Beispiel #1
0
//--------------------------------------------------------------------------------------------------
/// 
//--------------------------------------------------------------------------------------------------
void RenderStateTextureMapping_FF::applyOpenGL(OpenGLContext* oglContext) const
{
    CVF_CALLSITE_OPENGL(oglContext);

    if (oglContext->capabilities()->supportsOpenGL2())
    {
        glActiveTexture(GL_TEXTURE0);
    }

    if (m_texture.notNull() && m_texture->textureOglId() != 0)
    {
        m_texture->bind(oglContext);
        m_texture->setupTextureParams(oglContext);

        cvfGLint oglTexFunc = GL_MODULATE;
        switch (m_textureFunction)
        {
            case MODULATE:  oglTexFunc = GL_MODULATE; break;
            case DECAL:     oglTexFunc = GL_DECAL; break;
        }

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, oglTexFunc);

        glEnable(GL_TEXTURE_2D);

        if (m_environmentMapping)
        {
            glEnable(GL_TEXTURE_GEN_S);
            glEnable(GL_TEXTURE_GEN_T);

            GLint piSphereMap[1];
            piSphereMap[0] = GL_SPHERE_MAP;
            glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, piSphereMap);
            glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, piSphereMap);
        }
        else
        {
            glDisable(GL_TEXTURE_GEN_S);
            glDisable(GL_TEXTURE_GEN_T);
        }
    }
    else
    {
        glDisable(GL_TEXTURE_2D);
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);
    }

    CVF_CHECK_OGL(oglContext);
}
Beispiel #2
0
void __glXDisp_TexGeniv(GLbyte *pc)
{
	glTexGeniv( 
		*(GLenum   *)(pc + 0),
		*(GLenum   *)(pc + 4),
		(GLint    *)(pc + 8)
	);
}
Beispiel #3
0
void Scarry::draw(wardraw_t *wd){
	Scarry *const p = this;
	static int init = 0;
	static suftex_t *pst;
	static suf_t *sufbase = NULL;
	if(!w)
		return;

	/* cull object */
/*	if(beamer_cull(this, wd))
		return;*/
//	wd->lightdraws++;

	draw_healthbar(this, wd, health / getMaxHealth(), getHitRadius(), -1., capacitor / maxenergy());

	if(wd->vw->gc->cullFrustum(pos, getHitRadius()))
		return;
#if 0
	if(init == 0) do{
		init = 1;
		sufbase = CallLoadSUF("models/spacecarrier.bin");
		if(!sufbase) break;
		CallCacheBitmap("bridge.bmp", "bridge.bmp", NULL, NULL);
		CallCacheBitmap("beamer_panel.bmp", "beamer_panel.bmp", NULL, NULL);
		CallCacheBitmap("bricks.bmp", "bricks.bmp", NULL, NULL);
		CallCacheBitmap("runway.bmp", "runway.bmp", NULL, NULL);
		suftexparam_t stp;
		stp.flags = STP_MAGFIL | STP_MINFIL | STP_ENV;
		stp.magfil = GL_LINEAR;
		stp.minfil = GL_LINEAR;
		stp.env = GL_ADD;
		stp.mipmap = 0;
		CallCacheBitmap5("engine2.bmp", "engine2br.bmp", &stp, "engine2.bmp", NULL);
		pst = AllocSUFTex(sufbase);
		extern GLuint screentex;
		glNewList(pst->a[0].list, GL_COMPILE);
		glBindTexture(GL_TEXTURE_2D, screentex);
		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
		glDisable(GL_LIGHTING);
		glEndList();
	} while(0);
	if(sufbase){
		static const double normal[3] = {0., 1., 0.};
		double scale = SCARRY_SCALE;
		static const GLdouble rotaxis[16] = {
			-1,0,0,0,
			0,1,0,0,
			0,0,-1,0,
			0,0,0,1,
		};
		Mat4d mat;

		glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT);
		glPushMatrix();
		transform(mat);
		glMultMatrixd(mat);

#if 1
		for(int i = 0; i < nhitboxes; i++){
			Mat4d rot;
			glPushMatrix();
			gldTranslate3dv(hitboxes[i].org);
			rot = hitboxes[i].rot.tomat4();
			glMultMatrixd(rot);
			hitbox_draw(this, hitboxes[i].sc);
			glPopMatrix();
		}
#endif

		Mat4d modelview, proj;
		glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
		glGetDoublev(GL_PROJECTION_MATRIX, proj);
		Mat4d trans = proj * modelview;
		texture((glPushMatrix(),
			glScaled(1./2., 1./2., 1.),
			glTranslated(1, 1, 0),
			glMultMatrixd(trans)
		));
		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGendv(GL_S, GL_EYE_PLANE, Vec4d(1,0,0,0));
		glEnable(GL_TEXTURE_GEN_S);
		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGendv(GL_T, GL_EYE_PLANE, Vec4d(0,1,0,0));
		glEnable(GL_TEXTURE_GEN_T);
		glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGeniv(GL_R, GL_EYE_PLANE, Vec4<int>(0,0,1,0));
		glEnable(GL_TEXTURE_GEN_R);
		glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGeniv(GL_Q, GL_EYE_PLANE, Vec4<int>(0,0,0,1));
		glEnable(GL_TEXTURE_GEN_Q);

		glPushMatrix();
		glScaled(scale, scale, scale);
		glMultMatrixd(rotaxis);
		DecalDrawSUF(sufbase, SUF_ATR, NULL, pst, NULL, NULL);
		glPopMatrix();

		texture((glPopMatrix()));
		glPopMatrix();
		glPopAttrib();
	}
#endif
}
Beispiel #4
0
void Scarry::drawtra(wardraw_t *wd){
	st::drawtra(wd);
	Scarry *p = this;
	Scarry *pt = this;
	Mat4d mat;
	Vec3d pa, pb, pa0(.01, 0, 0), pb0(-.01, 0, 0);
	double scale;

/*	if(scarry_cull(pt, wd))
		return;*/

	if(wd->vw->gc->cullFrustum(pos, getHitRadius()))
		return;

	scale = fabs(wd->vw->gc->scale(this->pos));

	transform(mat);

	const double blastscale = .04;
	drawCapitalBlast(wd, Vec3d(0, 0, .55), blastscale);
	drawCapitalBlast(wd, Vec3d(.08, .08, .55), blastscale);
	drawCapitalBlast(wd, Vec3d(-.08, .08, .55), blastscale);
	drawCapitalBlast(wd, Vec3d(-.08, -.08, .55), blastscale);
	drawCapitalBlast(wd, Vec3d(.08, -.08, .55), blastscale);

	pa = pt->rot.trans(pa0);
	pa += pt->pos;
	pb = pt->rot.trans(pb0);
	pb += pt->pos;
	glColor4ub(255,255,9,255);
	glBegin(GL_LINES);
	glVertex3dv(pa);
	glVertex3dv(pb);
	glEnd();

	{
		int i;
		static const avec3_t lights[] = {
			{0, 520 * SCARRY_SCALE, 220 * SCARRY_SCALE},
			{0, -520 * SCARRY_SCALE, 220 * SCARRY_SCALE},
			{140 * SCARRY_SCALE, 370 * SCARRY_SCALE, 220 * SCARRY_SCALE},
			{-140 * SCARRY_SCALE, 370 * SCARRY_SCALE, 220 * SCARRY_SCALE},
			{140 * SCARRY_SCALE, -370 * SCARRY_SCALE, 220 * SCARRY_SCALE},
			{-140 * SCARRY_SCALE, -370 * SCARRY_SCALE, 220 * SCARRY_SCALE},
			{100 * SCARRY_SCALE, -360 * SCARRY_SCALE, -600 * SCARRY_SCALE},
			{100 * SCARRY_SCALE,  360 * SCARRY_SCALE, -600 * SCARRY_SCALE},
			{ 280 * SCARRY_SCALE,   20 * SCARRY_SCALE, 520 * SCARRY_SCALE},
			{ 280 * SCARRY_SCALE,  -20 * SCARRY_SCALE, 520 * SCARRY_SCALE},
			{-280 * SCARRY_SCALE,   20 * SCARRY_SCALE, 520 * SCARRY_SCALE},
			{-280 * SCARRY_SCALE,  -20 * SCARRY_SCALE, 520 * SCARRY_SCALE},
			{-280 * SCARRY_SCALE,   20 * SCARRY_SCALE, -300 * SCARRY_SCALE},
			{-280 * SCARRY_SCALE,  -20 * SCARRY_SCALE, -300 * SCARRY_SCALE},
			{ 280 * SCARRY_SCALE,   20 * SCARRY_SCALE, -480 * SCARRY_SCALE},
			{ 280 * SCARRY_SCALE,  -20 * SCARRY_SCALE, -480 * SCARRY_SCALE},
		};
		avec3_t pos;
		double rad = .01;
		double t;
		GLubyte col[4] = {255, 31, 31, 255};
		random_sequence rs;
		init_rseq(&rs, (unsigned long)this);

		/* color calculation of static navlights */
		t = fmod(wd->vw->viewtime + drseq(&rs) * 2., 2.);
		if(t < 1.){
			rad *= (t + 1.) / 2.;
			col[3] *= t;
		}
		else{
			rad *= (2. - t + 1.) / 2.;
			col[3] *= 2. - t;
		}
		for(i = 0 ; i < numof(lights); i++){
			mat4vp3(pos, mat, lights[i]);
			gldSpriteGlow(pos, rad, col, wd->vw->irot);
		}

		/* runway lights */
		if(1 < scale * .01){
			col[0] = 0;
			col[1] = 191;
			col[2] = 255;
			for(i = 0 ; i <= 10; i++){
				avec3_t pos0;
				pos0[0] = -160 * SCARRY_SCALE;
				pos0[1] = 20 * SCARRY_SCALE + .0025;
				pos0[2] = (i * -460 + (10 - i) * -960) * SCARRY_SCALE / 10;
				rad = .005 * (1. - fmod(i / 10. + t / 2., 1.));
				col[3] = 255/*rad * 255 / .01*/;
				mat4vp3(pos, mat, pos0);
				gldSpriteGlow(pos, rad, col, wd->vw->irot);
				pos0[0] = -40 * SCARRY_SCALE;
				mat4vp3(pos, mat, pos0);
				gldSpriteGlow(pos, rad, col, wd->vw->irot);
				pos0[1] = -20 * SCARRY_SCALE - .0025;
				mat4vp3(pos, mat, pos0);
				gldSpriteGlow(pos, rad, col, wd->vw->irot);
				pos0[0] = -160 * SCARRY_SCALE;
				mat4vp3(pos, mat, pos0);
				gldSpriteGlow(pos, rad, col, wd->vw->irot);
			}
		}

/*		for(i = 0; i < numof(p->turrets); i++)
			mturret_drawtra(&p->turrets[i], pt, wd);*/
	}

	static int init = 0;
	static suftex_t *pst;
	static suf_t *sufbase = NULL;
	if(init == 0) do{
		init = 1;
		sufbase = CallLoadSUF("models/spacecarrier.bin");
	} while(0);
	if(sufbase){
		static const double normal[3] = {0., 1., 0.};
		double scale = SCARRY_SCALE;
		static const GLdouble rotaxis[16] = {
			-1,0,0,0,
			0,1,0,0,
			0,0,-1,0,
			0,0,0,1,
		};
		Mat4d mat;

		glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT);
		glEnable(GL_CULL_FACE);
		glPushMatrix();
		transform(mat);
		glMultMatrixd(mat);

		extern GLuint screentex;
		glBindTexture(GL_TEXTURE_2D, screentex);
		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
		glColor4f(1.,1.,1.,1.);
		glDisable(GL_LIGHTING);
		glEnable(GL_TEXTURE_2D);

		Mat4d modelview, proj;
		glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
		glGetDoublev(GL_PROJECTION_MATRIX, proj);
		Mat4d trans = proj * modelview;
		texture((glPushMatrix(),
			glScaled(1./2., 1./2., 1.),
			glTranslated(1, 1, 0),
			glMultMatrixd(trans)
		));
		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGendv(GL_S, GL_EYE_PLANE, Vec4d(.9,0,0,0));
		glEnable(GL_TEXTURE_GEN_S);
		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGendv(GL_T, GL_EYE_PLANE, Vec4d(0,.9,0,0));
		glEnable(GL_TEXTURE_GEN_T);
		glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGendv(GL_R, GL_EYE_PLANE, Vec4d(0,0,.9,0));
		glEnable(GL_TEXTURE_GEN_R);
		glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
		glTexGeniv(GL_Q, GL_EYE_PLANE, Vec4<int>(0,0,0,1));
		glEnable(GL_TEXTURE_GEN_Q);

		glPushMatrix();
		glScaled(-scale, scale, -scale);
		DrawSUF(sufbase, 0, NULL);
		glPopMatrix();

		texture((glPopMatrix()));
		glPopMatrix();
		glPopAttrib();
	}
}
Beispiel #5
0
static void Key(unsigned char key, int x, int y)
{
    int i;

    switch (key) {
      case 'h':
	for (i = 0; keyList[i][0] != NULL; i++) {
	    printf("%-20s %s\n", keyList[i][0], keyList[i][1]);
	}
	break;

      case 'T':
	zTranslate += 0.25;
	glutPostRedisplay();
	break;
      case 't':
	zTranslate -= 0.25;
	glutPostRedisplay();
	break;

      case 's':
	doSphere = !doSphere;
	if (doSphere) {
	    glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, sphereMap);
	    glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, sphereMap);
	    glEnable(GL_TEXTURE_GEN_S);
	    glEnable(GL_TEXTURE_GEN_T);
	} else {
	    glDisable(GL_TEXTURE_GEN_S);
	    glDisable(GL_TEXTURE_GEN_T);
	}
	glutPostRedisplay();
	break;

      case 'r':
	UnInit();
	Init();
	glutPostRedisplay();
	break;

      case 'C':
	currentList = CUBE;
	glutPostRedisplay();
	break;
      case 'S':
	currentList = SQUARE;
	glutPostRedisplay();
	break;
      case 'P':
	currentList = PUSHPOP;
	glutPostRedisplay();
	break;

      case 'G':
	{
	    GLint name;
	    GLfloat priority;
	    GLboolean isTex, resident, residences[NUM_TEXTURES];

	    glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &name);
	    glGetTexParameterfv(GL_TEXTURE_2D, 
				GL_TEXTURE_PRIORITY_EXT, &priority);
	    isTex = glIsTextureEXT(name);
	    resident = glAreTexturesResidentEXT(NUM_TEXTURES, 
						texNames, residences);
	    fprintf(stdout, "\tname=%d priority=%f allResident=%d isTex=%d\n",
		    name, priority, resident, isTex);
	}
	glutPostRedisplay();
        break;
	
      case '0':
	magFilter = nr;
	glutPostRedisplay();
	break;
      case '1':
	magFilter = ln;
	glutPostRedisplay();
	break;
      case '2':
	minFilter = nr;
	glutPostRedisplay();
	break;
      case '3':
	minFilter = ln;
	glutPostRedisplay();
	break;
      case '4':
	minFilter = nr_mipmap_nr;
	glutPostRedisplay();
	break;
      case '5':
	minFilter = nr_mipmap_ln;
	glutPostRedisplay();
	break;
      case '6':
	minFilter = ln_mipmap_nr;
	glutPostRedisplay();
	break;
      case '7':
	minFilter = ln_mipmap_ln;
	glutPostRedisplay();
	break;

      case 27:
	exit(0);
    }
}
Beispiel #6
0
static void Key(unsigned char key, int x, int y)
{

    switch (key) {
      case 'T':
	zTranslate += 0.25;
	glutPostRedisplay();
	break;
      case 't':
	zTranslate -= 0.25;
	glutPostRedisplay();
	break;

      case 's':
	doSphere = !doSphere;
	if (doSphere) {
	    glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, sphereMap);
	    glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, sphereMap);
	    glEnable(GL_TEXTURE_GEN_S);
	    glEnable(GL_TEXTURE_GEN_T);
	} else {
	    glDisable(GL_TEXTURE_GEN_S);
	    glDisable(GL_TEXTURE_GEN_T);
	}
	glutPostRedisplay();
	break;

      case '0':
	magFilter = nr;
	glutPostRedisplay();
	break;
      case '1':
	magFilter = ln;
	glutPostRedisplay();
	break;
      case '2':
	minFilter = nr;
	glutPostRedisplay();
	break;
      case '3':
	minFilter = ln;
	glutPostRedisplay();
	break;
      case '4':
	minFilter = nr_mipmap_nr;
	glutPostRedisplay();
	break;
      case '5':
	minFilter = nr_mipmap_ln;
	glutPostRedisplay();
	break;
      case '6':
	minFilter = ln_mipmap_nr;
	glutPostRedisplay();
	break;
      case '7':
	minFilter = ln_mipmap_ln;
	glutPostRedisplay();
	break;
      case 27:
	exit(0);
    }
}
Beispiel #7
0
void Init(void)
{
    float ambient[] = {0.0, 0.0, 0.0, 1.0};
    float diffuse[] = {0.0, 1.0, 0.0, 1.0};
    float specular[] = {1.0, 1.0, 1.0, 1.0};
    float position[] = {2.0, 2.0,  0.0, 1.0};
    float fog_color[] = {0.0, 0.0, 0.0, 1.0};
    float mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
    float mat_shininess[] = {90.0};
    float mat_specular[] = {1.0, 1.0, 1.0, 1.0};
    float mat_diffuse[] = {1.0, 1.0, 1.0, 1.0};
    float lmodel_ambient[] = {0.0, 0.0, 0.0, 1.0};
    float lmodel_twoside[] = {GL_TRUE};
    float lmodel_local_viewer[] = {GL_FALSE};

    SetDeepestColor();
    SetDefaultSettings();

    if (numComponents == 4) {
	image->data = AlphaPadImage(image->sizeX*image->sizeY,
                                    image->data, 128);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	gluBuild2DMipmaps(GL_TEXTURE_2D, numComponents, 
			  image->sizeX, image->sizeY, 
			  GL_RGBA, GL_UNSIGNED_BYTE, image->data);
    } else {
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	gluBuild2DMipmaps(GL_TEXTURE_2D, numComponents, 
			  image->sizeX, image->sizeY, 
			  GL_RGB, GL_UNSIGNED_BYTE, image->data);
    }
    
    glFogf(GL_FOG_DENSITY, 0.125);
    glFogi(GL_FOG_MODE, GL_LINEAR);
    glFogf(GL_FOG_START, 4.0);
    glFogf(GL_FOG_END, 9.0);
    glFogfv(GL_FOG_COLOR, fog_color);

    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    
    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);

    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
    glShadeModel(GL_SMOOTH);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);

    glClearColor(0.0, 0.0, 0.0, 0.0);
    glViewport(0, 0, W, H);
    glEnable(GL_DEPTH_TEST);

    glFrontFace(GL_CW);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_TEXTURE_2D);
    glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, sphereMap);
    glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, sphereMap);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);

    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sWrapMode);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tWrapMode);

    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureEnvironment);

    BuildLists();
}
Beispiel #8
0
static void Init(void)
{
    float ambient[] = {0.0, 0.0, 0.0, 1.0};
    float diffuse[] = {1.0, 1.0, 1.0, 1.0};
    float specular[] = {1.0, 1.0, 1.0, 1.0};
    float position[] = {0.0, 0.0,  4.0, 0.0};
    float fog_color[] = {0.0, 0.0, 0.0, 1.0};
    float mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
    float mat_shininess[] = {90.0};
    float mat_specular[] = {1.0, 1.0, 1.0, 1.0};
    float mat_diffuse[] = {0.8, 0.8, 0.8, 1.0};
    float lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};
    float lmodel_twoside[] = {GL_TRUE};
    int w, h;
    GLenum format;
    GLubyte *image;

    printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));

    SetDefaultSettings();

    image = LoadRGBImage(imageFileName, &w, &h, &format);
    if (!image) {
       printf("Error: couldn't load %s\n", imageFileName);
       exit(1);
    }
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    gluBuild2DMipmaps(GL_TEXTURE_2D, format, w, h,
                      GL_RGB, GL_UNSIGNED_BYTE, image);

    free(image);

    glFogf(GL_FOG_DENSITY, 0.125);
    glFogi(GL_FOG_MODE, GL_LINEAR);
    glFogf(GL_FOG_START, 4.0);
    glFogf(GL_FOG_END, 8.5);
    glFogfv(GL_FOG_COLOR, fog_color);

    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glEnable(GL_LIGHT0);

    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);

    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
    glShadeModel(GL_SMOOTH);


    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);

    glFrontFace(GL_CW);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, sphereMap);
    glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, sphereMap);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);

    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sWrapMode);
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tWrapMode);

    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureEnvironment);

    BuildLists();
}
Beispiel #9
0
M(void, glTexGeniv, jint coord, jint pname, jobject params) {
	glTexGeniv(coord, pname, BUFF(GLint, params));
}
Beispiel #10
0
void gl4es_glMultiTexGeniv(GLenum texunit, GLenum coord, GLenum pname, const GLint *params) {
    text(glTexGeniv(coord, pname, params));
}