static void Init(void) { static float ambient[] = {0.1, 0.1, 0.1, 1.0}; static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static float position[] = {0.0, 1.0, 0.0, 0.0}; static float mat_shininess[] = {90.0}; static float mat_specular[] = {0.8, 0.8, 0.8, 1.0}; static float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0}; static float mat_ambient[] = {0.0, 0.1, 0.2, 1.0}; static float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0}; static float lmodel_localviewer[] = {0.0}; glFrontFace(GL_CW); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer); glEnable(GL_LIGHTING); 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); InitFishs(); glClearColor(0.0, 0.5, 0.9, 0.0); }
void Atlantis_Init(void) { static float ambient[] = {0.2, 0.2, 0.2, 1.0}; static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static float position[] = {0.0, 1.0, 0.0, 0.0}; static float mat_shininess[] = {90.0}; static float mat_specular[] = {0.8, 0.8, 0.8, 1.0}; static float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0}; static float mat_ambient[] = {0.3, 0.4, 0.5, 1.0}; static float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0}; static float lmodel_localviewer[] = {0.0}; //GLfloat map1[4] = {0.0, 0.0, 0.0, 0.0}; //GLfloat map2[4] = {0.0, 0.0, 0.0, 0.0}; static float fog_color[] = {0.0, 0.5, 0.9, 1.0}; glFrontFace(GL_CCW); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer); glEnable(GL_LIGHTING); 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); InitFishs(); glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, 0.0000025); glFogfv(GL_FOG_COLOR, fog_color); glClearColor(0.0, 0.5, 0.9, 1.0); }
static void Init(ModeInfo *mi) { atlantisstruct *ap = &atlantis[MI_SCREEN(mi)]; static const float ambient[] = {0.1, 0.1, 0.1, 1.0}; static const float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static const float position[] = {0.0, 1.0, 0.0, 0.0}; static const float mat_shininess[] = {90.0}; static const float mat_specular[] = {0.8, 0.8, 0.8, 1.0}; static const float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0}; static const float mat_ambient[] = {0.0, 0.1, 0.2, 1.0}; static const float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0}; static const float lmodel_localviewer[] = {0.0}; float fblue = 0.0, fgreen; glFrontFace(GL_CCW); if (ap->wire) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_NORMALIZE); } else { glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); glShadeModel(GL_SMOOTH); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer); glEnable(GL_LIGHTING); 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); } if (ap->wire || !do_texture) { glDisable(GL_TEXTURE_2D); } else { GLfloat scale = 0.0005; if (!ap->texture) parse_image_data (mi); clear_gl_error(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ap->texture->width, ap->texture->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, ap->texture->data); check_gl_error("texture"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); # ifndef HAVE_JWZGLES { GLfloat s_plane[] = { 1, 0, 0, 0 }; GLfloat t_plane[] = { 0, 0, 1, 0 }; glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } # endif glEnable(GL_TEXTURE_2D); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef(scale, scale, 1); glMatrixMode(GL_MODELVIEW); } InitFishs(ap); /* Add a little randomness */ fblue = ((float) (NRAND(30)) / 100.0) + 0.70; fgreen = fblue * 0.56; glClearColor(0.0, fgreen, fblue, 1.0); }