//============================================================================= //Setup GL //@returns TRUE on success, FALSE otherwise //============================================================================= boolean GLApp::SetupGL() { //smooth shading & depth test glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); //enable lighting operations GLfixed diffuse[] = { FTOX(1.0f), FTOX(1.0f), FTOX(1.0f), FTOX(1.0f) }; GLfixed lightPos[] = { FTOX(0.0f), FTOX(5.0f), FTOX(-5.0f) }; glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glLightxv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPos); //enable blending operations glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); //enable fog operations GLfixed fogColor[] = { 0, 0, 0, ITOX(1) }; glFogxv(GL_FOG_COLOR, fogColor); glFogx(GL_FOG_MODE, GL_LINEAR); glFogx(GL_FOG_START, ITOX(10)); glFogx(GL_FOG_END, ITOX(70)); //perspective Correction glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //GL Initialization glViewport(0, 0, m_DBitmapInfo.cx, m_DBitmapInfo.cy); //init Projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustumx(ITOX(-5), ITOX(5), ITOX(-5), ITOX(5), ITOX(10), ITOX(100)); //init Model-View matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if(glGetError() != GL_NO_ERROR) return FALSE; return TRUE; }
void glFogxvLogged(GLenum pname, const GLfixed *params) { printf("glFogxv(%s, %p)\n", GLEnumName(pname), params); glFogxv(pname, params); }