⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 fog.c

📁 OpenGL学习资料
💻 C
字号:
/* * 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//* *  fog.c *  This program draws 5 red spheres, each at a different  *  z distance from the eye, in different types of fog.   *  Pressing the f key chooses between 3 types of  *  fog:  exponential, exponential squared, and linear.   *  In this program, there is a fixed density value, as well  *  as fixed start and end values for the linear fog. */#include <GL/glut.h>#include <math.h>#include <stdlib.h>#include <stdio.h>static GLint fogMode;/*  Initialize depth buffer, fog, light source,  *  material property, and lighting model. */static void init(void){   GLfloat position[] = { 0.5, 0.5, 3.0, 0.0 };   glEnable(GL_DEPTH_TEST);   glLightfv(GL_LIGHT0, GL_POSITION, position);   glEnable(GL_LIGHTING);   glEnable(GL_LIGHT0);   {      GLfloat mat[3] = {0.1745, 0.01175, 0.01175};	      glMaterialfv (GL_FRONT, GL_AMBIENT, mat);      mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136;	      glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);      mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959;      glMaterialfv (GL_FRONT, GL_SPECULAR, mat);      glMaterialf (GL_FRONT, GL_SHININESS, 0.6*128.0);   }   glEnable(GL_FOG);   {      GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};      fogMode = GL_EXP;      glFogi (GL_FOG_MODE, fogMode);      glFogfv (GL_FOG_COLOR, fogColor);      glFogf (GL_FOG_DENSITY, 0.35);      glHint (GL_FOG_HINT, GL_DONT_CARE);      glFogf (GL_FOG_START, 1.0);      glFogf (GL_FOG_END, 5.0);   }   glClearColor(0.5, 0.5, 0.5, 1.0);  /* fog color */}static void renderSphere (GLfloat x, GLfloat y, GLfloat z){   glPushMatrix();   glTranslatef (x, y, z);   glutSolidSphere(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);   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, (GLsizei) w, (GLsizei) 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 'f':      case 'F':         if (fogMode == GL_EXP) {	    fogMode = GL_EXP2;	    printf ("Fog mode is GL_EXP2\n");         }         else if (fogMode == GL_EXP2) {            fogMode = GL_LINEAR;            printf ("Fog mode is GL_LINEAR\n");         }         else if (fogMode == GL_LINEAR) {            fogMode = GL_EXP;            printf ("Fog mode is GL_EXP\n");         }         glFogi (GL_FOG_MODE, fogMode);         glutPostRedisplay();         break;      case 27:         exit(0);         break;      default:         break;   }}/*  Main Loop *  Open window with initial window size, title bar,  *  RGBA display mode, depth buffer, and handle input events. */int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize(500, 500);   glutCreateWindow(argv[0]);   init();   glutReshapeFunc (reshape);   glutKeyboardFunc (keyboard);   glutDisplayFunc (display);   glutMainLoop();   return 0;}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -