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-rw-r--r--nx-X11/extras/Mesa_6.4.2/progs/demos/teapot.c675
1 files changed, 675 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa_6.4.2/progs/demos/teapot.c b/nx-X11/extras/Mesa_6.4.2/progs/demos/teapot.c
new file mode 100644
index 000000000..38ede7ac3
--- /dev/null
+++ b/nx-X11/extras/Mesa_6.4.2/progs/demos/teapot.c
@@ -0,0 +1,675 @@
+/*
+ * This program is under the GNU GPL.
+ * Use at your own risk.
+ *
+ * written by David Bucciarelli (tech.hmw@plus.it)
+ * Humanware s.r.l.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <time.h>
+#include <string.h>
+
+#ifdef WIN32
+#include <windows.h>
+#endif
+
+#include <GL/glut.h>
+#include "readtex.h"
+
+#ifdef XMESA
+#include "GL/xmesa.h"
+static int fullscreen=1;
+#endif
+
+static int WIDTH=640;
+static int HEIGHT=480;
+
+static GLint T0 = 0;
+static GLint Frames = 0;
+
+#define BASESIZE 10.0
+
+#define BASERES 12
+#define TEAPOTRES 3
+
+#ifndef M_PI
+#define M_PI 3.1415926535
+#endif
+
+extern void shadowmatrix(GLfloat [4][4], GLfloat [4], GLfloat [4]);
+extern void findplane(GLfloat [4], GLfloat [3], GLfloat [3], GLfloat [3]);
+
+
+static int win=0;
+
+static float obs[3]={5.0,0.0,1.0};
+static float dir[3];
+static float v=0.0;
+static float alpha=-90.0;
+static float beta=90.0;
+
+static GLfloat baseshadow[4][4];
+static GLfloat lightpos[4]={2.3,0.0,3.0,1.0};
+static GLfloat lightdir[3]={-2.3,0.0,-3.0};
+static GLfloat lightalpha=0.0;
+
+static int fog=1;
+static int bfcull=1;
+static int usetex=1;
+static int help=1;
+static int joyavailable=0;
+static int joyactive=0;
+
+static GLuint t1id,t2id;
+static GLuint teapotdlist,basedlist,lightdlist;
+
+
+
+/******************** begin shadow code ********************/
+
+/* Taken from the projshadow.c - by Tom McReynolds, SGI */
+
+/* Modified by David Bucciarelli */
+
+enum {
+ X, Y, Z, W
+};
+enum {
+ A, B, C, D
+};
+
+/* create a matrix that will project the desired shadow */
+void
+shadowmatrix(GLfloat shadowMat[4][4],
+ GLfloat groundplane[4],
+ GLfloat lightpos[4])
+{
+ GLfloat dot;
+
+ /* find dot product between light position vector and ground plane normal */
+ dot = groundplane[X] * lightpos[X] +
+ groundplane[Y] * lightpos[Y] +
+ groundplane[Z] * lightpos[Z] +
+ groundplane[W] * lightpos[W];
+
+ shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
+ shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
+ shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
+ shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
+
+ shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
+ shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
+ shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
+ shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
+
+ shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
+ shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
+ shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
+ shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
+
+ shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
+ shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
+ shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
+ shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
+
+}
+
+/* find the plane equation given 3 points */
+void
+findplane(GLfloat plane[4],
+ GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
+{
+ GLfloat vec0[3], vec1[3];
+
+ /* need 2 vectors to find cross product */
+ vec0[X] = v1[X] - v0[X];
+ vec0[Y] = v1[Y] - v0[Y];
+ vec0[Z] = v1[Z] - v0[Z];
+
+ vec1[X] = v2[X] - v0[X];
+ vec1[Y] = v2[Y] - v0[Y];
+ vec1[Z] = v2[Z] - v0[Z];
+
+ /* find cross product to get A, B, and C of plane equation */
+ plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
+ plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
+ plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
+
+ plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
+}
+
+/******************** end shadow code ********************/
+
+
+static void calcposobs(void)
+{
+ dir[0]=sin(alpha*M_PI/180.0);
+ dir[1]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
+ dir[2]=cos(beta*M_PI/180.0);
+
+ obs[0]+=v*dir[0];
+ obs[1]+=v*dir[1];
+ obs[2]+=v*dir[2];
+}
+
+static void special(int k, int x, int y)
+{
+ switch(k) {
+ case GLUT_KEY_LEFT:
+ alpha-=2.0;
+ break;
+ case GLUT_KEY_RIGHT:
+ alpha+=2.0;
+ break;
+ case GLUT_KEY_DOWN:
+ beta-=2.0;
+ break;
+ case GLUT_KEY_UP:
+ beta+=2.0;
+ break;
+ }
+}
+
+static void key(unsigned char k, int x, int y)
+{
+ switch(k) {
+ case 27:
+ exit(0);
+ break;
+
+ case 'a':
+ v+=0.005;
+ break;
+ case 'z':
+ v-=0.005;
+ break;
+
+ case 'j':
+ joyactive=(!joyactive);
+ break;
+ case 'h':
+ help=(!help);
+ break;
+ case 'f':
+ fog=(!fog);
+ break;
+ case 't':
+ usetex=(!usetex);
+ break;
+ case 'b':
+ if(bfcull) {
+ glDisable(GL_CULL_FACE);
+ bfcull=0;
+ } else {
+ glEnable(GL_CULL_FACE);
+ bfcull=1;
+ }
+ break;
+#ifdef XMESA
+ case ' ':
+ XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
+ fullscreen=(!fullscreen);
+ break;
+#endif
+ }
+}
+
+static void reshape(int w, int h)
+{
+ WIDTH=w;
+ HEIGHT=h;
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45.0,w/(float)h,0.2,40.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glViewport(0,0,w,h);
+}
+
+static void printstring(void *font, char *string)
+{
+ int len,i;
+
+ len=(int)strlen(string);
+ for(i=0;i<len;i++)
+ glutBitmapCharacter(font,string[i]);
+}
+
+static void printhelp(void)
+{
+ glEnable(GL_BLEND);
+ glColor4f(0.5,0.5,0.5,0.5);
+ glRecti(40,40,600,440);
+ glDisable(GL_BLEND);
+
+ glColor3f(1.0,0.0,0.0);
+ glRasterPos2i(300,420);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
+
+ glRasterPos2i(60,390);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
+ glRasterPos2i(60,360);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
+ glRasterPos2i(60,330);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
+ glRasterPos2i(60,300);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
+ glRasterPos2i(60,270);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
+ glRasterPos2i(60,240);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
+ glRasterPos2i(60,210);
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
+
+ glRasterPos2i(60,180);
+ if(joyavailable)
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Toggle jostick control (Joystick control available)");
+ else
+ printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
+}
+
+static void drawbase(void)
+{
+ static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
+ static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
+ int i,j;
+ float x,y,dx,dy;
+
+ glBindTexture(GL_TEXTURE_2D,t1id);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
+ dx=BASESIZE/BASERES;
+ dy=-BASESIZE/BASERES;
+ for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
+ glBegin(GL_QUAD_STRIP);
+ glColor3f(1.0,1.0,1.0);
+ glNormal3f(0.0,0.0,1.0);
+ for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
+ glTexCoord2f(x,y);
+ glVertex3f(x,y,0.0);
+
+ glTexCoord2f(x,y+dy);
+ glVertex3f(x,y+dy,0.0);
+ }
+ glEnd();
+ }
+}
+
+static void drawteapot(void)
+{
+ static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
+ static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
+ static float xrot=0.0;
+ static float zrot=0.0;
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
+
+ glPushMatrix();
+ glRotatef(lightalpha,0.0,0.0,1.0);
+ glMultMatrixf((GLfloat *)baseshadow);
+ glRotatef(-lightalpha,0.0,0.0,1.0);
+
+ glTranslatef(0.0,0.0,1.0);
+ glRotatef(xrot,1.0,0.0,0.0);
+ glRotatef(zrot,0.0,0.0,1.0);
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+
+ glColor3f(0.0,0.0,0.0);
+ glCallList(teapotdlist);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ if(usetex)
+ glEnable(GL_TEXTURE_2D);
+
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef(0.0,0.0,1.0);
+ glRotatef(xrot,1.0,0.0,0.0);
+ glRotatef(zrot,0.0,0.0,1.0);
+
+ glCallList(teapotdlist);
+ glPopMatrix();
+
+ xrot+=2.0;
+ zrot+=1.0;
+}
+
+static void drawlight1(void)
+{
+ glPushMatrix();
+ glRotatef(lightalpha,0.0,0.0,1.0);
+ glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
+ glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
+
+ glPopMatrix();
+}
+
+static void drawlight2(void)
+{
+ glPushMatrix();
+ glRotatef(lightalpha,0.0,0.0,1.0);
+ glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
+
+ glDisable(GL_TEXTURE_2D);
+ glCallList(lightdlist);
+ if(usetex)
+ glEnable(GL_TEXTURE_2D);
+
+ glPopMatrix();
+
+ lightalpha+=1.0;
+}
+
+static void dojoy(void)
+{
+#ifdef WIN32
+ static UINT max[2]={0,0};
+ static UINT min[2]={0xffffffff,0xffffffff},center[2];
+ MMRESULT res;
+ JOYINFO joy;
+
+ res=joyGetPos(JOYSTICKID1,&joy);
+
+ if(res==JOYERR_NOERROR) {
+ joyavailable=1;
+
+ if(max[0]<joy.wXpos)
+ max[0]=joy.wXpos;
+ if(min[0]>joy.wXpos)
+ min[0]=joy.wXpos;
+ center[0]=(max[0]+min[0])/2;
+
+ if(max[1]<joy.wYpos)
+ max[1]=joy.wYpos;
+ if(min[1]>joy.wYpos)
+ min[1]=joy.wYpos;
+ center[1]=(max[1]+min[1])/2;
+
+ if(joyactive) {
+ if(fabs(center[0]-(float)joy.wXpos)>0.1*(max[0]-min[0]))
+ alpha-=2.5*(center[0]-(float)joy.wXpos)/(max[0]-min[0]);
+ if(fabs(center[1]-(float)joy.wYpos)>0.1*(max[1]-min[1]))
+ beta+=2.5*(center[1]-(float)joy.wYpos)/(max[1]-min[1]);
+
+ if(joy.wButtons & JOY_BUTTON1)
+ v+=0.005;
+ if(joy.wButtons & JOY_BUTTON2)
+ v-=0.005;
+ }
+ } else
+ joyavailable=0;
+#endif
+}
+
+static void draw(void)
+{
+ static char frbuf[80] = "";
+
+ dojoy();
+
+ glEnable(GL_DEPTH_TEST);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ if(usetex)
+ glEnable(GL_TEXTURE_2D);
+ else
+ glDisable(GL_TEXTURE_2D);
+
+ if(fog)
+ glEnable(GL_FOG);
+ else
+ glDisable(GL_FOG);
+
+ glEnable(GL_LIGHTING);
+
+ glShadeModel(GL_SMOOTH);
+
+ glPushMatrix();
+ calcposobs();
+
+ gluLookAt(obs[0],obs[1],obs[2],
+ obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
+ 0.0,0.0,1.0);
+
+ drawlight1();
+ glCallList(basedlist);
+ drawteapot();
+ drawlight2();
+ glPopMatrix();
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_FOG);
+ glShadeModel(GL_FLAT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glColor3f(1.0,0.0,0.0);
+ glRasterPos2i(10,10);
+ printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
+ glRasterPos2i(350,470);
+ printstring(GLUT_BITMAP_HELVETICA_10,"Teapot V1.2 Written by David Bucciarelli (tech.hmw@plus.it)");
+
+ if(help)
+ printhelp();
+
+ reshape(WIDTH,HEIGHT);
+
+ glutSwapBuffers();
+
+ Frames++;
+
+ {
+ GLint t = glutGet(GLUT_ELAPSED_TIME);
+ if (t - T0 >= 2000) {
+ GLfloat seconds = (t - T0) / 1000.0;
+ GLfloat fps = Frames / seconds;
+ sprintf(frbuf, "Frame rate: %f", fps);
+ T0 = t;
+ Frames = 0;
+ }
+ }
+}
+
+static void inittextures(void)
+{
+ glGenTextures(1,&t1id);
+ glBindTexture(GL_TEXTURE_2D,t1id);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT,4);
+ if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
+ fprintf(stderr,"Error reading a texture.\n");
+ exit(-1);
+ }
+
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
+
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+
+ glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
+
+ glGenTextures(1,&t2id);
+ glBindTexture(GL_TEXTURE_2D,t2id);
+
+ glPixelTransferf(GL_RED_SCALE, 0.75);
+ glPixelTransferf(GL_RED_BIAS, 0.25);
+ glPixelTransferf(GL_GREEN_SCALE, 0.75);
+ glPixelTransferf(GL_GREEN_BIAS, 0.25);
+ glPixelTransferf(GL_BLUE_SCALE, 0.75);
+ glPixelTransferf(GL_BLUE_BIAS, 0.25);
+
+ if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
+ fprintf(stderr,"Error reading a texture.\n");
+ exit(-1);
+ }
+
+ glPixelTransferf(GL_RED_SCALE, 1.0);
+ glPixelTransferf(GL_RED_BIAS, 0.0);
+ glPixelTransferf(GL_GREEN_SCALE, 1.0);
+ glPixelTransferf(GL_GREEN_BIAS, 0.0);
+ glPixelTransferf(GL_BLUE_SCALE, 1.0);
+ glPixelTransferf(GL_BLUE_BIAS, 0.0);
+
+
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
+
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+
+ glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
+}
+
+static void initlight(void)
+{
+ float matamb[4] ={0.5, 0.5, 0.5, 1.0};
+ float matdiff[4]={0.9, 0.2, 0.2, 1.0};
+ float matspec[4]={1.0,1.0,1.0,1.0};
+
+ float lamb[4] ={1.5, 1.5, 1.5, 1.0};
+ float ldiff[4]={1.0, 1.0, 1.0, 1.0};
+ float lspec[4]={1.0, 1.0, 1.0, 1.0};
+
+ glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
+ glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
+ glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
+ glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
+ glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
+
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
+ glEnable(GL_LIGHT0);
+}
+
+static void initdlists(void)
+{
+ GLUquadricObj *lcone,*lbase;
+ GLfloat plane[4];
+ GLfloat v0[3]={0.0,0.0,0.0};
+ GLfloat v1[3]={1.0,0.0,0.0};
+ GLfloat v2[3]={0.0,1.0,0.0};
+
+ findplane(plane,v0,v1,v2);
+ shadowmatrix(baseshadow,plane,lightpos);
+
+ teapotdlist=glGenLists(1);
+ glNewList(teapotdlist,GL_COMPILE);
+ glRotatef(90.0,1.0,0.0,0.0);
+ glCullFace(GL_FRONT);
+ glBindTexture(GL_TEXTURE_2D,t2id);
+ glutSolidTeapot(0.75);
+ glCullFace(GL_BACK);
+ glEndList();
+
+ basedlist=glGenLists(1);
+ glNewList(basedlist,GL_COMPILE);
+ drawbase();
+ glEndList();
+
+ lightdlist=glGenLists(1);
+ glNewList(lightdlist,GL_COMPILE);
+ glDisable(GL_LIGHTING);
+
+ lcone=gluNewQuadric();
+ lbase=gluNewQuadric();
+ glRotatef(45.0,0.0,1.0,0.0);
+
+ glColor3f(1.0,1.0,1.0);
+ glCullFace(GL_FRONT);
+ gluDisk(lbase,0.0,0.2,12.0,1.0);
+ glCullFace(GL_BACK);
+
+ glColor3f(0.5,0.0,0.0);
+ gluCylinder(lcone,0.2,0.0,0.5,12,1);
+
+ gluDeleteQuadric(lcone);
+ gluDeleteQuadric(lbase);
+
+ glEnable(GL_LIGHTING);
+ glEndList();
+}
+
+int main(int ac, char **av)
+{
+ float fogcolor[4]={0.025,0.025,0.025,1.0};
+
+ fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
+
+ /*
+ if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
+ fprintf(stderr,"Error setting the process class.\n");
+ return 0;
+ }
+
+ if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
+ fprintf(stderr,"Error setting the process priority.\n");
+ return 0;
+ }
+ */
+
+ glutInitWindowPosition(0,0);
+ glutInitWindowSize(WIDTH,HEIGHT);
+ glutInit(&ac,av);
+
+ glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
+
+ if(!(win=glutCreateWindow("Teapot"))) {
+ fprintf(stderr,"Error, couldn't open window\n");
+ return -1;
+ }
+
+ reshape(WIDTH,HEIGHT);
+
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_TEXTURE_2D);
+
+ glEnable(GL_FOG);
+ glFogi(GL_FOG_MODE,GL_EXP2);
+ glFogfv(GL_FOG_COLOR,fogcolor);
+
+ glFogf(GL_FOG_DENSITY,0.04);
+ glHint(GL_FOG_HINT,GL_NICEST);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ calcposobs();
+
+ inittextures();
+ initlight();
+
+ initdlists();
+
+ glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);
+
+ glutReshapeFunc(reshape);
+ glutDisplayFunc(draw);
+ glutKeyboardFunc(key);
+ glutSpecialFunc(special);
+ glutIdleFunc(draw);
+
+ glutMainLoop();
+
+ return 0;
+}