From: Brian Paul Date: Fri, 16 Feb 2001 21:48:16 +0000 (+0000) Subject: added n-key to toggle nice fog, other minor clean-ups X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=8a42f6b3599bab8eacf8fc8ff5038e4da7972803;p=mesa.git added n-key to toggle nice fog, other minor clean-ups --- diff --git a/progs/demos/fire.c b/progs/demos/fire.c index 6fa335cef80..e895b0e6a0a 100644 --- a/progs/demos/fire.c +++ b/progs/demos/fire.c @@ -73,6 +73,7 @@ static int HEIGHT = 480; static GLint T0 = 0; static GLint Frames = 0; +static GLint NiceFog = 1; #define DIMP 20.0 #define DIMTP 16.0 @@ -379,6 +380,11 @@ drawfire(void) dojoy(); + if (NiceFog) + glHint(GL_FOG_HINT, GL_NICEST); + else + glHint(GL_FOG_HINT, GL_DONT_CARE); + glEnable(GL_DEPTH_TEST); if (fog) @@ -401,6 +407,7 @@ drawfire(void) glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, groundid); +#if 1 glBegin(GL_QUADS); glTexCoord2fv(qt[0]); glVertex3fv(q[0]); @@ -411,6 +418,26 @@ drawfire(void) glTexCoord2fv(qt[3]); glVertex3fv(q[3]); glEnd(); +#else + /* Subdivide the ground into a bunch of quads. This improves fog + * if GL_FOG_HINT != GL_NICEST + */ + { + float x, y; + float dx = 1.0, dy = 1.0; + glBegin(GL_QUADS); + for (y = -DIMP; y < DIMP; y += 1.0) { + for (x = -DIMP; x < DIMP; x += 1.0) { + glTexCoord2f(0, 0); glVertex3f(x, 0, y); + glTexCoord2f(1, 0); glVertex3f(x+dx, 0, y); + glTexCoord2f(1, 1); glVertex3f(x+dx, 0, y+dy); + glTexCoord2f(0, 1); glVertex3f(x, 0, y+dy); + } + } + glEnd(); + } +#endif + glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, 0.9); @@ -517,6 +544,7 @@ special(int key, int x, int y) beta += 2.0; break; } + glutPostRedisplay(); } static void @@ -564,7 +592,12 @@ key(unsigned char key, int x, int y) fullscreen = (!fullscreen); break; #endif + case 'n': + NiceFog = !NiceFog; + printf("NiceFog %d\n", NiceFog); + break; } + glutPostRedisplay(); } static void @@ -668,8 +701,6 @@ main(int ac, char **av) /* Default settings */ - WIDTH = 640; - HEIGHT = 480; np = 800; eject_r = 0.1; dt = 0.015; @@ -713,9 +744,6 @@ main(int ac, char **av) glFogi(GL_FOG_MODE, GL_EXP); glFogfv(GL_FOG_COLOR, fogcolor); glFogf(GL_FOG_DENSITY, 0.1); -#ifdef FX - glHint(GL_FOG_HINT, GL_NICEST); -#endif p = malloc(sizeof(part) * np);