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📄 fogindex.c

📁 OpenGL学习资料
💻 C
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/* * Copyright (c) 1993-1999, Silicon Graphics, Inc. * ALL RIGHTS RESERVED  * Permission to use, copy, modify, and distribute this software for  * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that  * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission.  * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. *  * US Government Users Restricted Rights  * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *//* *  fogindex.c *  This program draws 5 wireframe spheres, each at  *  a different z distance from the eye, in linear fog. */#include <GL/glut.h>#include <math.h>#include <stdlib.h>#include <stdio.h>/*  Initialize color map and fog.  Set screen clear color *  to end of color ramp. */#define NUMCOLORS 32#define RAMPSTART 16static void init(void){   int i;   glEnable(GL_DEPTH_TEST);   for (i = 0; i < NUMCOLORS; i++) {      GLfloat shade;      shade = (GLfloat) (NUMCOLORS-i)/(GLfloat) NUMCOLORS;      glutSetColor (RAMPSTART + i, shade, shade, shade);   }   glEnable(GL_FOG);   glFogi (GL_FOG_MODE, GL_LINEAR);   glFogi (GL_FOG_INDEX, NUMCOLORS);   glFogf (GL_FOG_START, 1.0);   glFogf (GL_FOG_END, 6.0);   glHint (GL_FOG_HINT, GL_NICEST);   glClearIndex((GLfloat) (NUMCOLORS+RAMPSTART-1));}static void renderSphere (GLfloat x, GLfloat y, GLfloat z){   glPushMatrix();   glTranslatef (x, y, z);   glutWireSphere(0.4, 16, 16);   glPopMatrix();}/*  display() draws 5 spheres at different z positions. */void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   glIndexi (RAMPSTART);   renderSphere (-2., -0.5, -1.0);   renderSphere (-1., -0.5, -2.0);   renderSphere (0., -0.5, -3.0);   renderSphere (1., -0.5, -4.0);   renderSphere (2., -0.5, -5.0);   glFlush();}void reshape(int w, int h){   glViewport(0, 0, w, h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   if (w <= h)      glOrtho (-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,         2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);   else      glOrtho (-2.5*(GLfloat)w/(GLfloat)h,         2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity ();}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);   }}/*  Main Loop *  Open window with initial window size, title bar,  *  color index mode, depth buffer, and handle input events. */int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_INDEX | GLUT_DEPTH);   glutInitWindowSize(500, 500);   glutCreateWindow(argv[0]);   init();   glutReshapeFunc (reshape);   glutKeyboardFunc (keyboard);   glutDisplayFunc (display);   glutMainLoop();   return 0;}

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