| /** |
| * Enable as much fixed-function vertex processing state as possible |
| * to test fixed-function -> program code generation. |
| */ |
| |
| |
| |
| #include <GL/glew.h> |
| #include <stdio.h> |
| #include <string.h> |
| #include <stdlib.h> |
| #include <GL/glut.h> |
| |
| |
| static void |
| Reshape(int width, int height) |
| { |
| glViewport(0, 0, (GLint)width, (GLint)height); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0); |
| glMatrixMode(GL_MODELVIEW); |
| } |
| |
| |
| static void |
| Draw(void) |
| { |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glBegin(GL_TRIANGLES); |
| glColor3f(.8,0,0); |
| glVertex3f(-0.9, -0.9, -30.0); |
| glColor3f(0,.9,0); |
| glVertex3f( 0.9, -0.9, -30.0); |
| glColor3f(0,0,.7); |
| glVertex3f( 0.0, 0.9, -30.0); |
| glEnd(); |
| |
| glFlush(); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| static void |
| Init(void) |
| { |
| GLubyte tex[16][16][4]; |
| GLfloat pos[4] = {5, 10, 3, 1.0}; |
| int i, j; |
| |
| fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); |
| fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); |
| fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); |
| fflush(stderr); |
| |
| glClearColor(0.3, 0.1, 0.3, 0.0); |
| |
| for (i = 0; i < 16; i++) { |
| for (j = 0; j < 16; j++) { |
| if ((i+j) & 1) { |
| tex[i][j][0] = 100; |
| tex[i][j][1] = 100; |
| tex[i][j][2] = 100; |
| tex[i][j][3] = 255; |
| } |
| else { |
| tex[i][j][0] = 200; |
| tex[i][j][1] = 200; |
| tex[i][j][2] = 200; |
| tex[i][j][3] = 255; |
| } |
| } |
| } |
| |
| |
| glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1); |
| glFogi(GL_FOG_MODE, GL_LINEAR); |
| glEnable(GL_FOG); |
| |
| glPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, pos); |
| |
| for (i = 0; i < 8; i++) { |
| GLuint texObj; |
| |
| glEnable(GL_LIGHT0 + i); |
| glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, 3.5); |
| glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, 30.); |
| glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 3.); |
| glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, 3.); |
| glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, 3.); |
| glLightfv(GL_LIGHT0 + i, GL_POSITION, pos); |
| |
| glActiveTexture(GL_TEXTURE0 + i); |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
| 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); |
| glEnable(GL_TEXTURE_2D); |
| |
| glMatrixMode(GL_TEXTURE); |
| glScalef(2.0, 1.0, 3.0); |
| |
| glGenTextures(1, &texObj); |
| glBindTexture(GL_TEXTURE_2D, texObj); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, tex); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| } |
| |
| glEnable(GL_LIGHTING); |
| glActiveTexture(GL_TEXTURE0); |
| glMatrixMode(GL_MODELVIEW); |
| } |
| |
| |
| static void |
| Key(unsigned char key, int x, int y) |
| { |
| if (key == 27) { |
| exit(0); |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| int |
| main(int argc, char **argv) |
| { |
| GLenum type = GLUT_RGB | GLUT_DOUBLE; |
| |
| glutInit(&argc, argv); |
| glutInitWindowPosition(0, 0); |
| glutInitWindowSize( 250, 250); |
| glutInitDisplayMode(type); |
| if (glutCreateWindow(*argv) == GL_FALSE) { |
| exit(1); |
| } |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(Key); |
| glutDisplayFunc(Draw); |
| Init(); |
| glutMainLoop(); |
| return 0; |
| } |