середу, 18 травня 2016 р.

Демонстрація експонування туману з допомогою OpenGL

Демонстрація програми експонування техніки туману з допомогою функціоналу OpenGL.








Source code: fogtst.c.


/* 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* Unpublished-- rights reserved under the copyright laws of the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.
*/

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>

GLenum doubleBuffer;
/* *INDENT-OFF* */
double plane[4] = {
1.0, 0.0, -1.0, 0.0
};
float rotX = 5.0, rotY = -5.0, zTranslate = -65.0;
float fogDensity = 0.02;
GLint cubeList = 1;

float scp[18][3] = {
{1.000000, 0.000000, 0.000000},
{1.000000, 0.000000, 5.000000},
{0.707107, 0.707107, 0.000000},
{0.707107, 0.707107, 5.000000},
{0.000000, 1.000000, 0.000000},
{0.000000, 1.000000, 5.000000},
{-0.707107, 0.707107, 0.000000},
{-0.707107, 0.707107, 5.000000},
{-1.000000, 0.000000, 0.000000},
{-1.000000, 0.000000, 5.000000},
{-0.707107, -0.707107, 0.000000},
{-0.707107, -0.707107, 5.000000},
{0.000000, -1.000000, 0.000000},
{0.000000, -1.000000, 5.000000},
{0.707107, -0.707107, 0.000000},
{0.707107, -0.707107, 5.000000},
{1.000000, 0.000000, 0.000000},
{1.000000, 0.000000, 5.000000},
};

static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {1.0, 1.0, 1.0, 1.0};
static float position[] = {90.0, 90.0, 0.0, 0.0};
static float front_mat_shininess[] = {30.0};
static float front_mat_specular[] = {0.0, 0.0, 0.0, 1.0};
static float front_mat_diffuse[] = {0.0, 1.0, 0.0, 1.0};
static float back_mat_shininess[] = {50.0};
static float back_mat_specular[] = {0.0, 0.0, 1.0, 1.0};
static float back_mat_diffuse[] = {1.0, 0.0, 0.0, 1.0};
static float lmodel_ambient[] = {0.0, 0.0, 0.0, 1.0};
static float fog_color[] = {0.8, 0.8, 0.8, 1.0};
/* *INDENT-ON* */

/* ARGSUSED1 */
static void
Key(unsigned char key, int x, int y)
{
switch (key) {
case 'd':
fogDensity *= 1.10;
glFogf(GL_FOG_DENSITY, fogDensity);
glutPostRedisplay();
break;
case 'D':
fogDensity /= 1.10;
glFogf(GL_FOG_DENSITY, fogDensity);
glutPostRedisplay();
break;
case 27:
exit(0);
}
}

/* ARGSUSED1 */
static void
SpecialKey(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_UP:
rotX -= 5;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
rotX += 5;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
rotY -= 5;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
rotY += 5;
glutPostRedisplay();
break;
}
}


static void
Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

glTranslatef(0, 0, zTranslate);
/* XXX hooky dual axis rotation! */
glRotatef(rotY, 0, 1, 0);
glRotatef(rotX, 1, 0, 0);
glScalef(1.0, 1.0, 10.0);

glCallList(cubeList);

glPopMatrix();

if (doubleBuffer) {
glutSwapBuffers();
} else {
glFlush();
}
}

static void
Args(int argc, char **argv)
{
GLint i;
doubleBuffer = GL_TRUE;

for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
}
}
}

int
main(int argc, char **argv)
{
GLenum type;

glutInit(&argc, argv);
Args(argc, argv);

type = GLUT_RGB | GLUT_DEPTH;
type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
glutInitDisplayMode(type);
glutInitWindowSize(300, 300);
glutCreateWindow("Fog Test");

glFrontFace(GL_CW);

glEnable(GL_DEPTH_TEST);

glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);

glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);

glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_DENSITY, fogDensity);
glFogfv(GL_FOG_COLOR, fog_color);
glClearColor(0.8, 0.8, 0.8, 1.0);
/* *INDENT-OFF* */
glNewList(cubeList, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(scp[0]);
glVertex3fv(scp[0]);
glNormal3fv(scp[0]);
glVertex3fv(scp[1]);
glNormal3fv(scp[2]);
glVertex3fv(scp[2]);
glNormal3fv(scp[2]);
glVertex3fv(scp[3]);
glNormal3fv(scp[4]);
glVertex3fv(scp[4]);
glNormal3fv(scp[4]);
glVertex3fv(scp[5]);
glNormal3fv(scp[6]);
glVertex3fv(scp[6]);
glNormal3fv(scp[6]);
glVertex3fv(scp[7]);
glNormal3fv(scp[8]);
glVertex3fv(scp[8]);
glNormal3fv(scp[8]);
glVertex3fv(scp[9]);
glNormal3fv(scp[10]);
glVertex3fv(scp[10]);
glNormal3fv(scp[10]);
glVertex3fv(scp[11]);
glNormal3fv(scp[12]);
glVertex3fv(scp[12]);
glNormal3fv(scp[12]);
glVertex3fv(scp[13]);
glNormal3fv(scp[14]);
glVertex3fv(scp[14]);
glNormal3fv(scp[14]);
glVertex3fv(scp[15]);
glNormal3fv(scp[16]);
glVertex3fv(scp[16]);
glNormal3fv(scp[16]);
glVertex3fv(scp[17]);
glEnd();
glEndList();
/* *INDENT-ON* */

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 1.0, 1.0, 200.0);
glMatrixMode(GL_MODELVIEW);

glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Draw);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}

Snapshots: dense fog (shown).

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