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/*
* Ygl: Run GL programs with standard X11 and/or OpenGL routines.
* (C) Fred Hucht 1996-2007
* EMail: fred<at>thp.Uni-Duisburg.de
*/
static const char vcid[] = "$Id: 3d.c,v 4.9 2007-05-08 13:28:43+02 fred Exp $";
#include "header.h"
#ifdef OGL
static int msingle = 1; /* IrisGL is in single matrix mode per default */
#endif
/*
* Projection transformations (apply to projection matrix stack)
*/
void ortho(Coord left, Coord right, Coord bottom,
Coord top, Coord near, Coord far) {
const char * MyName = "ortho";
I(MyName, "%g,%g,%g,%g,%g,%g", left, right, bottom, top, near, far);
IFOGL(
GLint old;
glGetIntegerv(GL_MATRIX_MODE, &old); /* save old mmode */
glMatrixMode(GL_PROJECTION); /*switch to PROJECTION mode*/
if (!Ygl.SelectMode) glLoadIdentity(); /* reset matrix */
glOrtho(left, right, bottom, top, near, far);
if (msingle || Ygl.SelectMode) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
glMatrixMode(old), /* restore mmode */
/* In X11 2d mode we allow ortho() calls and ignore the z-component */
ortho2(left, right, bottom, top)
);
}
#ifdef OGL
/* the remaining stuff is only available in OpenGL mode */
void perspective(Angle ang, Float32 aspect, Coord near, Coord far) {
const char * MyName = "perspective";
GLint old;
I(MyName, "%d,%g,%g,%g", ang, aspect, near, far);
if(!Ygl.UseOGL) NI(MyName);
glGetIntegerv(GL_MATRIX_MODE, &old);
glMatrixMode(GL_PROJECTION);
if (!Ygl.SelectMode) glLoadIdentity();
gluPerspective(0.1 * ang, aspect, near, far);
if (msingle || Ygl.SelectMode) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
glMatrixMode(old);
}
void window(Coord left, Coord right, Coord bottom,
Coord top, Coord near, Coord far) {
const char * MyName = "window";
GLint old;
I(MyName, "%g,%g,%g,%g,%g,%g", left, right, bottom, top, near, far);
if(!Ygl.UseOGL) NI(MyName);
glGetIntegerv(GL_MATRIX_MODE, &old);
glMatrixMode(GL_PROJECTION);
if (!Ygl.SelectMode) glLoadIdentity();
glFrustum(left, right, bottom, top, near, far);
if (msingle || Ygl.SelectMode) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
glMatrixMode(old);
}
/*
* Coordinate transformations
*/
void lookat(Coord eyex, Coord eyey, Coord eyez,
Coord cenx, Coord ceny, Coord cenz,
Angle twist) {
const char * MyName = "lookat";
GLdouble rx = cenx - eyex;
GLdouble ry = ceny - eyey;
GLdouble rz = cenz - eyez;
GLdouble upx, upy, upz;
I(MyName, "%g,%g,%g,%g,%g,%g,%d", eyex, eyey, eyez, cenx, ceny, cenz, twist);
if(!Ygl.UseOGL) NI(MyName);
if(rx != 0.0 || rz != 0.0) {
/* OK, view line is not y-axis, so up direction is y-axis */
upx = 0.0; upy = 1.0; upz = 0.0;
} else {
/* Special case: looking along y-axis, up = -z */
upx = 0.0; upy = 0.0; upz = -1.0;
}
gluLookAt(eyex, eyey, eyez, cenx, ceny, cenz, upx, upy, upz);
glRotatef(0.1 * twist, rx, ry, rz);
}
void polarview(Coord distance, Angle azim, Angle inc, Angle twist) {
const char * MyName = "polarview";
I(MyName, "%g,%d,%d,%d", distance, azim, inc, twist);
if(!Ygl.UseOGL) NI(MyName);
glTranslatef(0.0, 0.0, -distance);
glRotatef(-0.1 * twist, 0.0, 0.0, 1.0);
glRotatef(-0.1 * inc, 1.0, 0.0, 0.0);
glRotatef(-0.1 * azim, 0.0, 0.0, 1.0);
}
void rotate(Angle angle, Char8 axis) {
const char * MyName = "rotate";
I(MyName, "%d,'%c'", angle, axis);
if(!Ygl.UseOGL) NI(MyName);
rot(0.1 * angle, axis);
}
void rot(Float32 angle, Char8 axis) {
const char * MyName = "rot";
GLfloat x = 0.0F, y = 0.0F, z = 0.0F;
I(MyName, "%g,'%c'", angle, axis);
if(!Ygl.UseOGL) NI(MyName);
switch(axis) {
case 'x': case 'X': x = 1.0F; break;
case 'y': case 'Y': y = 1.0F; break;
case 'z': case 'Z': z = 1.0F; break;
default:
Yprintf(MyName, "invalid axis '%c'.\n", axis);
return;
}
glRotatef(angle, x, y, z);
}
void translate(Coord x, Coord y, Coord z) {
const char * MyName = "translate";
I(MyName, "%g,%g,%g", x, y, z);
if(!Ygl.UseOGL) NI(MyName);
glTranslatef(x, y, z);
}
void scale(Float32 x, Float32 y, Float32 z) {
const char * MyName = "scale";
I(MyName, "%g,%g,%g", x, y, z);
if(!Ygl.UseOGL) NI(MyName);
glScalef(x, y, z);
#if 0
/* done in setup_visuals */
if(x != 1.0 || y != 1.0 || z != 1.0) {
glEnable(GL_NORMALIZE); /* Could be better... */
}
#endif
}
/*
* Matrix ops
*/
void pushmatrix(void) {
const char * MyName = "pushmatrix";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
glPushMatrix();
}
void popmatrix(void) {
const char * MyName = "popmatrix";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
glPopMatrix();
}
void loadmatrix(Matrix m) {
const char * MyName = "loadmatrix";
GLfloat glm[16];
short i, j;
I(MyName, "Matrix");
if(!Ygl.UseOGL) NI(MyName);
/* Under OpenGL matrices are in column order, transpose... */
for(i = 0; i < 4; i++) for(j = 0; j < 4; j++) glm[4*j + i] = m[i][j];
glLoadMatrixf(glm);
}
/* getmatrix: see misc.c */
void multmatrix(Matrix m) {
const char * MyName = "multmatrix";
GLfloat glm[16];
short i, j;
I(MyName, "Matrix");
if(!Ygl.UseOGL) NI(MyName);
/* Under OpenGL matrices are in column order, transpose... */
for(i = 0; i < 4; i++) for(j = 0; j < 4; j++) glm[4*j + i] = m[i][j];
glMultMatrixf(glm);
}
void mmode(Int16 mode) {
const char * MyName = "mmode";
I(MyName, "%d", mode);
if(!Ygl.UseOGL) NI(MyName);
switch(mode) {
case MSINGLE:
msingle = 1;
glMatrixMode(GL_MODELVIEW);
break;
case MPROJECTION:
msingle = 0;
glMatrixMode(GL_PROJECTION);
break;
case MVIEWING:
msingle = 0;
glMatrixMode(GL_MODELVIEW);
break;
default:
Yprintf(MyName, "invalid mode %d.\n", mode);
break;
}
}
Int32 getmmode(void) {
const char * MyName = "getmmode";
GLint mode;
I(MyName, "");
if(!Ygl.UseOGL) NIR(MyName, -1);
glGetIntegerv(GL_MATRIX_MODE, &mode);
switch(mode) {
case GL_MODELVIEW: return MVIEWING;
case GL_PROJECTION: return MPROJECTION;
default:
Yprintf(MyName, "strange OpenGL matrix mode %d\n", mode);
return -1;
}
}
/*
* z-buffer stuff
*/
void depthcue(Int32 mode) {
const char * MyName = "depthcue";
I(MyName, "%d", mode);
if(!Ygl.UseOGL) NI(MyName);
if(!Ygl.PCM && !W->rgb) {
Yprintf(MyName, "private colormap required.\n");
return;
}
switch (mode) {
case True:
glEnable (GL_FOG);
break;
case False:
glDisable(GL_FOG);
break;
default:
Yprintf(MyName, "invalid mode %d.\n", mode);
return;
}
}
#define GL2OGL_Z(z) (((double)(z) + 0x800000)/0xFFFFFF)
void lshaderange(Colorindex low, Colorindex high, Int32 near, Int32 far) {
const char * MyName = "lshaderange";
I(MyName, "%d,%d,%d,%d", low, high, near, far);
if(!Ygl.UseOGL) NI(MyName);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogi(GL_FOG_START, near);
glFogi(GL_FOG_END, far);
glFogi(GL_FOG_INDEX, YGL_COLORS(low));
}
void lRGBrange(Int16 rmin, Int16 gmin, Int16 bmin,
Int16 rmax, Int16 gmax, Int16 bmax,
Int32 near, Int32 far) {
const char * MyName = "lRGBrange";
GLfloat color[3];
I(MyName, "%d,%d,%d,%d,%d,%d,%d,%d", rmin, gmin, bmin, rmax, gmax, bmax, near, far);
if(!Ygl.UseOGL) NI(MyName);
color[0] = rmax;
color[1] = gmax;
color[2] = bmax;
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogi(GL_FOG_START, near);
glFogi(GL_FOG_END, far);
glFogfv(GL_FOG_COLOR, color);
}
void zbuffer(Int32 mode) {
const char * MyName = "zbuffer";
I(MyName, "%d", mode);
if(!Ygl.UseOGL) NI(MyName);
switch (mode) {
case True:
glEnable (GL_DEPTH_TEST);
break;
case False:
glDisable(GL_DEPTH_TEST);
break;
default:
Yprintf(MyName, "invalid mode %d.\n", mode);
return;
}
}
void lsetdepth(Int32 near, Int32 far) {
const char * MyName = "lsetdepth";
I(MyName, "%d,%d", near, far);
if(!Ygl.UseOGL) NI(MyName);
glDepthRange(GL2OGL_Z(near),
GL2OGL_Z(far));
}
void zclear(void) {
const char * MyName = "zclear";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
/*glClearDepth(1.0);*/
glClear(GL_DEPTH_BUFFER_BIT);
}
void zdraw(Int32 boolean) {
const char * MyName = "zdraw";
I(MyName, "%d", boolean);
if(!Ygl.UseOGL) NI(MyName);
glDepthMask(boolean);
}
void czclear(Int32 cval, Int32 zval) {
const char * MyName = "czclear";
I(MyName, "%d,%d", cval, zval);
if(!Ygl.UseOGL) NI(MyName);
glClearDepth(GL2OGL_Z(zval));
/*if(Ygl.RGB) glClearColor(glColor4ubv((GLubyte *)&cval);
else */
glClearIndex(cval);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void zfunction(Int32 func) {
const char * MyName = "zfunction";
GLenum glfunc;
I(MyName, "%d", func);
if(!Ygl.UseOGL) NI(MyName);
switch(func) {
case ZF_NEVER: glfunc = GL_NEVER; break;
case ZF_LESS: glfunc = GL_LESS; break;
case ZF_LEQUAL: glfunc = GL_LEQUAL; break;
case ZF_GREATER: glfunc = GL_GREATER; break;
case ZF_NOTEQUAL: glfunc = GL_NOTEQUAL; break;
case ZF_GEQUAL: glfunc = GL_GEQUAL; break;
case ZF_ALWAYS: glfunc = GL_ALWAYS; break;
default:
Yprintf(MyName, "invalid function %d.\n", func);
return;
}
glDepthFunc(glfunc);
}
/* Display lists */
Int32 genobj(void) {
const char * MyName = "genobj";
I(MyName, "");
if(!Ygl.UseOGL) NIR(MyName, -1);
return glGenLists(1);
}
Int32 isobj(Int32 object) {
const char * MyName = "isobj";
I(MyName, "%d", object);
if(!Ygl.UseOGL) NIR(MyName, -1);
return glIsList(object);
}
void makeobj(Int32 object) {
const char * MyName = "makeobj";
I(MyName, "%d", object);
if(!Ygl.UseOGL) NI(MyName);
glNewList(object, GL_COMPILE);
}
Int32 getopenobj(void) {
const char * MyName = "getopenobj";
GLint object;
I(MyName, "");
if(!Ygl.UseOGL) NIR(MyName, -1);
glGetIntegerv(GL_LIST_INDEX, &object);
return object;
}
void closeobj(void) {
const char * MyName = "closeobj";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
glEndList();
}
void callobj(Int32 object) {
const char * MyName = "callobj";
I(MyName, "%d", object);
if(!Ygl.UseOGL) NI(MyName);
glCallList(object);
}
void delobj(Int32 object) {
const char * MyName = "delobj";
I(MyName, "%d", object);
if(!Ygl.UseOGL) NI(MyName);
glDeleteLists(object, 1);
}
/* Lighting */
/*
* Material
*/
static int MaterialNum = 0;
static struct Material {
Uint index; /* lmdef index */
GLuint list; /* 1st of 2 OpenGL List IDs for MATERIAL */
Float32 emission[4]; /* and BACKMATERIAL */
Float32 ambient[4];
Float32 diffuse[4];
Float32 specular[4];
Float32 shininess[1];
Float32 alpha[1];
Float32 colorindexes[4];
} *Materials = NULL, Materialdefault = {
0, 0,
{0.0F, 0.0F, 0.0F, 1.0F}, /* emission */
{0.2F, 0.2F, 0.2F, 1.0F}, /* ambient */
{0.8F, 0.8F, 0.8F, 1.0F}, /* diffuse */
{0.0F, 0.0F, 0.0F, 1.0F}, /* specular */
{0.0F}, /* shininess */
{1.0F}, /* alpha */
{0.0F, 127.5F, 255.0F}}; /* colorindexes */
static void defmaterial(const char *caller,
Int16 index, Int16 numpoints, Float32 prop[]) {
int i;
int newmaterial = False;
struct Material *material;
if(Materials == NULL) { /* initialize */
i = MaterialNum++;
Materials = (struct Material*)malloc(sizeof(struct Material));
newmaterial = True;
} else {
for(i = MaterialNum - 1; i >= 0 && Materials[i].index != index; i--);
if(i < 0) { /* not found, allocate new */
i = MaterialNum++;
Materials = (struct Material*)
realloc(Materials, MaterialNum * sizeof(struct Material));
newmaterial = True;
}
}
if(Materials == NULL) {
Yprintf(caller, "can't allocate memory.\n");
exit(-1);
}
material = &Materials[i];
if(newmaterial) { /* initialize with defaults */
memcpy(material, &Materialdefault, sizeof(struct Material));
material->index = index;
material->list = glGenLists(2);
} else {
glDeleteLists(material->list, 2);
}
for(i = 0; i < numpoints && prop[i];) switch((int)(prop[i++])) {
int j;
case EMISSION:
for(j = 0; j < 3; j++) material->emission[j] = prop[i++];
break;
case AMBIENT:
for(j = 0; j < 3; j++) material->ambient[j] = prop[i++];
break;
case DIFFUSE:
for(j = 0; j < 3; j++) material->diffuse[j] = prop[i++];
break;
case SPECULAR:
for(j = 0; j < 3; j++) material->specular[j] = prop[i++];
break;
case SHININESS:
material->shininess[0] = prop[i++];
break;
case ALPHA:
material->alpha[0] = prop[i++];
break;
case COLORINDEXES:
for(j = 0; j < 3; j++) material->colorindexes[j] = prop[i++];
break;
default:
Yprintf(caller, "invalid MATERIAL property %g.\n", prop[i-1]);
return;
}
/* Set alpha components */
material->emission[3] = material->alpha[0];
material->ambient[3] = material->alpha[0];
material->diffuse[3] = material->alpha[0];
material->specular[3] = material->alpha[0];
/* Put the complete definition into a display list */
glNewList(material->list, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_EMISSION, material->emission);
glMaterialfv(GL_FRONT, GL_AMBIENT, material->ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, material->diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, material->specular);
glMaterialfv(GL_FRONT, GL_SHININESS, material->shininess);
glMaterialfv(GL_FRONT, GL_COLOR_INDEXES, material->colorindexes);
glEndList();
/* and again for BACKMATERIAL */
glNewList(material->list + 1, GL_COMPILE);
glMaterialfv(GL_BACK, GL_EMISSION, material->emission);
glMaterialfv(GL_BACK, GL_AMBIENT, material->ambient);
glMaterialfv(GL_BACK, GL_DIFFUSE, material->diffuse);
glMaterialfv(GL_BACK, GL_SPECULAR, material->specular);
glMaterialfv(GL_BACK, GL_SHININESS, material->shininess);
glMaterialfv(GL_BACK, GL_COLOR_INDEXES, material->colorindexes);
glEndList();
}
/*
* LightModel
*/
static int LightModelNum = 0;
static struct LightModel {
Uint index; /* lmdef index */
GLuint list; /* OpenGL List ID */
Float32 ambient[4];
Float32 localviewer[1];
Float32 twoside[1];
} *LightModels = NULL, LightModeldefault = {
0, 0,
{0.2F, 0.2F, 0.2F, 1.0F}, /* ambient */
{0.0F}, /* localviewer */
{0.0F} /* twoside */
};
static struct Attenuation_ {
Float32 constant;
Float32 linear;
Float32 quadratic;
} Attenuation = {
1.0F,
0.0F,
0.0F
};
static void deflightmodel(const char *caller,
Int16 index, Int16 numpoints, Float32 prop[]) {
int i;
int newlightmodel = False;
struct LightModel *lightmodel;
if(LightModels == NULL) { /* initialize */
i = LightModelNum++;
LightModels = (struct LightModel*)malloc(sizeof(struct LightModel));
newlightmodel = True;
} else {
for(i = LightModelNum - 1; i >= 0 && LightModels[i].index != index; i--);
if(i < 0) { /* not found, allocate new */
i = LightModelNum++;
LightModels = (struct LightModel*)
realloc(LightModels, LightModelNum * sizeof(struct LightModel));
newlightmodel = True;
}
}
if(LightModels == NULL) {
Yprintf(caller, "can't allocate memory.\n");
exit(-1);
}
lightmodel = &LightModels[i];
if(newlightmodel) { /* initialize with defaults */
memcpy(lightmodel, &LightModeldefault, sizeof(struct LightModel));
lightmodel->index = index;
lightmodel->list = glGenLists(1);
} else {
glDeleteLists(lightmodel->list, 1);
}
for(i = 0; i < numpoints && prop[i];) switch((int)(prop[i++])) {
int j;
case AMBIENT:
for(j = 0; j < 3; j++) lightmodel->ambient[j] = prop[i++];
break;
case LOCALVIEWER:
lightmodel->localviewer[0] = prop[i++];
break;
case ATTENUATION:
/* used in lmbind */
Attenuation.constant = prop[i++];
Attenuation.linear = prop[i++];
/*Yprintf(caller, "LMODEL ATTENUATION experimental.\n");*/
break;
case ATTENUATION2:
/* used in lmbind */
Attenuation.quadratic = prop[i++];
/*Yprintf(caller, "LMODEL ATTENUATION2 experimental.\n");*/
break;
case TWOSIDE:
lightmodel->twoside[0] = prop[i++];
break;
default:
Yprintf(caller, "invalid LMODEL property %g.\n", prop[i-1]);
return;
}
/* Put the complete definition into a display list */
glNewList(lightmodel->list, GL_COMPILE);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,
lightmodel->ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,
lightmodel->localviewer);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,
lightmodel->twoside);
glEndList();
}
/*
* Light
*/
static int LightNum = 0;
static struct Light {
Uint index;
Float32 ambient[4];
Float32 lcolor[4];
Float32 position[4];
Float32 spotdir[3];
Float32 spotexp[1];
Float32 spotcut[1];
} *Lights = NULL, Lightdefault = {
0,
{0.0F, 0.0F, 0.0F, 1.0F}, /* ambient */
{1.0F, 1.0F, 1.0F, 1.0F}, /* lcolor */
{0.0F, 0.0F, 1.0F, 0.0F}, /* position */
{0.0F, 0.0F,-1.0F}, /* spotdir */
{0.0F}, /* spotexp */
{180.0F}}; /* spotcut */
/* Which definition is already bound to light i? */
static Int32 boundLightindex[8];
static void deflight(const char *caller,
Int16 index, Int16 numpoints, Float32 prop[]) {
int i;
int newlight = False;
struct Light *light;
/* Reset entry in boundLightindex so lmbind reload definition */
for(i = 0; i < 8; i++) if(boundLightindex[i] == index)
boundLightindex[i] = 0;
if(Lights == NULL) { /* initialize */
i = LightNum++;
Lights = (struct Light*)malloc(sizeof(struct Light));
newlight = True;
} else {
for(i = LightNum - 1; i >= 0 && Lights[i].index != index; i--);
if(i < 0) { /* not found, allocate new */
i = LightNum++;
Lights = (struct Light*)
realloc(Lights, LightNum * sizeof(struct Light));
newlight = True;
}
}
if(Lights == NULL) {
Yprintf(caller, "can't allocate memory.\n");
exit(-1);
}
light = &Lights[i];
if(newlight) { /* initialize with defaults */
memcpy(light, &Lightdefault, sizeof(struct Light));
light->index = index;
}
for(i = 0; i < numpoints && prop[i];) switch((int)(prop[i++])) {
int j;
case AMBIENT:
for(j = 0; j < 3; j++) light->ambient[j] = prop[i++];
break;
case LCOLOR:
for(j = 0; j < 3; j++) light->lcolor[j] = prop[i++];
break;
case POSITION:
for(j = 0; j < 4; j++) light->position[j] = prop[i++];
break;
case SPOTDIRECTION:
for(j = 0; j < 3; j++) light->spotdir[j] = prop[i++];
break;
case SPOTLIGHT:
light->spotexp[0] = prop[i++];
light->spotcut[0] = prop[i++];
break;
default:
Yprintf(caller, "invalid LIGHT property %g.\n", prop[i-1]);
return;
}
}
void lmdef(Int16 deftype, Int16 index, Int16 numpoints, Float32 prop[]) {
const char * MyName = "lmdef";
I(MyName, "%d,%d,%d,*", deftype, index, numpoints);
if(!Ygl.UseOGL) NI(MyName);
#ifdef DEBUG
{
int i;
Yprintf(MyName, "deftype=%d, index=%d, numpoints=%d: ",
deftype, index, numpoints);
for(i = 0; i < numpoints; i++) fprintf(stderr, "%g ", prop[i]);
fprintf(stderr, "\n");
}
#endif
if(index == 0) {
Yprintf(MyName, "can't redefine index 0.\n");
return;
}
switch(deftype) {
case DEFMATERIAL:
defmaterial(MyName, index, numpoints, prop);
break;
case DEFLIGHT:
deflight(MyName, index, numpoints, prop);
break;
case DEFLMODEL:
deflightmodel(MyName, index, numpoints, prop);
break;
default:
Yprintf(MyName, "invalid type %d.\n", deftype);
return;
}
}
void lmbind(Int32 target, Int32 index) {
const char * MyName = "lmbind";
GLenum gllight;
int i, boundi;
I(MyName, "%d,%d", target, index);
if(!Ygl.UseOGL) NI(MyName);
if(target == MATERIAL || target == LMODEL) {
if(index == 0) {
glDisable(GL_LIGHTING);
glDisable(GL_NORMALIZE);
return;
} else {
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE); /* GL sets this */
}
}
switch(target) {
case MATERIAL:
for(i = MaterialNum - 1; i >= 0 && Materials[i].index != index; i--);
if(i < 0) {
Yprintf(MyName, "MATERIAL %d not defined.\n", index);
return;
}
glCallList(Materials[i].list);
return;
case BACKMATERIAL:
for(i = MaterialNum - 1; i >= 0 && Materials[i].index != index; i--);
if(i < 0) {
Yprintf(MyName, "MATERIAL %d not defined.\n", index);
return;
}
glCallList(Materials[i].list + 1);
return;
case LMODEL:
for(i = LightModelNum - 1; i >= 0 && LightModels[i].index != index; i--);
if(i < 0) {
Yprintf(MyName, "MATERIAL %d not defined.\n", index);
return;
}
glCallList(LightModels[i].list);
return;
case LIGHT0: boundi = 0; gllight = GL_LIGHT0; break;
case LIGHT1: boundi = 1; gllight = GL_LIGHT1; break;
case LIGHT2: boundi = 2; gllight = GL_LIGHT2; break;
case LIGHT3: boundi = 3; gllight = GL_LIGHT3; break;
case LIGHT4: boundi = 4; gllight = GL_LIGHT4; break;
case LIGHT5: boundi = 5; gllight = GL_LIGHT5; break;
case LIGHT6: boundi = 6; gllight = GL_LIGHT6; break;
case LIGHT7: boundi = 7; gllight = GL_LIGHT7; break;
default:
Yprintf(MyName, "invalid target %d.\n", target);
return;
}
if(index == 0) {
glDisable(gllight);
} else {
glEnable(gllight);
if(index != boundLightindex[boundi]) {
/* load definition for light if changed or not already loaded */
boundLightindex[boundi] = index;
for(i = LightNum - 1; i >= 0 && Lights[i].index != index; i--);
if(i < 0) {
Yprintf(MyName, "LIGHT %d not defined.\n", index);
return;
}
glLightfv(gllight, GL_AMBIENT, Lights[i].ambient);
glLightfv(gllight, GL_DIFFUSE, Lights[i].lcolor);
glLightfv(gllight, GL_SPECULAR, Lights[i].lcolor);
glLightfv(gllight, GL_POSITION, Lights[i].position);
glLightfv(gllight, GL_SPOT_DIRECTION, Lights[i].spotdir);
glLightfv(gllight, GL_SPOT_EXPONENT, Lights[i].spotexp);
glLightfv(gllight, GL_SPOT_CUTOFF, Lights[i].spotcut);
glLightf(gllight, GL_CONSTANT_ATTENUATION, Attenuation.constant);
glLightf(gllight, GL_LINEAR_ATTENUATION, Attenuation.linear);
glLightf(gllight, GL_QUADRATIC_ATTENUATION, Attenuation.quadratic);
}
}
}
void lmcolor(Int32 mode) {
const char * MyName = "lmcolor";
GLenum glmode;
I(MyName, "%d", mode);
if(!Ygl.UseOGL) NI(MyName);
switch(mode) {
case LMC_COLOR:
glDisable(GL_COLOR_MATERIAL);
return;
case LMC_NULL:
Yprintf(MyName, "unimplemented mode %d.\n", mode);
return;
case LMC_EMISSION: glmode = GL_EMISSION; break;
case LMC_AMBIENT: glmode = GL_AMBIENT; break;
case LMC_DIFFUSE: glmode = GL_DIFFUSE; break;
case LMC_SPECULAR: glmode = GL_SPECULAR; break;
case LMC_AD: glmode = GL_AMBIENT_AND_DIFFUSE; break;
default:
Yprintf(MyName, "invalid mode %d.\n", mode);
return;
}
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, glmode);
}
void shademodel(Int32 mode) {
const char * MyName = "shademodel";
GLenum glmode;
I(MyName, "%d", mode);
if(!Ygl.UseOGL) NI(MyName);
switch(mode) {
case FLAT: glmode = GL_FLAT; break;
case GOURAUD: glmode = GL_SMOOTH; break;
default:
Yprintf(MyName, "invalid mode %d.\n", mode);
return;
}
glShadeModel(glmode);
}
static int Face[] = {False, False};
static void front_back(const char *caller, GLenum glcull, Int32 mode) {
I(caller, "%d", mode);
if(!Ygl.UseOGL) NI(caller);
switch(mode) {
case True:
Face[0] = True;
glCullFace(glcull);
break;
case False:
Face[0] = False;
break;
default:
Yprintf(caller, "invalid mode %d.\n", mode);
return;
}
if(Face[0] || Face[1]) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
void frontface(Int32 mode) {
const char * MyName = "frontface";
front_back(MyName, GL_FRONT, mode);
}
void backface(Int32 mode) {
const char * MyName = "backface";
front_back(MyName, GL_BACK, mode);
}
void RGBwritemask(Int16 red, Int16 green, Int16 blue) {
const char * MyName = "RGBwritemask";
I(MyName, "%d,%d,%d", red, green, blue);
if(!Ygl.UseOGL) NI(MyName);
glColorMask(red != 0, green != 0, blue != 0, GL_FALSE);
}
/* for Pete Riley */
void drawmode(Int32 mode) {
const char * MyName = "drawmode";
I(MyName, "%d", mode);
if(!Ygl.UseOGL) NI(MyName);
NI(MyName);
}
void iconsize(Int32 sx, Int32 sy) {
const char * MyName = "iconsize";
I(MyName, "%d,%d", sx, sy);
if(!Ygl.UseOGL) NI(MyName);
NI(MyName);
}
void overlay(Int32 arg) {
const char * MyName = "overlay";
I(MyName, "%d", arg);
if(!Ygl.UseOGL) NI(MyName);
NI(MyName);
}
void pushattributes(void) {
const char * MyName = "pushattributes";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
glPushAttrib(GL_ALL_ATTRIB_BITS);
}
void popattributes(void) {
const char * MyName = "popattributes";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
glPopAttrib();
}
void fullscrn(void) {
const char * MyName = "fullscrn";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
NI(MyName);
}
void endfullscrn(void) {
const char * MyName = "endfullscrn";
I(MyName, "");
if(!Ygl.UseOGL) NI(MyName);
NI(MyName);
}
void scrmask(Screencoord l, Screencoord r, Screencoord b, Screencoord t) {
const char * MyName = "scrmask";
I(MyName, "%d,%d,%d,%d", l, r, b, t);
if(!Ygl.UseOGL) NI(MyName);
glScissor(l, b, r - l, t - b);
glEnable(GL_SCISSOR_TEST);
}
#endif /* OGL */
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