Example #1
0
/*  Main Loop
 *  Open window with initial window size, title bar, 
 *  RGBA display mode, depth buffer, and handle input events.
 */
int mainFog(int argc, char** argv) {
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowSize(500, 500);
	glutCreateWindow(argv[0]);
	initFog();
	glutReshapeFunc(reshapeFog);
	glutKeyboardFunc(keyboardFog);
	glutDisplayFunc(displayFog);
	glutMainLoop();
	return 0;
}
Example #2
0
void init(void){
    initFog();
    
//    glClearColor(1, 1, 1, 0);
    glColor3f(1, 1, 1);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glEnable(GL_COLOR_MATERIAL);
    
    glEnable(GL_LIGHTING);
    
    glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
//    glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDir);
    
    glLightfv(GL_LIGHT1, GL_POSITION, lightpos1);
//    glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, lightDir);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDif);
    glLightfv(GL_LIGHT1, GL_SPECULAR, lightSpec);
    
    glLightfv(GL_LIGHT2, GL_POSITION, lightpos2);
    //    glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, lightDir);
    glLightfv(GL_LIGHT2, GL_DIFFUSE, lightDif);
    glLightfv(GL_LIGHT2, GL_SPECULAR, lightSpec);
    
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHT1);
//    glEnable(GL_LIGHT2);

    
    gluPerspective(45, 1, 1, 100);
    
    glEnable(GL_TEXTURE_2D);   // enable texture mapping
    glShadeModel(GL_SMOOTH);   // enable smooth shading
//    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);  // black background
    glClearDepth(1.0f);        // depth buffer setup
    glDepthFunc(GL_LEQUAL);    // configure depth testing
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);          // really nice perspective calculations
}
Example #3
0
void
initGLEnv(Bool doFog)
{
	GLfloat		spc[4] = {1.0, 1.0, 1.0, 1.0};

	glClearColor(0.0, 0.0, 0.0, 0.0);
	glClearDepth(1.0);
	glDepthFunc(GL_LESS);

	glEnable(GL_COLOR_MATERIAL);
	glMateriali(GL_FRONT, GL_SHININESS, 128);
	glMaterialfv(GL_FRONT, GL_SPECULAR, spc);
	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, spc);

	glEnable(GL_NORMALIZE);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	glEnable(GL_CULL_FACE);

	initLights();
	if (doFog) initFog();

	Quadratic = gluNewQuadric();
}