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#
#/* 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# * Unpublished-- rights reserved under the copyright laws of the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.
# */
#/*
# * depthcue.c
# * This program draws a wireframe model, which uses
# * intensity (brightness) to give clues to distance.
# * Fog is used to achieve this effect.
# */
require "opengl"
require "glut"
require "mathn"
#/* Initialize linear fog for depth cueing.
# */
def myinit
fogColor = [0.0, 0.0, 0.0, 1.0];
GL.Enable(GL::FOG);
GL.Fog(GL::FOG_MODE, GL::LINEAR);
GL.Hint(GL::FOG_HINT, GL::NICEST); #/* per pixel */
GL.Fog(GL::FOG_START, 3.0);
GL.Fog(GL::FOG_END, 5.0);
GL.Fog(GL::FOG_COLOR, fogColor);
GL.ClearColor(0.0, 0.0, 0.0, 1.0);
GL.DepthFunc(GL::LESS);
GL.Enable(GL::DEPTH_TEST);
GL.ShadeModel(GL::FLAT);
end
#/* display() draws an icosahedron.
# */
display = Proc.new {
GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
GL.Color(1.0, 1.0, 1.0);
GLUT.WireIcosahedron();
GL.Flush();
}
myReshape = Proc.new {|w, h|
GL.Viewport(0, 0, w, h);
GL.MatrixMode(GL::PROJECTION);
GL.LoadIdentity();
GLU.Perspective(45.0, w/h, 3.0, 5.0);
GL.MatrixMode(GL::MODELVIEW);
GL.LoadIdentity();
GL.Translate(0.0, 0.0, -4.0); #/* move object into view */
}
#/* Main Loop
# */
#int main(int argc, char** argv)
#{
GLUT.Init
GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH);
GLUT.CreateWindow($0);
myinit();
GLUT.ReshapeFunc(myReshape);
GLUT.DisplayFunc(display);
GLUT.MainLoop();
# return 0; /* ANSI C requires main to return int. */
#}
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