void texenv(void) { GLfloat env_color[4], border_color[4]; cell_vector(env_color, ecolor, 4); cell_vector(border_color, bcolor, 4); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wraps); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapt); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); }
void screen_reshape(int width, int height) { GLfloat pos[4]; cell_vector(pos, light, 4); glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (float)width/height, 0.5, 8.0); glGetDoublev(GL_PROJECTION_MATRIX, projection); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (swapped) { glLightfv(GL_LIGHT0, GL_POSITION, pos); gluLookAt(lookat[0].value, lookat[1].value, lookat[2].value, lookat[3].value, lookat[4].value, lookat[5].value, lookat[6].value, lookat[7].value, lookat[8].value); } else { gluLookAt(lookat[0].value, lookat[1].value, lookat[2].value, lookat[3].value, lookat[4].value, lookat[5].value, lookat[6].value, lookat[7].value, lookat[8].value); glLightfv(GL_LIGHT0, GL_POSITION, pos); } glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glClearColor(0.2, 0.2, 0.2, 0.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); }
void screen_reshape(int width, int height) { float fog_color[4]; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (float)width/height, 0.5, 8.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(eye[0], eye[1], eye[2], at[0], at[1], at[2], up[0], up[1],up[2]); if (clear) glClearColor(color[0].value, color[1].value, color[2].value, color[3].value); else glClearColor(0.2, 0.2, 0.2, 1.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_FOG); glFogi(GL_FOG_MODE, mode); glFogf(GL_FOG_START, fstart.value); glFogf(GL_FOG_END, fend.value); glFogf(GL_FOG_DENSITY, density.value); cell_vector(fog_color, color, 4); glFogfv(GL_FOG_COLOR, fog_color); }
void screen_display(void) { GLfloat pos[4], lKa[4], lKd[4], lKs[4]; GLfloat dir[3], mKa[4], mKd[4], mKs[4], mKe[4]; GLfloat lmKa[4]; cell_vector(pos, light_pos, 4); cell_vector(lKa, light_Ka, 4); cell_vector(lKd, light_Kd, 4); cell_vector(lKs, light_Ks, 4); cell_vector(dir, spot_direction, 3); cell_vector(mKa, material_Ka, 4); cell_vector(mKd, material_Kd, 4); cell_vector(mKs, material_Ks, 4); cell_vector(mKe, material_Ke, 4); cell_vector(lmKa, lmodel_Ka, 4); glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, local_viewer.value); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, two_side.value); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmKa); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_AMBIENT, lKa); glLightfv(GL_LIGHT0, GL_DIFFUSE, lKd); glLightfv(GL_LIGHT0, GL_SPECULAR, lKs); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, (int)spot_exponent.value); if (spot_cutoff.value > 90) glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180); else glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, (int)spot_cutoff.value); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, Kc.value); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, Kl.value); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, Kq.value); glMaterialfv(GL_FRONT, GL_AMBIENT, mKa); glMaterialfv(GL_FRONT, GL_DIFFUSE, mKd); glMaterialfv(GL_FRONT, GL_SPECULAR, mKs); glMaterialfv(GL_FRONT, GL_EMISSION, mKe); glMaterialf(GL_FRONT, GL_SHININESS, material_Se.value); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(spin_y, 1.0, 0.0, 0.0); glRotatef(spin_x, 0.0, 1.0, 0.0); glGetDoublev(GL_MODELVIEW_MATRIX, modelview); if (pmodel) drawmodel(); else glutSolidTorus(0.25, 0.75, 28, 28); glPopMatrix(); #if 0 #define TESS 20 glNormal3f(0.0, 1.0, 0.0); for (i = 0; i < TESS; i++) { glBegin(GL_TRIANGLE_STRIP); for (j = 0; j <= TESS; j++) { glVertex3f(-1+(float)i/TESS*2, -1.0, -1+(float)j/TESS*2); glVertex3f(-1+(float)(i+1)/TESS*2, -1.0, -1+(float)j/TESS*2); } glEnd(); } #endif glutSwapBuffers(); }
void world_display(void) { double length; float l[3]; GLfloat pos[4], lKa[4], lKd[4], lKs[4]; GLfloat dir[3], mKa[4], mKd[4], mKs[4], mKe[4]; GLfloat lmKa[4]; cell_vector(pos, light_pos, 4); cell_vector(lKa, light_Ka, 4); cell_vector(lKd, light_Kd, 4); cell_vector(lKs, light_Ks, 4); cell_vector(dir, spot_direction, 3); cell_vector(mKa, material_Ka, 4); cell_vector(mKd, material_Kd, 4); cell_vector(mKs, material_Ks, 4); cell_vector(mKe, material_Ke, 4); cell_vector(lmKa, lmodel_Ka, 4); glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, local_viewer.value); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, two_side.value); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmKa); glMaterialfv(GL_FRONT, GL_AMBIENT, mKa); glMaterialfv(GL_FRONT, GL_DIFFUSE, mKd); glMaterialfv(GL_FRONT, GL_SPECULAR, mKs); glMaterialfv(GL_FRONT, GL_EMISSION, mKe); glMaterialf(GL_FRONT, GL_SHININESS, material_Se.value); glLightfv(GL_LIGHT0, GL_AMBIENT, lKa); glLightfv(GL_LIGHT0, GL_DIFFUSE, lKd); glLightfv(GL_LIGHT0, GL_SPECULAR, lKs); glLighti(GL_LIGHT0, GL_SPOT_EXPONENT, (int)spot_exponent.value); if (spot_cutoff.value > 90) glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180); else glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, (int)spot_cutoff.value); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, Kc.value); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, Kl.value); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, Kq.value); l[0] = at[0] - eye[0]; l[1] = at[1] - eye[1]; l[2] = at[2] - eye[2]; invert(modelview, inverse); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glMultMatrixd(inverse); glTranslatef(l[0], l[1], l[2]); glColor3fv(lKd); glBegin(GL_LINE_STRIP); if (spot_cutoff.value > 90) glVertex3f(0, 0, 0); else glVertex3f(pos[0]+spot_direction[0].value, pos[1]+spot_direction[1].value, pos[2]+spot_direction[2].value); if (pos[3] == 0) /* 10.0 = 'infinite' light */ glVertex3f(pos[0]*10.0,pos[1]*10.0,pos[2]*10.0); else glVertex3f(pos[0], pos[1], pos[2]); glEnd(); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLightfv(GL_LIGHT0, GL_POSITION, pos); glPopMatrix(); length = normalize(l); if (world_draw) { glEnable(GL_LIGHTING); if (pmodel) drawmodel(); else glutSolidTorus(0.25, 0.75, 28, 28); glDisable(GL_LIGHTING); } #if 0 #define TESS 20 glNormal3f(0.0, 1.0, 0.0); for (i = 0; i < TESS; i++) { glBegin(GL_TRIANGLE_STRIP); for (j = 0; j <= TESS; j++) { glVertex3f(-1+(float)i/TESS*2, -1.0, -1+(float)j/TESS*2); glVertex3f(-1+(float)(i+1)/TESS*2, -1.0, -1+(float)j/TESS*2); } glEnd(); } #endif glPushMatrix(); glMultMatrixd(inverse); /* draw the axis and eye vector */ glPushMatrix(); glColor3ub(0, 0, 255); glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 0.0, -1.0*length); glVertex3f(0.1, 0.0, -0.9*length); glVertex3f(-0.1, 0.0, -0.9*length); glVertex3f(0.0, 0.0, -1.0*length); glVertex3f(0.0, 0.1, -0.9*length); glVertex3f(0.0, -0.1, -0.9*length); glVertex3f(0.0, 0.0, -1.0*length); glEnd(); glColor3ub(255, 255, 0); glRasterPos3f(0.0, 0.0, -1.1*length); glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, 'e'); glColor3ub(255, 0, 0); glScalef(0.4, 0.4, 0.4); drawaxes(); glPopMatrix(); invert(projection, inverse); glMultMatrixd(inverse); /* draw the viewing frustum */ glColor3f(0.2, 0.2, 0.2); glBegin(GL_QUADS); glVertex3i(1, 1, 1); glVertex3i(-1, 1, 1); glVertex3i(-1, -1, 1); glVertex3i(1, -1, 1); glEnd(); glColor3ub(128, 196, 128); glBegin(GL_LINES); glVertex3i(1, 1, -1); glVertex3i(1, 1, 1); glVertex3i(-1, 1, -1); glVertex3i(-1, 1, 1); glVertex3i(-1, -1, -1); glVertex3i(-1, -1, 1); glVertex3i(1, -1, -1); glVertex3i(1, -1, 1); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.2, 0.2, 0.4, 0.5); glBegin(GL_QUADS); glVertex3i(1, 1, -1); glVertex3i(-1, 1, -1); glVertex3i(-1, -1, -1); glVertex3i(1, -1, -1); glEnd(); glDisable(GL_BLEND); glPopMatrix(); glutSwapBuffers(); }
const range_iterator::reference range_iterator::operator*() const { return cell_vector(ws_, cursor_, bounds_, order_, skip_null_, false); }
void world_display(void) { GLfloat pos[4]; double length; float l[3]; cell_vector(pos, light, 4); l[0] = lookat[3].value - lookat[0].value; l[1] = lookat[4].value - lookat[1].value; l[2] = lookat[5].value - lookat[2].value; invert(modelview, inverse); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (swapped) { glPushMatrix(); glTranslatef(l[0], l[1], l[2]); glMultMatrixd(inverse); glColor3ub(255, 255, 255); glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 0.0); if (pos[3] == 0) /* 10.0 = 'infinite' light */ glVertex3f(pos[0]*10.0,pos[1]*10.0,pos[2]*10.0); else glVertex3f(pos[0], pos[1], pos[2]); glEnd(); glLightfv(GL_LIGHT0, GL_POSITION, pos); glPopMatrix(); } else { glColor3ub(255, 255, 255); glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 0.0); if (pos[3] == 0) /* 10.0 = 'infinite' light */ glVertex3f(pos[0]*10.0,pos[1]*10.0,pos[2]*10.0); else glVertex3f(pos[0], pos[1], pos[2]); glEnd(); glLightfv(GL_LIGHT0, GL_POSITION, pos); } length = normalize(l); if (world_draw) { glEnable(GL_LIGHTING); drawmodel(); glDisable(GL_LIGHTING); } glPushMatrix(); glMultMatrixd(inverse); /* draw the axes and eye vector */ glPushMatrix(); glColor3ub(0, 0, 255); glBegin(GL_LINE_STRIP); glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 0.0, -1.0*length); glVertex3f(0.1, 0.0, -0.9*length); glVertex3f(-0.1, 0.0, -0.9*length); glVertex3f(0.0, 0.0, -1.0*length); glVertex3f(0.0, 0.1, -0.9*length); glVertex3f(0.0, -0.1, -0.9*length); glVertex3f(0.0, 0.0, -1.0*length); glEnd(); glColor3ub(255, 255, 0); glRasterPos3f(0.0, 0.0, -1.1*length); glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, 'e'); glColor3ub(255, 0, 0); glScalef(0.4, 0.4, 0.4); drawaxes(); glPopMatrix(); invert(projection, inverse); glMultMatrixd(inverse); /* draw the viewing frustum */ glColor3f(0.2, 0.2, 0.2); glBegin(GL_QUADS); glVertex3i(1, 1, 1); glVertex3i(-1, 1, 1); glVertex3i(-1, -1, 1); glVertex3i(1, -1, 1); glEnd(); glColor3ub(128, 196, 128); glBegin(GL_LINES); glVertex3i(1, 1, -1); glVertex3i(1, 1, 1); glVertex3i(-1, 1, -1); glVertex3i(-1, 1, 1); glVertex3i(-1, -1, -1); glVertex3i(-1, -1, 1); glVertex3i(1, -1, -1); glVertex3i(1, -1, 1); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.2, 0.2, 0.4, 0.5); glBegin(GL_QUADS); glVertex3i(1, 1, -1); glVertex3i(-1, 1, -1); glVertex3i(-1, -1, -1); glVertex3i(1, -1, -1); glEnd(); glDisable(GL_BLEND); glPopMatrix(); glutSwapBuffers(); }