static void initdlists(void) { GLUquadricObj *lcone,*lbase; GLfloat plane[4]; GLfloat v0[3]={0.0,0.0,0.0}; GLfloat v1[3]={1.0,0.0,0.0}; GLfloat v2[3]={0.0,1.0,0.0}; findplane(plane,v0,v1,v2); shadowmatrix(baseshadow,plane,lightpos); teapotdlist=glGenLists(1); glNewList(teapotdlist,GL_COMPILE); glRotatef(90.0,1.0,0.0,0.0); glCullFace(GL_FRONT); glBindTexture(GL_TEXTURE_2D,t2id); glutSolidTeapot(0.75); glCullFace(GL_BACK); glEndList(); basedlist=glGenLists(1); glNewList(basedlist,GL_COMPILE); drawbase(); glEndList(); lightdlist=glGenLists(1); glNewList(lightdlist,GL_COMPILE); glDisable(GL_LIGHTING); lcone=gluNewQuadric(); lbase=gluNewQuadric(); glRotatef(45.0,0.0,1.0,0.0); glColor3f(1.0,1.0,1.0); glCullFace(GL_FRONT); gluDisk(lbase,0.0,0.2,12.0,1.0); glCullFace(GL_BACK); glColor3f(0.5,0.0,0.0); gluCylinder(lcone,0.2,0.0,0.5,12,1); gluDeleteQuadric(lcone); gluDeleteQuadric(lbase); glEnable(GL_LIGHTING); glEndList(); }
static void draw(void) { static char frbuf[80] = ""; dojoy(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); if (fog) glEnable(GL_FOG); else glDisable(GL_FOG); glPushMatrix(); calcposobs(); gluLookAt(obs[0], obs[1], obs[2], obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2], 0.0, 0.0, 1.0); drawbase(); drawobj(); glColor3f(1.0, 1.0, 1.0); glDisable(GL_TEXTURE_2D); glPushMatrix(); glTranslatef(lightpos[0], lightpos[1], lightpos[2]); glCallList(lightdlist); glPopMatrix(); glPopMatrix(); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glColor3f(0.0f, 0.3f, 1.0f); if (showcheckmap) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, checkid); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBegin(GL_QUADS); glTexCoord2f(1.0f, 0.0f); glVertex2i(10, 30); glTexCoord2f(1.0f, 1.0f); glVertex2i(10 + 90, 30); glTexCoord2f(0.0f, 1.0f); glVertex2i(10 + 90, 30 + 90); glTexCoord2f(0.0f, 0.0f); glVertex2i(10, 30 + 90); glEnd(); glDisable(GL_TEXTURE_2D); glBegin(GL_LINE_LOOP); glVertex2i(10, 30); glVertex2i(10 + 90, 30); glVertex2i(10 + 90, 30 + 90); glVertex2i(10, 30 + 90); glEnd(); glRasterPos2i(105, 65); printstring(GLUT_BITMAP_HELVETICA_18, "Plane Texture Map"); } if (showreflectmap) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, reflectid); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBegin(GL_QUADS); glTexCoord2f(1.0f, 0.0f); glVertex2i(540, 30); glTexCoord2f(1.0f, 1.0f); glVertex2i(540 + 90, 30); glTexCoord2f(0.0f, 1.0f); glVertex2i(540 + 90, 30 + 90); glTexCoord2f(0.0f, 0.0f); glVertex2i(540, 30 + 90); glEnd(); glDisable(GL_TEXTURE_2D); glBegin(GL_LINE_LOOP); glVertex2i(540, 30); glVertex2i(540 + 90, 30); glVertex2i(540 + 90, 30 + 90); glVertex2i(540, 30 + 90); glEnd(); glRasterPos2i(360, 65); printstring(GLUT_BITMAP_HELVETICA_18, "Sphere Texture Map"); } glDisable(GL_TEXTURE_2D); glRasterPos2i(10, 10); printstring(GLUT_BITMAP_HELVETICA_18, frbuf); glRasterPos2i(360, 470); printstring(GLUT_BITMAP_HELVETICA_10, "Ray V1.0 Written by David Bucciarelli ([email protected])"); if (help) printhelp(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); updatemaps(); glutSwapBuffers(); Frames++; { GLint t = glutGet(GLUT_ELAPSED_TIME); if (t - T0 >= 2000) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; sprintf(frbuf, "Frame rate: %f", fps); T0 = t; Frames = 0; } } }