Source code of Windows XP (NT5)
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/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
#ifndef SCENE_H
#define SCENE_H
#pragma warning(disable:4305)
#include "point.hxx"
/* Index of refraction stuff */
const GLfloat min_index = .1;
const GLfloat max_index = 2.5;
const int nindices = 6;
const struct {
const char *name;
GLfloat index;
} indices[] = {
{"Air", 1.0},
{"Ice", 1.31},
{"Water", 1.33},
{"Zinc Crown Glass", 1.517},
{"Light Flint Glass", 1.650},
{"Heavy Flint Glass", 1.890}
};
const int def_refraction_index = 4;
typedef struct {
GLfloat diffuse[4];
Point pos;
GLboolean shadow_mask[4];
GLfloat matrix[16];
char name[64];
int on;
} light;
const int nlights = 3;
//extern light lights[];
/* scene_load_texture uses no OpenGL calls and so can be called before
* mapping the window */
int scene_load_texture(char *texfile);
//const char def_texfile[] = DATADIR "floor.rgb";
const char def_texfile[] = "floor.rgb";
extern int possible_divisions[];
const int npossible_divisions = 4;
const int def_divisions_index = 1;
extern GLfloat aspect;
extern int draw_square, draw_shadows, draw_refraction, draw_sphere,
draw_lights, draw_texture;
/* These are names used for picking */
const int name_background = 0;
const int name_square = 1;
const int name_sphere = 2;
const int name_lights = 3;
void scene_init();
void scene_draw();
int scene_pick(GLdouble x, GLdouble y);
/* This returns all the lights to their default postions */
void scene_reset_lights();
void lights_onoff(int light, int val);
void refraction_change(GLfloat refraction);
void divisions_change(int divisions);
/* name is one of the names defined above.
* phi, theta are in radians and are the amount of motion requested
* returns whether or not it did anything.
* If update is zero, the shadows and refractions will not be recomputed */
int scene_move(int name, float dr, float dphi, float dtheta, int update);
/* This function is a companion to scene_move().
* It recomputes the shadows and refractions - dr, dphi, and dtheta
* should indicate whether or not the respective values were changed
* since the stuff was last computed. */
void scene_move_update(int name, int dr, int dphi, int dtheta);
#endif