/* * Copyright 2005 Eric Anholt * 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 (including the next * paragraph) 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. * * Authors: * Eric Anholt * Brian Paul (fogcoord.c used as a skeleton) */ /* * Test to exercise fog modes and for comparison with GL_EXT_fog_coord. */ #include #include #include #include #include static int Width = 600; static int Height = 600; static GLfloat Near = 0.0, Far = 1.0; GLboolean has_fogcoord; static void drawString( const char *string ) { glRasterPos2f(0, .5); while ( *string ) { glutBitmapCharacter( GLUT_BITMAP_TIMES_ROMAN_10, *string ); string++; } } static void Display( void ) { GLint i, depthi; GLfloat fogcolor[4] = {1, 1, 1, 1}; glEnable(GL_FOG); glFogfv(GL_FOG_COLOR, fogcolor); glClearColor(0.2, 0.2, 0.8, 0); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPushMatrix(); for (i = 0; i < 6; i++) { if (i >= 3 && !has_fogcoord) break; glPushMatrix(); for (depthi = 0; depthi < 5; depthi++) { GLfloat depth = Near + (Far - Near) * depthi / 4; switch (i % 3) { case 0: glFogi(GL_FOG_MODE, GL_LINEAR); glFogf(GL_FOG_START, Near); glFogf(GL_FOG_END, Far); break; case 1: glFogi(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, 2); break; case 2: glFogi(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_DENSITY, 2); break; } glColor4f(0, 0, 0, 0); if (i < 3) { if (has_fogcoord) glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glBegin(GL_POLYGON); glVertex3f(0, 0, depth); glVertex3f(1, 0, depth); glVertex3f(1, 1, depth); glVertex3f(0, 1, depth); glEnd(); } else { glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); glFogCoordfEXT(depth); glBegin(GL_POLYGON); glVertex3f(0, 0, (Near + Far) / 2); glVertex3f(1, 0, (Near + Far) / 2); glVertex3f(1, 1, (Near + Far) / 2); glVertex3f(0, 1, (Near + Far) / 2); glEnd(); } glTranslatef(1.5, 0, 0); } glTranslatef(.1, 0, 0); switch (i) { case 0: drawString("GL_LINEAR"); break; case 1: drawString("GL_EXP"); break; case 2: drawString("GL_EXP2"); break; case 3: drawString("GL_FOGCOORD GL_LINEAR"); break; case 4: drawString("GL_FOGCOORD GL_EXP"); break; case 5: drawString("GL_FOGCOORD GL_EXP2"); break; } glPopMatrix(); glTranslatef(0, 1.5, 0); } glPopMatrix(); glutSwapBuffers(); } static void Reshape( int width, int height ) { Width = width; Height = height; glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0, 11, 9, 0, -Near, -Far ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef(.25, .25, 0); } static void Key( unsigned char key, int x, int y ) { (void) x; (void) y; switch (key) { case 27: exit(0); break; } glutPostRedisplay(); } static void Init( void ) { printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); /* setup lighting, etc */ has_fogcoord = glutExtensionSupported("GL_EXT_fog_coord"); if (!has_fogcoord) { printf("Some output of this program requires GL_EXT_fog_coord\n"); } } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( Width, Height ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); Init(); glutMainLoop(); return 0; }