#include "hair.h"
#include "object.h"
-#define MAX_NUM_SPAWNS 400
+#define MAX_NUM_SPAWNS 800
#define THRESH 0.5
static bool init();
static void motion(int x, int y);
static void idle();
+static unsigned int gen_grad_tex(int sz, const Vec3 &c0, const Vec3 &c1);
+
static std::vector<Mesh*> meshes;
static Mesh *mesh_head;
static Hair hair;
+static unsigned int grad_tex;
+
static int win_width, win_height;
static float cam_theta, cam_phi = 25, cam_dist = 8;
static float head_rz, head_rx; /* rot angles x, z axis */
{
glewInit();
+ grad_tex = gen_grad_tex(32, Vec3(0, 0, 1), Vec3(0, 1, 0));
+
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
- glEnable(GL_COLOR_MATERIAL);
+// glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnd();
glPopAttrib();
*/
+ float plane[4] = {
+ 0, 0, 0.5 / 350, 0.5
+ };
+
+ glPushMatrix();
+ glRotatef(90, 1, 0, 0);
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_1D);
+ glBindTexture(GL_TEXTURE_1D, grad_tex);
+ glFrontFace(GL_CW);
+ glEnable(GL_TEXTURE_GEN_S);
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, plane);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glColor3f(1, 1, 1);
+
+ glDepthMask(0);
+
+ glutSolidSphere(350, 16, 8);
+ glDisable(GL_TEXTURE_1D);
+
+ glColor3f(0.2, 0.2, 0.2);
+ glutWireSphere(350, 32, 16);
+
+ glDepthMask(1);
+ glFrontFace(GL_CCW);
+ glPopAttrib();
+
+ glPopMatrix();
glutSwapBuffers();
assert(glGetError() == GL_NO_ERROR);
{
glutPostRedisplay();
}
+
+static unsigned int gen_grad_tex(int sz, const Vec3 &c0, const Vec3 &c1)
+{
+ unsigned char *pixels = new unsigned char[sz * 3];
+ for(int i=0; i<sz; i++) {
+ float t = (float)i / (float)(sz - 1);
+ Vec3 color = c0 + (c1 - c0) * t;
+ pixels[i * 3] = color.x * 255;
+ pixels[i * 3 + 1] = color.y * 255;
+ pixels[i * 3 + 2] = color.z * 255;
+ }
+
+ unsigned int tex;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_1D, tex);
+
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, sz, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+
+ delete [] pixels;
+
+ return tex;
+}