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--
-- (c) Copyright 1993,1994,1995,1996 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-- Unpublished-- rights reserved under the copyright laws of the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.
--
with GL; use GL;
with Glut; use Glut;
with Text_IO; use Text_IO;
with Unchecked_Conversion;
package body Fog_Procs is
package tio renames Text_IO;
function FogToInt is new
Unchecked_Conversion (Source => FogMode, Target => GLint);
procedure CycleFog (btn: Integer; state: Integer; x, y: Integer) is
begin
if btn = GLUT_LEFT_BUTTON then
if state = GLUT_DOWN then
if fogType = GL_EXP then
fogType := GL_EXP2;
elsif fogType = GL_EXP2 then
fogType := GL_LINEAR;
glFogf (GL_FOG_START, 1.0);
glFogf (GL_FOG_END, 5.0);
elsif fogType = GL_LINEAR then
fogType := GL_EXP;
end if;
-- tio.Put_Line("Fog mode is " & FogMode'IMAGE (fogType));
glFogi (GL_FOG_MODE, FogToInt (fogType));
glutPostRedisplay;
end if;
end if;
end CycleFog;
procedure Initialize is
position : array (0 .. 3) of aliased GLfloat :=
(0.0, 3.0, 3.0, 0.0);
local_view : aliased GLfloat := 0.0;
fogColor : array (0 .. 3) of aliased GLfloat :=
(0.5, 0.5, 0.5, 1.0);
begin
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
glLightfv (GL_LIGHT0, GL_POSITION, position (0)'Access);
glLightModelfv (GL_LIGHT_MODEL_LOCAL_VIEWER, local_view'Access);
glFrontFace (GL_CW);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable (GL_AUTO_NORMAL);
glEnable (GL_NORMALIZE);
glEnable (GL_FOG);
fogType := GL_EXP;
glFogi (GL_FOG_MODE, FogToInt (fogType));
glFogfv (GL_FOG_COLOR, fogColor (0)'Access);
glFogf (GL_FOG_DENSITY, 0.35);
glHint (GL_FOG_HINT, GL_DONT_CARE);
glClearColor (0.5, 0.5, 0.5, 1.0);
end Initialize;
procedure RenderRedTeapot (x : GLfloat; y : GLfloat; z : GLfloat) is
mat : array (0 .. 3) of aliased GLfloat;
begin
glPushMatrix;
glTranslatef (x, y, z);
mat (0) := 0.1745;
mat (1) := 0.01175;
mat (2) := 0.01175;
mat (3) := 1.0;
glMaterialfv (GL_FRONT, GL_AMBIENT, mat (0)'Access);
mat (0) := 0.61424;
mat (1) := 0.04136;
mat (2) := 0.04136;
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat (0)'Access);
mat (0) := 0.727811;
mat (1) := 0.626959;
mat (2) := 0.626959;
glMaterialfv (GL_FRONT, GL_SPECULAR, mat (0)'Access);
glMaterialf (GL_FRONT, GL_SHININESS, 0.6*128.0);
glutSolidTeapot (1.0);
glPopMatrix;
end RenderRedTeapot;
procedure Display is
begin
glClear (GL_COLOR_BUFFER_BIT or 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);
glFlush;
end Display;
procedure HandleReshape (w : Integer; h : Integer) is
begin
glViewport (0, 0, GLsizei(w), GLsizei(h));
glMatrixMode (GL_PROJECTION);
glLoadIdentity;
if w <= (h * 3) then
glOrtho (-6.0, 6.0,
GLdouble (-2.0 * (GLdouble (h) * 3.0) / GLdouble (w)),
GLdouble (2.0 * (GLdouble (h) * 3.0 / GLdouble (w))), 0.0, 10.0);
else
glOrtho (GLdouble (-6.0 * GLdouble (w) / (GLdouble (h) * 3.0)),
GLdouble (6.0 * GLdouble (w) / (GLdouble (h) * 3.0)),
-2.0, 2.0, 0.0, 10.0);
end if;
glMatrixMode (GL_MODELVIEW);
glLoadIdentity;
end HandleReshape;
end Fog_Procs;
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