalef(1.0, 2.0, 1.0);
00484   glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) cubeXform);
00485 
00486   drawCube(RED);        /* draw cube */
00487   glPopMatrix();
00488 
00489   glDepthMask(GL_FALSE);
00490   if (useRGB) {
00491     glEnable(GL_BLEND);
00492   } else {
00493     glEnable(GL_POLYGON_STIPPLE);
00494   }
00495   if (useFog) {
00496     glDisable(GL_FOG);
00497   }
00498   glPushMatrix();
00499   myShadowMatrix(groundPlane, lightPos);
00500   glTranslatef(0.0, 0.0, 2.0);
00501   glMultMatrixf((const GLfloat *) cubeXform);
00502 
00503   drawCube(BLACK);      /* draw ground shadow */
00504   glPopMatrix();
00505 
00506   glPushMatrix();
00507   myShadowMatrix(backPlane, lightPos);
00508   glTranslatef(0.0, 0.0, 2.0);
00509   glMultMatrixf((const GLfloat *) cubeXform);
00510 
00511   drawCube(BLACK);      /* draw back shadow */
00512   glPopMatrix();
00513 
00514   glDepthMask(GL_TRUE);
00515   if (useRGB) {
00516     glDisable(GL_BLEND);
00517   } else {
00518     glDisable(GL_POLYGON_STIPPLE);
00519   }
00520   if (useFog) {
00521     glEnable(GL_FOG);
00522   }
00523   if (useDB) {
00524     glutSwapBuffers();
00525   } else {
00526     glFlush();
00527   }
00528 }
00529 
00530 void
00531 fog_select(int fog)
00532 {
00533   glFogf(GL_FOG_MODE, fog);
00534   glutPostRedisplay();
00535 }
00536 
00537 void
00538 menu_select(int mode)
00539 {
00540   switch (mode) {
00541   case 1:
00542     moving = 1;
00543     glutIdleFunc(idle);
00544     break;
00545   case 2:
00546     moving = 0;
00547     glutIdleFunc(NULL);
00548     break;
00549   case 3:
00550     useFog = !useFog;
00551     useFog ? glEnable(GL_FOG) : glDisable(GL_FOG);
00552     glutPostRedisplay();
00553     break;
00554   case 4:
00555     useLighting = !useLighting;
00556     useLighting ? glEnable(GL_LIGHTING) :
00557       glDisable(GL_LIGHTING);
00558     glutPostRedisplay();
00559     break;
00560   case 5:
00561     exit(0);
00562     break;
00563   }
00564 }
00565 
00566 void
00567 visible(int state)
00568 {
00569   if (state == GLUT_VISIBLE) {
00570     if (moving)
00571       glutIdleFunc(idle);
00572   } else {
00573     if (moving)
00574       glutIdleFunc(NULL);
00575   }
00576 }
00577 
00578 int
00579 main(int argc, char **argv)
00580 {
00581   int width = 350, height = 350;
00582   int i;
00583   char *name;
00584   int fog_menu;
00585 
00586   glutInitWindowSize(width, height);
00587   glutInit(&argc, argv);
00588   /* process commmand line args */
00589   for (i = 1; i < argc; ++i) {
00590     if (!strcmp("-c", argv[i])) {
00591       useRGB = !useRGB;
00592     } else if (!strcmp("-l", argv[i])) {
00593       useLighting = !useLighting;
00594     } else if (!strcmp("-f", argv[i])) {
00595       useFog = !useFog;
00596     } else if (!strcmp("-db", argv[i])) {
00597       useDB = !useDB;
00598     } else if (!strcmp("-logo", argv[i])) {
00599       useLogo = !useLogo;
00600     } else if (!strcmp("-quads", argv[i])) {
00601       useQuads = !useQuads;
00602     } else {
00603       usage();
00604     }
00605   }
00606 
00607   /* choose visual */
00608   if (useRGB) {
00609     if (useDB) {
00610       glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
00611       name = windowNameRGBDB;
00612     } else {
00613       glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
00614       name = windowNameRGB;
00615     }
00616   } else {
00617     if (useDB) {
00618       glutInitDisplayMode(GLUT_DOUBLE | GLUT_INDEX | GLUT_DEPTH);
00619       name = windowNameIndexDB;
00620     } else {
00621       glutInitDisplayMode(GLUT_SINGLE | GLUT_INDEX | GLUT_DEPTH);
00622       name = windowNameIndex;
00623     }
00624   }
00625 
00626   glutCreateWindow(name);
00627 
00628   buildColormap();
00629 
00630   glutKeyboardFunc(keyboard);
00631   glutDisplayFunc(display);
00632   glutVisibilityFunc(visible);
00633 
00634   fog_menu = glutCreateMenu(fog_select);
00635   glutAddMenuEntry("Linear fog", GL_LINEAR);
00636   glutAddMenuEntry("Exp fog", GL_EXP);
00637   glutAddMenuEntry("Exp^2 fog", GL_EXP2);
00638 
00639   glutCreateMenu(menu_select);
00640   glutAddMenuEntry("Start motion", 1);
00641   glutAddMenuEntry("Stop motion", 2);
00642   glutAddMenuEntry("Toggle fog", 3);
00643   glutAddMenuEntry("Toggle lighting", 4);
00644   glutAddSubMenu("Fog type", fog_menu);
00645   glutAddMenuEntry("Quit", 5);
00646   glutAttachMenu(GLUT_RIGHT_BUTTON);
00647 
00648   /* setup context */
00649   glMatrixMode(GL_PROJECTION);
00650   glLoadIdentity();
00651   glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 3.0);
00652 
00653   glMatrixMode(GL_MODELVIEW);
00654   glLoadIdentity();
00655   glTranslatef(0.0, 0.0, -2.0);
00656 
00657   glEnable(GL_DEPTH_TEST);
00658 
00659   if (useLighting) {
00660     glEnable(GL_LIGHTING);
00661   }
00662   glEnable(GL_LIGHT0);
00663   glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
00664   glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmb);
00665   glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiff);
00666   glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpec);
00667 #if 0
00668   glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDir);
00669   glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 80);
00670   glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 25);
00671 #endif
00672 
00673   glEnable(GL_NORMALIZE);
00674 
00675   if (useFog) {
00676     glEnable(GL_FOG);
00677   }
00678   glFogfv(GL_FOG_COLOR, fogColor);
00679   glFogfv(GL_FOG_INDEX, fogIndex);
00680   glFogf(GL_FOG_MODE, GL_EXP);
00681   glFogf(GL_FOG_DENSITY, 0.5);
00682   glFogf(GL_FOG_START, 1.0);
00683   glFogf(GL_FOG_END, 3.0);
00684 
00685   glEnable(GL_CULL_FACE);
00686   glCullFace(GL_BACK);
00687 
00688   glShadeModel(GL_SMOOTH);
00689 
00690   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00691   if (useLogo) {
00692     glPolygonStipple((const GLubyte *) sgiPattern);
00693   } else {
00694     glPolygonStipple((const GLubyte *) shadowPattern);
00695   }
00696 
00697   glClearColor(0.0, 0.0, 0.0, 1);
00698   glClearIndex(0);
00699   glClearDepth(1);
00700 
00701   glutMainLoop();
00702   return 0;             /* ANSI C requires main to return int. */
00703 }


euslisp
Author(s): Toshihiro Matsui
autogenerated on Thu Sep 3 2015 10:36:20