File: underwater.c

package info (click to toggle)
glut 3.7-14
  • links: PTS
  • area: main
  • in suites: woody
  • size: 12,556 kB
  • ctags: 45,170
  • sloc: ansic: 148,716; makefile: 35,208; ada: 2,062; yacc: 473; fortran: 290; lex: 131; csh: 51; sed: 49; sh: 33
file content (633 lines) | stat: -rw-r--r-- 17,231 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633

/* Copyright (c) Mark J. Kilgard, 1997. */

/* This program is freely distributable without licensing fees and is
   provided without guarantee or warrantee expressed or implied. This
   program is -not- in the public domain. */

/* X compile line: cc -o underwater underwater.c texload.c dino.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */

/* This code compiles and works with any of 1) OpenGL 1.0 with no
   texture extensions, 2) OpenGL 1.0 with texture extensions, or 3)
   OpenGL 1.1. */

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

#include "texload.h"
#include "dino.h"

#if 0  /* For debugging different OpenGL versions. */
#undef GL_VERSION_1_1
#undef GL_EXT_texture_object
#endif

/* Some <math.h> files do not define M_PI... */
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif

/* Texture object compatibility. */
#if defined(GL_VERSION_1_1)
#define TEXTURE_OBJECT 1
#elif defined(GL_EXT_texture_object)
#define TEXTURE_OBJECT 1
#define glBindTexture(A,B)     glBindTextureEXT(A,B)
#define glGenTextures(A,B)     glGenTexturesEXT(A,B)
#define glDeleteTextures(A,B)  glDeleteTexturesEXT(A,B)
#ifndef GL_REPLACE
#define GL_REPLACE GL_REPLACE_EXT
#endif
#else
/* Define to nothing; but HaveTexObj will not be true in this case. */
#define glBindTexture(A,B)
#define glGenTextures(A,B)
#define glDeleteTextures(A,B)
#endif

#define NUM_PATTERNS 32
#define FLOOR_FILE "floor.rgb"

enum {
  PASS_NORMAL, PASS_CAUSTIC
};

enum {
  M_POSITIONAL, M_DIRECTIONAL, M_GREENISH_LIGHT, M_WHITE_LIGHT,
  M_NO_CAUSTICS, M_WITH_CAUSTICS, M_SWITCH_MODEL,
  M_INCREASE_RIPPLE_SIZE, M_DECREASE_RIPPLE_SIZE
};
  
enum {
  MODEL_SPHERE, MODEL_CUBE, MODEL_DINO
};

static GLboolean HaveTexObj = GL_FALSE;
static int object = MODEL_SPHERE;
static int reportSpeed = 0;
static int dinoDisplayList;
static GLfloat causticScale = 1.0;
static int fullscreen = 0;

static GLfloat lightPosition[4];
/* XXX Diffuse light color component > 1.0 to brighten caustics. */
static GLfloat lightDiffuseColor[] = {1.0, 1.5, 1.0, 1.0};  /* XXX Green = 1.5 */
static GLfloat defaultDiffuseMaterial[] = {0.8, 0.8, 0.8, 1.0};

static int directionalLight = 1;
static int showCaustics = 1, causticMotion = 1;
static int useMipmaps = 1;
static int currentCaustic = 0;
static int causticIncrement = 1;

static float lightAngle = 0.0, lightHeight = 20;
static GLfloat angle = -150;   /* in degrees */
static GLfloat angle2 = 30;   /* in degrees */

static int moving = 0, startx, starty;
static int lightMoving = 0, lightStartX, lightStartY;

static GLfloat floorVertices[4][3] = {
  { -20.0, 0.0, 20.0 },
  { 20.0, 0.0, 20.0 },
  { 20.0, 0.0, -20.0 },
  { -20.0, 0.0, -20.0 },
};

void
drawLightLocation(void)
{
  glPushMatrix();
  glDisable(GL_LIGHTING);
  glDisable(GL_TEXTURE_2D);
  glColor3f(1.0, 1.0, 0.0);
  if (directionalLight) {
    /* Draw an arrowhead. */
    glDisable(GL_CULL_FACE);
    glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
    glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0);
    glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1);
    glBegin(GL_TRIANGLE_FAN);
      glVertex3f(0, 0, 0);
      glVertex3f(2, 1, 1);
      glVertex3f(2, -1, 1);
      glVertex3f(2, -1, -1);
      glVertex3f(2, 1, -1);
      glVertex3f(2, 1, 1);
    glEnd();
    /* Draw a white line from light direction. */
    glColor3f(1.0, 1.0, 1.0);
    glBegin(GL_LINES);
      glVertex3f(0, 0, 0);
      glVertex3f(5, 0, 0);
    glEnd();
    glEnable(GL_CULL_FACE);
  } else {
    /* Draw a yellow ball at the light source. */
    glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
    glutSolidSphere(1.0, 5, 5);
  }
  glEnable(GL_TEXTURE_2D);
  glEnable(GL_LIGHTING);
  glPopMatrix();
}

/* Draw a floor (possibly textured). */
static void
drawFloor(int pass)
{
  if (pass == PASS_NORMAL) {
    if (HaveTexObj)
      glBindTexture(GL_TEXTURE_2D, 100);
    else
      glCallList(100);
  }

  /* The glTexCoord2f calls get ignored when in texture generation
     mode (ie, when modulating in caustics). */

  glBegin(GL_QUADS);
    glNormal3f(0.0, 1.0, 0.0);
    glTexCoord2f(0.0, 0.0);
    glVertex3fv(floorVertices[0]);
    glTexCoord2f(0.0, 2.0);
    glVertex3fv(floorVertices[1]);
    glTexCoord2f(2.0, 2.0);
    glVertex3fv(floorVertices[2]);
    glTexCoord2f(2.0, 0.0);
    glVertex3fv(floorVertices[3]);
  glEnd();
}

void
drawObject(int pass)
{
  if (pass == PASS_NORMAL) {
    /* The objects are not textured (they could be if someone
       wanted them to be) so disable texture in the normal pass.  In
       the caustic pass, we want to avoid disabling texture though. */
    glDisable(GL_TEXTURE_2D);
  }

  glPushMatrix();

    /* If object is dino, put feet on the floor. */
    glTranslatef(0.0, object == MODEL_DINO ? 8.0 : 12.0, 0.0);

    switch (object) {
    case MODEL_SPHERE:
      glutSolidSphere(6.0, 12, 12);
      break;
    case MODEL_CUBE:
      glutSolidCube(7.0);
      break;
    case MODEL_DINO:
      glCallList(dinoDisplayList);
      glMaterialfv(GL_FRONT, GL_DIFFUSE, defaultDiffuseMaterial);
      break;
    }
  glPopMatrix();

  if (pass == PASS_NORMAL) {
    glEnable(GL_TEXTURE_2D);
  }
}

void
drawScene(int pass)
{
  /* The 0.03 in the Y column is just to shift the texture coordinates
     a little based on Y (depth in the water) so that vertical faces
     (like on the cube) do not get totally vertical caustics. */
  GLfloat sPlane[4] = { 0.05, 0.03, 0.0, 0.0 };
  GLfloat tPlane[4] = { 0.0, 0.03, 0.05, 0.0 };

  /* The causticScale determines how large the caustic "ripples" will
     be.  See the "Increate/Decrease ripple size" menu options. */

  sPlane[0] = 0.05 * causticScale;
  sPlane[1] = 0.03 * causticScale;

  tPlane[1] = 0.03 * causticScale;
  tPlane[2] = 0.05 * causticScale;

  if (pass == PASS_CAUSTIC) {
    /* Set current color to "white" and disable lighting
       to emulate OpenGL 1.1's GL_REPLACE texture environment. */
    glColor3f(1.0, 1.0, 1.0);
    glDisable(GL_LIGHTING);

    /* Generate the S & T coordinates for the caustic textures
       from the object coordinates. */

    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGenfv(GL_S, GL_OBJECT_PLANE, sPlane);
    glTexGenfv(GL_T, GL_OBJECT_PLANE, tPlane);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);

    if (HaveTexObj) {
      glBindTexture(GL_TEXTURE_2D, currentCaustic+1);
    } else {
      glCallList(currentCaustic+101);
    }
  }

  drawFloor(pass);
  drawObject(pass);

  if (pass == PASS_CAUSTIC) {
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);
  }
}

void
display(void)
{
  int startTime, endTime;

  /* Simplistic benchmarking.  Be careful about results. */
  if (reportSpeed) {
    startTime = glutGet(GLUT_ELAPSED_TIME);
  }

  /* Clear depth and color buffer. */
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  /* Reposition the light source. */
  lightPosition[0] = 12*cos(lightAngle);
  lightPosition[1] = lightHeight;
  lightPosition[2] = 12*sin(lightAngle);
  if (directionalLight) {
    lightPosition[3] = 0.0;
  } else {
    lightPosition[3] = 1.0;
  }

  glPushMatrix();
    /* Perform scene rotations based on user mouse input. */
    glRotatef(angle2, 1.0, 0.0, 0.0);
    glRotatef(angle, 0.0, 1.0, 0.0);
    
    /* Position the light again, after viewing rotation. */
    glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);

    /* Draw the light location. */
    drawLightLocation();

    /* Normal pass rendering the scene (caustics get added
       after this pass). */
    drawScene(PASS_NORMAL);

    if (showCaustics) {
      /* Disable depth buffer update and exactly match depth
	 buffer values for slightly faster rendering. */
      glDepthMask(GL_FALSE);
      glDepthFunc(GL_EQUAL);

      /* Multiply the source color (from the caustic luminance
	 texture) with the previous color from the normal pass.  The
	 caustics are modulated into the scene. */
      glBlendFunc(GL_ZERO, GL_SRC_COLOR);
      glEnable(GL_BLEND);

      drawScene(PASS_CAUSTIC);

      /* Restore fragment operations to normal. */
      glDepthMask(GL_TRUE);
      glDepthFunc(GL_LESS);
      glDisable(GL_BLEND);
    }
  glPopMatrix();

  glutSwapBuffers();

  if (reportSpeed) {
    glFinish();
    endTime = glutGet(GLUT_ELAPSED_TIME);
    printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(endTime-startTime), endTime-startTime);
    fflush(stdout);
  }
}

void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   gluPerspective(40.0, /* field of view in degree */
     (GLfloat) w/(GLfloat) h, /* aspect ratio */
     20.0, /* Z near */
     100.0); /* Z far */
   glMatrixMode(GL_MODELVIEW);
}

void
idle(void)
{
  /* Advance the caustic pattern. */
  currentCaustic = (currentCaustic + causticIncrement) % NUM_PATTERNS;
  glutPostRedisplay();
}

void
updateIdleFunc(void)
{
  /* Must be both displaying the caustic patterns and have the
     caustics in rippling motion to need an idle callback. */
  if (showCaustics && causticMotion) {
    glutIdleFunc(idle);
  } else {
    glutIdleFunc(NULL);
  }
}

void 
visible(int vis)
{
  /* Stop the animation when the window is not visible. */
  if (vis == GLUT_VISIBLE)
    updateIdleFunc();
  else
    glutIdleFunc(NULL);
}

/* ARGSUSED2 */
static void
mouse(int button, int state, int x, int y)
{
  /* Rotate the scene with the left mouse button. */
  if (button == GLUT_LEFT_BUTTON) {
    if (state == GLUT_DOWN) {
      moving = 1;
      startx = x;
      starty = y;
    }
    if (state == GLUT_UP) {
      moving = 0;
    }
  }
  /* Rotate the light position with the middle mouse button. */
  if (button == GLUT_MIDDLE_BUTTON) {
    if (state == GLUT_DOWN) {
      lightMoving = 1;
      lightStartX = x;
      lightStartY = y;
    }
    if (state == GLUT_UP) {
      lightMoving = 0;
    }
  }
}

/* ARGSUSED1 */
static void
motion(int x, int y)
{
  if (moving) {
    angle = angle + (x - startx);
    angle2 = angle2 + (y - starty);
    startx = x;
    starty = y;
    glutPostRedisplay();
  }
  if (lightMoving) {
    lightAngle += (x - lightStartX)/40.0;
    lightHeight += (lightStartY - y)/20.0;
    lightStartX = x;
    lightStartY = y;
    glutPostRedisplay();
  }
}

/* ARGSUSED1 */
static void
keyboard(unsigned char c, int x, int y)
{
  switch (c) {
  case 27:  /* Escape quits. */
    exit(0);
    break;
  case 'R':  /* Simplistic benchmarking. */
  case 'r':
    reportSpeed = !reportSpeed;
    break;
  case ' ':  /* Spacebar toggles caustic rippling motion. */
    causticMotion = !causticMotion;
    updateIdleFunc();
    break;
  }
}

void
menuSelect(int value)
{
  switch (value) {
  case M_POSITIONAL:
    directionalLight = 0;
    break;
  case M_DIRECTIONAL:
    directionalLight = 1;
    break;
  case M_GREENISH_LIGHT:
    lightDiffuseColor[0] = 1.0;
    lightDiffuseColor[1] = 1.5;  /* XXX Green = 1.5 */
    lightDiffuseColor[2] = 1.0;
    glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuseColor);
    break;
  case M_WHITE_LIGHT:
    lightDiffuseColor[0] = 1.5;  /* XXX Red = 1.5 */
    lightDiffuseColor[1] = 1.5;  /* XXX Green = 1.5 */
    lightDiffuseColor[2] = 1.5;  /* XXX Blue = 1.5 */
    glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuseColor);
    break;
  case M_WITH_CAUSTICS:
    showCaustics = 1;
    updateIdleFunc();
    break;
  case M_NO_CAUSTICS:
    showCaustics = 0;
    updateIdleFunc();
    break;
  case M_SWITCH_MODEL:
    object = (object + 1) % 3;
    break;
  case M_INCREASE_RIPPLE_SIZE:
    causticScale /= 1.5;
    break;
  case M_DECREASE_RIPPLE_SIZE:
    causticScale *= 1.5;
    break;
  }
  glutPostRedisplay();
}

int
main(int argc, char **argv)
{
  int width, height;
  int i;
  GLubyte *imageData;

  glutInit(&argc, argv);
  for (i=1; i<argc; i++) {
    if (!strcmp("-lesstex", argv[i])) {
      /* Only use 16 caustic textures.  Saves texture memory and works
	 better on slow machines. */
      causticIncrement = 2;
    } else if (!strcmp("-evenlesstex", argv[i])) {
      /* Only use 8 caustic textures.  Saves even more texture memory for
	 slow machines.  Temporal rippling suffers. */
      causticIncrement = 4;
    } else if (!strcmp("-nomipmap", argv[i])) {
      /* Don't use linear mipmap linear texture filtering; instead
	 use linear filtering. */
      useMipmaps = 0;
    } else if (!strcmp("-fullscreen", argv[i])) {
      fullscreen = 1;
    } else {
      fprintf(stderr, "usage: caustics [-lesstex]\n");
      fprintf(stderr, "       -lesstex uses half the caustic textures.\n");
      fprintf(stderr, "       -evenlesstex uses one fourth of the caustic textures.\n");
      exit(1);
    }
  }

  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
  if (fullscreen) {
    glutGameModeString("800x600:16@60");
    glutEnterGameMode();
  } else {
    glutCreateWindow("underwater");
  }

  /* Check that renderer has the GL_EXT_texture_object
     extension or supports OpenGL 1.1 */
#ifdef TEXTURE_OBJECT
  {
    char *version = (char *) glGetString(GL_VERSION);
    if (glutExtensionSupported("GL_EXT_texture_object")
      || strncmp(version, "1.1", 3) == 0) {
      HaveTexObj = GL_TRUE;
    }
  }
#endif

  glEnable(GL_TEXTURE_2D);
#ifdef TEXTURE_OBJECT  /* Replace texture environment not in OpenGL 1.0. */
  if (HaveTexObj)
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#endif

  /* Load the caustic ripple textures. */
  printf("loading caustics:");
  for (i=0; i<NUM_PATTERNS; i += causticIncrement) {
    char filename[80];

    sprintf(filename, "caust%02d.bw", i);
    printf(" %d", i);
    fflush(stdout);
    imageData = read_alpha_texture(filename, &width, &height);
    if (imageData == NULL) {
      fprintf(stderr, "\n%s: could not load image file\n", filename);
      exit(1);
    }
    if (HaveTexObj)
      glBindTexture(GL_TEXTURE_2D, i+1);
    else
      glNewList(i+101, GL_COMPILE);
    if (useMipmaps) {
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      gluBuild2DMipmaps(GL_TEXTURE_2D, GL_LUMINANCE, width, height,
        GL_LUMINANCE, GL_UNSIGNED_BYTE, imageData);
    } else {
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, height, width, 0,
        GL_LUMINANCE, GL_UNSIGNED_BYTE, imageData);
    }
    free(imageData);
    if (!HaveTexObj)
      glEndList();
  }
  printf(".\n");

  /* Load an RGB file for the floor texture. */
  printf("loading RGB textures: floor");
  fflush(stdout);
  imageData = read_rgb_texture(FLOOR_FILE, &width, &height);
  if (imageData == NULL) {
    fprintf(stderr, "%s: could not load image file\n", FLOOR_FILE);
    exit(1);
  }
  printf(".\n");

  if (HaveTexObj)
    glBindTexture(GL_TEXTURE_2D, 100);
  else
    glNewList(100, GL_COMPILE);
  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  if (useMipmaps) {
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB,
      GL_UNSIGNED_BYTE, imageData);
  } else {
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
      GL_RGB, GL_UNSIGNED_BYTE, imageData);
  }
  free(imageData);
  if (!HaveTexObj)
    glEndList();

  glMatrixMode(GL_MODELVIEW);
  gluLookAt(0.0, 8.0, 60.0,  /* eye is at (0,8,60) */
    0.0, 8.0, 0.0,      /* center is at (0,8,0) */
    0.0, 1.0, 0.);      /* up is in postivie Y direction */

  /* Setup initial OpenGL rendering state. */
  glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuseColor);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHTING);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_CULL_FACE);

  /* Register assorted GLUT callback routines. */
  glutDisplayFunc(display);
  glutReshapeFunc(reshape);
  glutVisibilityFunc(visible);
  glutMouseFunc(mouse);
  glutMotionFunc(motion);
  glutKeyboardFunc(keyboard);

  /* Create a pop-up menu. */
  if (!fullscreen) {
    glutCreateMenu(menuSelect);
    glutAddMenuEntry("Positional light", M_POSITIONAL);
    glutAddMenuEntry("Directional light", M_DIRECTIONAL);
    glutAddMenuEntry("Greenish light", M_GREENISH_LIGHT);
    glutAddMenuEntry("White light", M_WHITE_LIGHT);
    glutAddMenuEntry("With caustics", M_WITH_CAUSTICS);
    glutAddMenuEntry("No caustics", M_NO_CAUSTICS);
    glutAddMenuEntry("Switch model", M_SWITCH_MODEL);
    glutAddMenuEntry("Increase ripple size", M_INCREASE_RIPPLE_SIZE);
    glutAddMenuEntry("Decrease ripple size", M_DECREASE_RIPPLE_SIZE);
    glutAttachMenu(GLUT_RIGHT_BUTTON);
  }

  /* For rendering the MODEL_DINO object. */
  dinoDisplayList = makeDinosaur();

  /* Enter GLUT's main loop; callback dispatching begins. */
  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}