| /* |
| * Shadow demo using the GL_ARB_depth_texture, GL_ARB_shadow and |
| * GL_ARB_shadow_ambient extensions (or the old SGIX extensions). |
| * |
| * Brian Paul |
| * 19 Feb 2001 |
| * |
| * Added GL_EXT_shadow_funcs support on 23 March 2002 |
| * |
| * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| #include <assert.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/glut.h> |
| #include "../util/showbuffer.c" |
| |
| #if 0 /* change to 1 if you want to use the old SGIX extensions */ |
| #undef GL_ARB_depth_texture |
| #undef GL_ARB_shadow |
| #undef GL_ARB_shadow_ambient |
| #endif |
| |
| |
| #define DEG_TO_RAD (3.14159 / 180.0) |
| |
| static GLint WindowWidth = 450, WindowHeight = 300; |
| static GLfloat Xrot = 15, Yrot = 0, Zrot = 0; |
| |
| static GLfloat Red[4] = {1, 0, 0, 1}; |
| static GLfloat Green[4] = {0, 1, 0, 1}; |
| static GLfloat Blue[4] = {0, 0, 1, 1}; |
| static GLfloat Yellow[4] = {1, 1, 0, 1}; |
| |
| static GLfloat LightDist = 10; |
| static GLfloat LightLatitude = 45.0; |
| static GLfloat LightLongitude = 45.0; |
| static GLfloat LightPos[4]; |
| static GLfloat SpotDir[3]; |
| static GLfloat SpotAngle = 40.0 * DEG_TO_RAD; |
| static GLfloat ShadowNear = 4.0, ShadowFar = 24.0; |
| static GLint ShadowTexWidth = 256, ShadowTexHeight = 256; |
| |
| static GLboolean LinearFilter = GL_FALSE; |
| |
| static GLfloat Bias = -0.06; |
| |
| static GLboolean Anim = GL_TRUE; |
| |
| static GLboolean HaveEXTshadowFuncs = GL_FALSE; |
| static GLint Operator = 0; |
| static const GLenum OperatorFunc[8] = { |
| GL_LEQUAL, GL_LESS, GL_GEQUAL, GL_GREATER, |
| GL_EQUAL, GL_NOTEQUAL, GL_ALWAYS, GL_NEVER }; |
| static const char *OperatorName[8] = { |
| "GL_LEQUAL", "GL_LESS", "GL_GEQUAL", "GL_GREATER", |
| "GL_EQUAL", "GL_NOTEQUAL", "GL_ALWAYS", "GL_NEVER" }; |
| |
| |
| static GLuint DisplayMode; |
| #define SHOW_NORMAL 0 |
| #define SHOW_DEPTH_IMAGE 1 |
| #define SHOW_DEPTH_MAPPING 2 |
| #define SHOW_DISTANCE 3 |
| |
| |
| |
| static void |
| DrawScene(void) |
| { |
| GLfloat k = 6; |
| /* sphere */ |
| glPushMatrix(); |
| glTranslatef(1.6, 2.2, 2.7); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Green); |
| glColor4fv(Green); |
| glutSolidSphere(1.5, 15, 15); |
| glPopMatrix(); |
| /* dodecahedron */ |
| glPushMatrix(); |
| glTranslatef(-2.0, 1.2, 2.1); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red); |
| glColor4fv(Red); |
| glutSolidDodecahedron(); |
| glPopMatrix(); |
| /* icosahedron */ |
| glPushMatrix(); |
| glTranslatef(-0.6, 1.3, -0.5); |
| glScalef(1.5, 1.5, 1.5); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Yellow); |
| glColor4fv(Red); |
| glutSolidIcosahedron(); |
| glPopMatrix(); |
| /* a plane */ |
| glPushMatrix(); |
| glTranslatef(0, -1.1, 0); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue); |
| glColor4fv(Blue); |
| glNormal3f(0, 1, 0); |
| glBegin(GL_POLYGON); |
| glVertex3f(-k, 0, -k); |
| glVertex3f( k, 0, -k); |
| glVertex3f( k, 0, k); |
| glVertex3f(-k, 0, k); |
| glEnd(); |
| glPopMatrix(); |
| } |
| |
| |
| /* |
| * Load the GL_TEXTURE matrix with the projection from the light |
| * source's point of view. |
| */ |
| static void |
| MakeShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3], |
| GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar) |
| { |
| GLfloat d; |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glTranslatef(0.5, 0.5, 0.5 + Bias); |
| glScalef(0.5, 0.5, 0.5); |
| d = shadowNear * tan(spotAngle); |
| glFrustum(-d, d, -d, d, shadowNear, shadowFar); |
| gluLookAt(lightPos[0], lightPos[1], lightPos[2], |
| lightPos[0] + spotDir[0], |
| lightPos[1] + spotDir[1], |
| lightPos[2] + spotDir[2], |
| 0, 1, 0); |
| glMatrixMode(GL_MODELVIEW); |
| } |
| |
| |
| static void |
| EnableIdentityTexgen(void) |
| { |
| /* texgen so that texcoord = vertex coord */ |
| static GLfloat sPlane[4] = { 1, 0, 0, 0 }; |
| static GLfloat tPlane[4] = { 0, 1, 0, 0 }; |
| static GLfloat rPlane[4] = { 0, 0, 1, 0 }; |
| static GLfloat qPlane[4] = { 0, 0, 0, 1 }; |
| |
| glTexGenfv(GL_S, GL_EYE_PLANE, sPlane); |
| glTexGenfv(GL_T, GL_EYE_PLANE, tPlane); |
| glTexGenfv(GL_R, GL_EYE_PLANE, rPlane); |
| glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane); |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| glEnable(GL_TEXTURE_GEN_R); |
| glEnable(GL_TEXTURE_GEN_Q); |
| } |
| |
| |
| /* |
| * Setup 1-D texgen so that the distance from the light source, between |
| * the near and far planes maps to s=0 and s=1. When we draw the scene, |
| * the grayness will indicate the fragment's distance from the light |
| * source. |
| */ |
| static void |
| EnableDistanceTexgen(const GLfloat lightPos[4], const GLfloat lightDir[3], |
| GLfloat lightNear, GLfloat lightFar) |
| { |
| GLfloat m, d; |
| GLfloat sPlane[4]; |
| GLfloat nearPoint[3]; |
| |
| m = sqrt(lightDir[0] * lightDir[0] + |
| lightDir[1] * lightDir[1] + |
| lightDir[2] * lightDir[2]); |
| |
| d = lightFar - lightNear; |
| |
| /* nearPoint = point on light direction vector which intersects the |
| * near plane of the light frustum. |
| */ |
| nearPoint[0] = LightPos[0] + lightDir[0] / m * lightNear; |
| nearPoint[1] = LightPos[1] + lightDir[1] / m * lightNear; |
| nearPoint[2] = LightPos[2] + lightDir[2] / m * lightNear; |
| |
| sPlane[0] = lightDir[0] / d / m; |
| sPlane[1] = lightDir[1] / d / m; |
| sPlane[2] = lightDir[2] / d / m; |
| sPlane[3] = -(sPlane[0] * nearPoint[0] |
| + sPlane[1] * nearPoint[1] |
| + sPlane[2] * nearPoint[2]); |
| |
| glTexGenfv(GL_S, GL_EYE_PLANE, sPlane); |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| glEnable(GL_TEXTURE_GEN_S); |
| } |
| |
| |
| static void |
| DisableTexgen(void) |
| { |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glDisable(GL_TEXTURE_GEN_R); |
| glDisable(GL_TEXTURE_GEN_Q); |
| } |
| |
| |
| static void |
| ComputeLightPos(GLfloat dist, GLfloat latitude, GLfloat longitude, |
| GLfloat pos[4], GLfloat dir[3]) |
| { |
| |
| pos[0] = dist * sin(longitude * DEG_TO_RAD); |
| pos[1] = dist * sin(latitude * DEG_TO_RAD); |
| pos[2] = dist * cos(latitude * DEG_TO_RAD) * cos(longitude * DEG_TO_RAD); |
| pos[3] = 1; |
| dir[0] = -pos[0]; |
| dir[1] = -pos[1]; |
| dir[2] = -pos[2]; |
| } |
| |
| |
| static void |
| Display(void) |
| { |
| GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight; |
| GLfloat d; |
| GLenum error; |
| |
| ComputeLightPos(LightDist, LightLatitude, LightLongitude, |
| LightPos, SpotDir); |
| /* |
| * Step 1: render scene from point of view of the light source |
| */ |
| /* compute frustum to enclose spot light cone */ |
| d = ShadowNear * tan(SpotAngle); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-d, d, -d, d, ShadowNear, ShadowFar); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| gluLookAt(LightPos[0], LightPos[1], LightPos[2], /* from */ |
| 0, 0, 0, /* target */ |
| 0, 1, 0); /* up */ |
| |
| glViewport(0, 0, ShadowTexWidth, ShadowTexHeight); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| DrawScene(); |
| |
| /* |
| * Step 2: copy depth buffer into texture map |
| */ |
| if (DisplayMode == SHOW_DEPTH_MAPPING) { |
| /* load depth image as gray-scale luminance texture */ |
| GLfloat *depth = (GLfloat *) malloc(ShadowTexWidth * ShadowTexHeight |
| * sizeof(GLfloat)); |
| if (depth) { |
| glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight, |
| GL_DEPTH_COMPONENT, GL_FLOAT, depth); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, |
| ShadowTexWidth, ShadowTexHeight, 0, |
| GL_LUMINANCE, GL_FLOAT, depth); |
| free(depth); |
| } |
| } |
| else { |
| /* The normal shadow case */ |
| glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, |
| 0, 0, ShadowTexWidth, ShadowTexHeight, 0); |
| } |
| |
| /* |
| * Step 3: render scene from point of view of the camera |
| */ |
| glViewport(0, 0, WindowWidth, WindowHeight); |
| if (DisplayMode == SHOW_DEPTH_IMAGE) { |
| ShowDepthBuffer(WindowWidth, WindowHeight, 0, 1); |
| } |
| else { |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0.0, 0.0, -22.0); |
| glRotatef(Xrot, 1, 0, 0); |
| glRotatef(Yrot, 0, 1, 0); |
| glRotatef(Zrot, 0, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| glLightfv(GL_LIGHT0, GL_POSITION, LightPos); |
| if (LinearFilter) { |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| } |
| else { |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| } |
| if (DisplayMode == SHOW_DEPTH_MAPPING) { |
| #if defined(GL_ARB_shadow) |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); |
| #elif defined(GL_SGIX_shadow) |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_FALSE); |
| #endif |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| glEnable(GL_TEXTURE_2D); |
| MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar); |
| EnableIdentityTexgen(); |
| } |
| else if (DisplayMode == SHOW_DISTANCE) { |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glMatrixMode(GL_MODELVIEW); |
| EnableDistanceTexgen(LightPos, SpotDir, ShadowNear+Bias, ShadowFar); |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| glEnable(GL_TEXTURE_1D); |
| } |
| else { |
| assert(DisplayMode == SHOW_NORMAL); |
| #if defined(GL_ARB_shadow) |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, |
| GL_COMPARE_R_TO_TEXTURE_ARB); |
| #elif defined(GL_SGIX_shadow) |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE); |
| #endif |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| glEnable(GL_TEXTURE_2D); |
| MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar); |
| EnableIdentityTexgen(); |
| } |
| DrawScene(); |
| DisableTexgen(); |
| glDisable(GL_TEXTURE_1D); |
| glDisable(GL_TEXTURE_2D); |
| } |
| |
| glutSwapBuffers(); |
| |
| error = glGetError(); |
| if (error) { |
| printf("GL Error: %s\n", (char *) gluErrorString(error)); |
| } |
| } |
| |
| |
| static void |
| Reshape(int width, int height) |
| { |
| WindowWidth = width; |
| WindowHeight = height; |
| if (width >= 512 && height >= 512) { |
| ShadowTexWidth = ShadowTexHeight = 512; |
| } |
| else if (width >= 256 && height >= 256) { |
| ShadowTexWidth = ShadowTexHeight = 256; |
| } |
| else { |
| ShadowTexWidth = ShadowTexHeight = 128; |
| } |
| printf("Using %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight); |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| Yrot += 5.0; |
| /*LightLongitude -= 5.0;*/ |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| Key(unsigned char key, int x, int y) |
| { |
| const GLfloat step = 3.0; |
| (void) x; |
| (void) y; |
| switch (key) { |
| case 'a': |
| Anim = !Anim; |
| if (Anim) |
| glutIdleFunc(Idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'b': |
| Bias -= 0.01; |
| printf("Bias %g\n", Bias); |
| break; |
| case 'B': |
| Bias += 0.01; |
| printf("Bias %g\n", Bias); |
| break; |
| case 'd': |
| DisplayMode = SHOW_DISTANCE; |
| break; |
| case 'f': |
| LinearFilter = !LinearFilter; |
| printf("%s filtering\n", LinearFilter ? "Bilinear" : "Nearest"); |
| break; |
| case 'i': |
| DisplayMode = SHOW_DEPTH_IMAGE; |
| break; |
| case 'm': |
| DisplayMode = SHOW_DEPTH_MAPPING; |
| break; |
| case 'n': |
| case ' ': |
| DisplayMode = SHOW_NORMAL; |
| break; |
| case 'o': |
| if (HaveEXTshadowFuncs) { |
| Operator++; |
| if (Operator >= 8) |
| Operator = 0; |
| printf("Operator: %s\n", OperatorName[Operator]); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, |
| OperatorFunc[Operator]); |
| } |
| break; |
| case 'z': |
| Zrot -= step; |
| break; |
| case 'Z': |
| Zrot += step; |
| break; |
| case 27: |
| exit(0); |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| SpecialKey(int key, int x, int y) |
| { |
| const GLfloat step = 3.0; |
| const int mod = glutGetModifiers(); |
| (void) x; |
| (void) y; |
| switch (key) { |
| case GLUT_KEY_UP: |
| if (mod) |
| LightLatitude += step; |
| else |
| Xrot += step; |
| break; |
| case GLUT_KEY_DOWN: |
| if (mod) |
| LightLatitude -= step; |
| else |
| Xrot -= step; |
| break; |
| case GLUT_KEY_LEFT: |
| if (mod) |
| LightLongitude += step; |
| else |
| Yrot += step; |
| break; |
| case GLUT_KEY_RIGHT: |
| if (mod) |
| LightLongitude -= step; |
| else |
| Yrot -= step; |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| Init(void) |
| { |
| #if defined(GL_ARB_depth_texture) && defined(GL_ARB_shadow) |
| if (!glutExtensionSupported("GL_ARB_depth_texture") || |
| !glutExtensionSupported("GL_ARB_shadow")) { |
| printf("Sorry, this demo requires the GL_ARB_depth_texture and GL_ARB_shadow extensions\n"); |
| exit(1); |
| } |
| printf("Using GL_ARB_depth_texture and GL_ARB_shadow\n"); |
| #elif defined(GL_SGIX_depth_texture) && defined(GL_SGIX_shadow) |
| if (!glutExtensionSupported("GL_SGIX_depth_texture") || |
| !glutExtensionSupported("GL_SGIX_shadow")) { |
| printf("Sorry, this demo requires the GL_SGIX_depth_texture and GL_SGIX_shadow extensions\n"); |
| exit(1); |
| } |
| printf("Using GL_SGIX_depth_texture and GL_SGIX_shadow\n"); |
| #endif |
| HaveEXTshadowFuncs = glutExtensionSupported("GL_EXT_shadow_funcs"); |
| |
| glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); |
| glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
| #if defined(GL_ARB_shadow) |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, |
| GL_COMPARE_R_TO_TEXTURE_ARB); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); |
| #elif defined(GL_SGIX_shadow) |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_OPERATOR_SGIX, |
| GL_TEXTURE_LEQUAL_R_SGIX); |
| #endif |
| |
| #if defined(GL_ARB_shadow_ambient) |
| if (glutExtensionSupported("GL_ARB_shadow_ambient")) { |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.3); |
| printf("and GL_ARB_shadow_ambient\n"); |
| } |
| #elif defined(GL_SGIX_shadow_ambient) |
| if (glutExtensionSupported("GL_SGIX_shadow_ambient")) { |
| glTexParameterf(GL_TEXTURE_2D, GL_SHADOW_AMBIENT_SGIX, 0.3); |
| printf("and GL_SGIX_shadow_ambient\n"); |
| } |
| #endif |
| |
| /* setup 1-D grayscale texture image for SHOW_DISTANCE mode */ |
| { |
| GLuint i; |
| GLubyte image[256]; |
| for (i = 0; i < 256; i++) |
| image[i] = i; |
| glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, |
| 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image); |
| } |
| |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| } |
| |
| |
| static void |
| PrintHelp(void) |
| { |
| printf("Keys:\n"); |
| printf(" a = toggle animation\n"); |
| printf(" i = show depth texture image\n"); |
| printf(" m = show depth texture mapping\n"); |
| printf(" d = show fragment distance from light source\n"); |
| printf(" n = show normal, shadowed image\n"); |
| printf(" f = toggle nearest/bilinear texture filtering\n"); |
| printf(" b/B = decrease/increase shadow map Z bias\n"); |
| printf(" cursor keys = rotate scene\n"); |
| printf(" <shift> + cursor keys = rotate light source\n"); |
| if (HaveEXTshadowFuncs) |
| printf(" o = cycle through comparison modes\n"); |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowPosition(0, 0); |
| glutInitWindowSize(WindowWidth, WindowHeight); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| glutCreateWindow(argv[0]); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(Key); |
| glutSpecialFunc(SpecialKey); |
| glutDisplayFunc(Display); |
| if (Anim) |
| glutIdleFunc(Idle); |
| Init(); |
| PrintHelp(); |
| glutMainLoop(); |
| return 0; |
| } |