# #/* Copyright (c) Mark J. Kilgard, 1994. */ # #/** # * (c) Copyright 1993, 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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(TM) is a trademark of Silicon Graphics, Inc. # */ #/* # * fog.c # * This program draws 5 red teapots, each at a different # * z distance from the eye, in different types of fog. # * Pressing the left mouse button 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. # */ require "opengl" require "glut" require "mathn" $fogMode = 0; selectFog = Proc.new {|mode| if (mode == GL::LINEAR) GL.Fog(GL::FOG_START, 1.0); GL.Fog(GL::FOG_END, 5.0); #/* falls through */ GL.Fog(GL::FOG_MODE, mode); GLUT.PostRedisplay(); end if (mode == GL::EXP2 || mode == GL::EXP) GL.Fog(GL::FOG_MODE, mode); GLUT.PostRedisplay(); end exit(0) if (mode == 0) } #/* Initialize z-buffer, projection matrix, light source, # * and lighting model. Do not specify a material property here. # */ def myinit position = [0.0, 3.0, 3.0, 0.0]; local_view = [0.0]; GL.Enable(GL::DEPTH_TEST); GL.DepthFunc(GL::LESS); GL.Light(GL::LIGHT0, GL::POSITION, position); GL.LightModel(GL::LIGHT_MODEL_LOCAL_VIEWER, local_view); GL.FrontFace(GL::CW); GL.Enable(GL::LIGHTING); GL.Enable(GL::LIGHT0); GL.Enable(GL::AUTO_NORMAL); GL.Enable(GL::NORMALIZE); GL.Enable(GL::FOG); fogColor = [0.5, 0.5, 0.5, 1.0]; fogMode = GL::EXP; GL.Fog(GL::FOG_MODE, fogMode); GL.Fog(GL::FOG_COLOR, fogColor); GL.Fog(GL::FOG_DENSITY, 0.35); GL.Hint(GL::FOG_HINT, GL::DONT_CARE); GL.ClearColor(0.5, 0.5, 0.5, 1.0); end def renderRedTeapot(x, y, z) mat = [] GL.PushMatrix(); GL.Translate(x, y, z); mat[0] = 0.1745; mat[1] = 0.01175; mat[2] = 0.01175; mat[3] = 1.0; GL.Material(GL::FRONT, GL::AMBIENT, mat); mat[0] = 0.61424; mat[1] = 0.04136; mat[2] = 0.04136; GL.Material(GL::FRONT, GL::DIFFUSE, mat); mat[0] = 0.727811; mat[1] = 0.626959; mat[2] = 0.626959; GL.Material(GL::FRONT, GL::SPECULAR, mat); GL.Material(GL::FRONT, GL::SHININESS, 0.6 * 128.0); GLUT.SolidTeapot(1.0); GL.PopMatrix(); end #/* display() draws 5 teapots at different z positions. # */ display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); renderRedTeapot(-4.0, -0.5, -1.0); renderRedTeapot(-2.0, -0.5, -2.0); renderRedTeapot(0.0, -0.5, -3.0); renderRedTeapot(2.0, -0.5, -4.0); renderRedTeapot(4.0, -0.5, -5.0); GL.Flush(); } myReshape = Proc.new {|w, h| GL.Viewport(0, 0, w, h); GL.MatrixMode(GL::PROJECTION); GL.LoadIdentity(); if (w <= (h * 3)) GL.Ortho(-6.0, 6.0, -2.0 * h * 3 / w, 2.0 * h * 3 / w, 0.0, 10.0); elsif GL.Ortho(-6.0 * w / h * 3, 6.0 * w / h * 3, -2.0, 2.0, 0.0, 10.0); end GL.MatrixMode(GL::MODELVIEW); GL.LoadIdentity(); } #/* 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) #{ GLUT.Init GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT.InitWindowSize(450, 150); GLUT.CreateWindow($0); myinit(); GLUT.ReshapeFunc(myReshape); GLUT.DisplayFunc(display); GLUT.CreateMenu(selectFog); GLUT.AddMenuEntry("Fog EXP", GL::EXP); GLUT.AddMenuEntry("Fog EXP2", GL::EXP2); GLUT.AddMenuEntry("Fog LINEAR", GL::LINEAR); GLUT.AddMenuEntry("Quit", 0); GLUT.AttachMenu(GLUT::RIGHT_BUTTON); GLUT.MainLoop(); # return 0; /* ANSI C requires main to return int. */ #}