Fix a bunch of compiler warnings (backported from 'master')
Many warnings were benign, some were false positives, but better fix a warning than miss an error. test/fractals.cxx: backported from 1.4
This commit is contained in:
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4f787cc1f0
@ -88,7 +88,7 @@ private:
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return(_size);
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}
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void size(int count) {
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if ( count != _size ) {
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if ( count > 0 && count != _size ) {
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arr = (char*)realloc(arr, count * sizeof(char));
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_size = count;
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}
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@ -95,7 +95,8 @@ static int scroll_x = 0;
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*/
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Fl_Text_Display::Fl_Text_Display(int X, int Y, int W, int H, const char* l)
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: Fl_Group(X, Y, W, H, l) {
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int i;
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#define VISIBLE_LINES_INIT 1 // allow compiler to remove unused code (PR #582)
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mMaxsize = 0;
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damage_range1_start = damage_range1_end = -1;
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@ -148,11 +149,14 @@ Fl_Text_Display::Fl_Text_Display(int X, int Y, int W, int H, const char* l)
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mStyleBuffer = 0;
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mStyleTable = 0;
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mNStyles = 0;
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mNVisibleLines = 1;
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mNVisibleLines = VISIBLE_LINES_INIT;
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mLineStarts = new int[mNVisibleLines];
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mLineStarts[0] = 0;
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for (i=1; i<mNVisibleLines; i++)
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mLineStarts[i] = -1;
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#if VISIBLE_LINES_INIT > 1
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{ // Note: this code is unused unless mNVisibleLines is ever initialized > 1
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for (int i=1; i<mNVisibleLines; i++) mLineStarts[i] = -1;
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}
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#endif
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mSuppressResync = 0;
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mNLinesDeleted = 0;
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mModifyingTabDistance = 0;
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@ -1,23 +1,21 @@
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//
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// "$Id$"
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//
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// Fractal drawing demo for the Fast Light Tool Kit (FLTK).
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//
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// This is a GLUT demo program, with modifications to
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// demonstrate how to add FLTK controls to a GLUT program. The GLUT
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// code is unchanged except for the end (search for FLTK to find changes).
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//
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// Copyright 1998-2016 by Bill Spitzak and others.
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// Copyright 1998-2024 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// http://www.fltk.org/COPYING.php
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// https://www.fltk.org/COPYING.php
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//
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// Please report all bugs and problems on the following page:
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// Please see the following page on how to report bugs and issues:
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//
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// http://www.fltk.org/str.php
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// https://www.fltk.org/bugs.php
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//
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#include <config.h>
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@ -34,10 +32,10 @@ int main(int, char**) {
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*
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* Usage: fractals
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*
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* Homework 6, Part 2: fractal mountains and fractal trees
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* Homework 6, Part 2: fractal mountains and fractal trees
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* (Pretty Late)
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*
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* Draws fractal mountains and trees -- and an island of mountains in water
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* Draws fractal mountains and trees -- and an island of mountains in water
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* (I tried having trees on the island but it didn't work too well.)
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*
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* Two viewer modes: polar and flying (both restrained to y>0 for up vector).
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@ -75,17 +73,18 @@ int main(int, char**) {
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# define srand48(x) (srand((x)))
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#endif
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typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF,
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typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF,
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MOUNTAIN_MAT, WATER_MAT, LEAF_MAT, TREE_MAT, STEMANDLEAVES,
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AXES } DisplayLists;
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// Note: MAXLEVEL is the highest level, range is 0..MAXLEVEL
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#define MAXLEVEL 8
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int Rebuild = 1, /* Rebuild display list in next display? */
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fractal = TREE, /* What fractal are we building */
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Level = 4; /* levels of recursion for fractals */
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Level = 4; /* levels of recursion for fractals */
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int DrawAxes = 0;
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int DrawAxes = 0;
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/***************************************************************/
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/************************* VECTOR JUNK *************************/
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@ -97,7 +96,7 @@ void printvert(float v[3])
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fprintf(stderr, "(%f, %f, %f)\n", v[0], v[1], v[2]);
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}
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#if 0 // removed for FL, it is in fracviewer.c
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#if 0 // removed for FL, it is in fracviewer.c
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/* normalizes v */
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void normalize(GLfloat v[3])
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{
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@ -133,14 +132,14 @@ void triagnormal(float v1[3], float v2[3], float v3[3], float norm[3])
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float xzlength(float v1[3], float v2[3])
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{
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return sqrt((v1[0] - v2[0])*(v1[0] - v2[0]) +
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(v1[2] - v2[2])*(v1[2] - v2[2]));
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return sqrtf((v1[0] - v2[0])*(v1[0] - v2[0]) +
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(v1[2] - v2[2])*(v1[2] - v2[2]));
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}
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float xzslope(float v1[3], float v2[3])
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{
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return ((v1[0] != v2[0]) ? ((v1[2] - v2[2]) / (v1[0] - v2[0]))
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: FLT_MAX);
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: FLT_MAX);
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}
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@ -148,15 +147,15 @@ float xzslope(float v1[3], float v2[3])
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/************************ MOUNTAIN STUFF ***********************/
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/***************************************************************/
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GLfloat DispFactor[MAXLEVEL]; /* Array of what to multiply random number
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by for a given level to get midpoint
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displacement */
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GLfloat DispBias[MAXLEVEL]; /* Array of what to add to random number
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before multiplying it by DispFactor */
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GLfloat DispFactor[MAXLEVEL + 1]; /* Array of what to multiply random number
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by for a given level to get midpoint
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displacement */
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GLfloat DispBias[MAXLEVEL + 1]; /* Array of what to add to random number
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before multiplying it by DispFactor */
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#define NUMRANDS 191
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float RandTable[NUMRANDS]; /* hash table of random numbers so we can
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raise the same midpoints by the same amount */
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raise the same midpoints by the same amount */
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/* The following are for permitting an edge of a moutain to be */
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/* pegged so it won't be displaced up or down. This makes it */
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@ -164,7 +163,7 @@ float RandTable[NUMRANDS]; /* hash table of random numbers so we can
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GLfloat Verts[3][3], /* Vertices of outside edges of mountain */
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Slopes[3]; /* Slopes between these outside edges */
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int Pegged[3]; /* Is this edge pegged or not */
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int Pegged[3]; /* Is this edge pegged or not */
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/*
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* Comes up with a new table of random numbers [0,1)
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@ -175,19 +174,19 @@ void InitRandTable(unsigned int seed)
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srand48((long) seed);
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for (i = 0; i < NUMRANDS; i++)
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RandTable[i] = drand48() - 0.5;
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RandTable[i] = drand48() - 0.5f;
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}
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/* calculate midpoint and displace it if required */
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void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3],
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int edge, int level)
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int edge, int level)
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{
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unsigned hash;
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mid[0] = (v1[0] + v2[0]) / 2;
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mid[1] = (v1[1] + v2[1]) / 2;
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mid[2] = (v1[2] + v2[2]) / 2;
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if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid)
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if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid)
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- Slopes[edge]) > 0.00001)) {
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srand48((int)((v1[0]+v2[0])*23344));
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hash = unsigned(drand48() * 7334334);
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@ -198,9 +197,9 @@ void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3],
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}
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/*
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* Recursive moutain drawing routine -- from lecture with addition of
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* Recursive moutain drawing routine -- from lecture with addition of
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* allowing an edge to be pegged. This function requires the above
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* globals to be set, as well as the Level global for fractal level
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* globals to be set, as well as the Level global for fractal level
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*/
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static float cutoff = -1;
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@ -235,13 +234,13 @@ void FMR(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int level)
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void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3],
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int pegged[3])
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{
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GLfloat lengths[MAXLEVEL];
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GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4 };
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GLfloat bias[8] = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 };
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GLfloat lengths[MAXLEVEL + 1];
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GLfloat fraction[8] = { 0.3f, 0.3f, 0.4f, 0.2f, 0.3f, 0.2f, 0.4f, 0.4f };
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GLfloat bias[8] = { 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f };
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int i;
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float avglen = (xzlength(v1, v2) +
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float avglen = (xzlength(v1, v2) +
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xzlength(v2, v3) +
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xzlength(v3, v1) / 3);
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xzlength(v3, v1) / 3);
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for (i = 0; i < 3; i++) {
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Verts[0][i] = v1[i]; /* set mountain vertex globals */
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@ -254,15 +253,15 @@ void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3],
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Slopes[1] = xzslope(Verts[1], Verts[2]);
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Slopes[2] = xzslope(Verts[2], Verts[0]);
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lengths[0] = avglen;
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for (i = 1; i < Level; i++) {
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lengths[0] = avglen;
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for (i = 1; i < Level; i++) {
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lengths[i] = lengths[i-1]/2; /* compute edge length for each level */
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}
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for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */
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for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */
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DispFactor[i] = (lengths[i] * ((i <= 7) ? fraction[i] : fraction[7]));
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DispBias[i] = ((i <= 7) ? bias[i] : bias[7]);
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}
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}
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glBegin(GL_TRIANGLES);
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FMR(v1, v2, v3, 0); /* issues no GL but vertex calls */
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@ -290,7 +289,7 @@ void CreateMountain(void)
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*/
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void NewMountain(void)
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{
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InitRandTable(time(NULL));
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InitRandTable((unsigned int)time(NULL));
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}
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/***************************************************************/
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@ -301,7 +300,7 @@ long TreeSeed; /* for srand48 - remember so we can build "same tree"
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at a different level */
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/*
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* recursive tree drawing thing, fleshed out from class notes pseudocode
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* recursive tree drawing thing, fleshed out from class notes pseudocode
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*/
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void FractalTree(int level, long level_seed)
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{
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@ -313,28 +312,28 @@ void FractalTree(int level, long level_seed)
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} else {
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glCallList(STEM);
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glPushMatrix();
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glRotatef(drand48()*180, 0, 1, 0);
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glTranslatef(0, 1, 0);
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glScalef(0.7, 0.7, 0.7);
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glRotatef(drand48()*180.0f, 0.0f, 1.0f, 0.0f);
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glTranslatef(0.0f, 1.0f, 0.0f);
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glScalef(0.7f, 0.7f, 0.7f);
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srand48(level_seed+1);
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glPushMatrix();
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glRotatef(110 + drand48()*40, 0, 1, 0);
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glRotatef(30 + drand48()*20, 0, 0, 1);
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glPushMatrix();
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glRotatef(110.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f);
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glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f);
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FractalTree(level + 1, level_seed+4);
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glPopMatrix();
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srand48(level_seed+2);
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glPushMatrix();
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glRotatef(-130 + drand48()*40, 0, 1, 0);
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glRotatef(30 + drand48()*20, 0, 0, 1);
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glRotatef(-130.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f);
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glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f);
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FractalTree(level + 1, level_seed+5);
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glPopMatrix();
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srand48(level_seed+3);
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glPushMatrix();
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glRotatef(-20 + drand48()*40, 0, 1, 0);
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glRotatef(30 + drand48()*20, 0, 0, 1);
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glRotatef(-20.0f + drand48()*40.0f, 0.0f, 1.0f, 0.0f);
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glRotatef( 30.0f + drand48()*20.0f, 0.0f, 0.0f, 1.0f);
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FractalTree(level + 1, level_seed+6);
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glPopMatrix();
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@ -352,22 +351,22 @@ void CreateTreeLists(void)
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glNewList(STEM, GL_COMPILE);
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glPushMatrix();
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glRotatef(-90, 1, 0, 0);
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glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
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gluCylinder(cylquad, 0.1, 0.08, 1, 10, 2 );
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glPopMatrix();
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glEndList();
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glNewList(LEAF, GL_COMPILE); /* I think this was jeff allen's leaf idea */
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glBegin(GL_TRIANGLES);
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glNormal3f(-0.1, 0, 0.25); /* not normalized */
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glVertex3f(0, 0, 0);
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glVertex3f(0.25, 0.25, 0.1);
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glVertex3f(0, 0.5, 0);
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glNormal3f(-0.1f, 0.00f, 0.25f); /* not normalized */
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glVertex3f( 0.0f, 0.00f, 0.00f);
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glVertex3f(0.25f, 0.25f, 0.10f);
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glVertex3f(0.00f, 0.50f, 0.00f);
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glNormal3f(0.1, 0, 0.25);
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glVertex3f(0, 0, 0);
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glVertex3f(0, 0.5, 0);
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glVertex3f(-0.25, 0.25, 0.1);
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glNormal3f( 0.10f, 0.00f, 0.25f);
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glVertex3f( 0.00f, 0.00f, 0.00f);
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glVertex3f( 0.00f, 0.50f, 0.00f);
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glVertex3f(-0.25f, 0.25f, 0.10f);
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glEnd();
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glEndList();
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@ -377,16 +376,16 @@ void CreateTreeLists(void)
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glCallList(STEM);
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glCallList(LEAF_MAT);
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for(i = 0; i < 3; i++) {
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glTranslatef(0, 0.333, 0);
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glRotatef(90, 0, 1, 0);
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glTranslatef(0.0f, 0.333f, 0.0f);
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glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
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glPushMatrix();
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glRotatef(0, 0, 1, 0);
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glRotatef(50, 1, 0, 0);
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glRotatef( 0.0f, 0.0f, 1.0f, 0.0f);
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glRotatef(50.0f, 1.0f, 0.0f, 0.0f);
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glCallList(LEAF);
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glPopMatrix();
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glPushMatrix();
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glRotatef(180, 0, 1, 0);
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glRotatef(60, 1, 0, 0);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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glRotatef( 60.0f, 1.0f, 0.0f, 0.0f);
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glCallList(LEAF);
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glPopMatrix();
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}
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@ -412,7 +411,7 @@ void CreateTree(void)
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FractalTree(0, TreeSeed);
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glPopAttrib();
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glPopMatrix();
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glEndList();
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glEndList();
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}
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/*
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@ -420,7 +419,7 @@ void CreateTree(void)
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*/
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void NewTree(void)
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{
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TreeSeed = time(NULL);
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TreeSeed = long(time(NULL)); // use time() as random seed
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}
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/***************************************************************/
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@ -429,7 +428,7 @@ void NewTree(void)
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void CreateIsland(void)
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{
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cutoff = .06;
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cutoff = .06f;
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CreateMountain();
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cutoff = -1;
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glNewList(ISLAND, GL_COMPILE);
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@ -439,45 +438,45 @@ void CreateIsland(void)
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glCallList(WATER_MAT);
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(10, 0.01, 10);
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glVertex3f(10, 0.01, -10);
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glVertex3f(-10, 0.01, -10);
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glVertex3f(-10, 0.01, 10);
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glNormal3f( 0.0f, 1.00f, 0.0f);
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glVertex3f( 10.0f, 0.01f, 10.0f);
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glVertex3f( 10.0f, 0.01f, -10.0f);
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glVertex3f(-10.0f, 0.01f, -10.0f);
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glVertex3f(-10.0f, 0.01f, 10.0f);
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glEnd();
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glPushMatrix();
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glTranslatef(0, -0.1, 0);
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glTranslatef(0.0f, -0.1f, 0.0f);
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glCallList(MOUNTAIN);
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glPopMatrix();
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glPushMatrix();
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glRotatef(135, 0, 1, 0);
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glTranslatef(0.2, -0.15, -0.4);
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glRotatef(135.0f, 0.0f, 1.0f, 0.0f);
|
||||
glTranslatef(0.2f, -0.15f, -0.4f);
|
||||
glCallList(MOUNTAIN);
|
||||
glPopMatrix();
|
||||
|
||||
glPushMatrix();
|
||||
glRotatef(-60, 0, 1, 0);
|
||||
glTranslatef(0.7, -0.07, 0.5);
|
||||
glRotatef(-60.0f, 0.0f, 1.0f, 0.0f);
|
||||
glTranslatef(0.7f, -0.07f, 0.5f);
|
||||
glCallList(MOUNTAIN);
|
||||
glPopMatrix();
|
||||
|
||||
glPushMatrix();
|
||||
glRotatef(-175, 0, 1, 0);
|
||||
glTranslatef(-0.7, -0.05, -0.5);
|
||||
glRotatef(-175.0f, 0.0f, 1.0f, 0.0f);
|
||||
glTranslatef(-0.7f, -0.05f, -0.5f);
|
||||
glCallList(MOUNTAIN);
|
||||
glPopMatrix();
|
||||
|
||||
glPushMatrix();
|
||||
glRotatef(165, 0, 1, 0);
|
||||
glTranslatef(-0.9, -0.12, 0.0);
|
||||
glRotatef(165.0f, 0.0f, 1.0f, 0.0f);
|
||||
glTranslatef(-0.9f, -0.12f, 0.0f);
|
||||
glCallList(MOUNTAIN);
|
||||
glPopMatrix();
|
||||
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glEndList();
|
||||
glEndList();
|
||||
}
|
||||
|
||||
|
||||
@ -511,21 +510,21 @@ void Create(int fract)
|
||||
|
||||
void SetupMaterials(void)
|
||||
{
|
||||
GLfloat mtn_ambuse[] = { 0.426, 0.256, 0.108, 1.0 };
|
||||
GLfloat mtn_specular[] = { 0.394, 0.272, 0.167, 1.0 };
|
||||
GLfloat mtn_shininess[] = { 10 };
|
||||
GLfloat mtn_ambuse[] = { 0.426f, 0.256f, 0.108f, 1.0f };
|
||||
GLfloat mtn_specular[] = { 0.394f, 0.272f, 0.167f, 1.0f };
|
||||
GLfloat mtn_shininess[] = { 10.0f };
|
||||
|
||||
GLfloat water_ambuse[] = { 0.0, 0.1, 0.5, 1.0 };
|
||||
GLfloat water_specular[] = { 0.0, 0.1, 0.5, 1.0 };
|
||||
GLfloat water_shininess[] = { 10 };
|
||||
GLfloat water_ambuse[] = { 0.0f, 0.1f, 0.5f, 1.0f };
|
||||
GLfloat water_specular[] = { 0.0f, 0.1f, 0.5f, 1.0f };
|
||||
GLfloat water_shininess[] = { 10.0f };
|
||||
|
||||
GLfloat tree_ambuse[] = { 0.4, 0.25, 0.1, 1.0 };
|
||||
GLfloat tree_specular[] = { 0.0, 0.0, 0.0, 1.0 };
|
||||
GLfloat tree_shininess[] = { 0 };
|
||||
GLfloat tree_ambuse[] = { 0.4f, 0.25f, 0.1f, 1.0f };
|
||||
GLfloat tree_specular[] = { 0.0f, 0.00f, 0.0f, 1.0f };
|
||||
GLfloat tree_shininess[] = { 0.0f };
|
||||
|
||||
GLfloat leaf_ambuse[] = { 0.0, 0.8, 0.0, 1.0 };
|
||||
GLfloat leaf_specular[] = { 0.0, 0.8, 0.0, 1.0 };
|
||||
GLfloat leaf_shininess[] = { 10 };
|
||||
GLfloat leaf_ambuse[] = { 0.0f, 0.8f, 0.0f, 1.0f };
|
||||
GLfloat leaf_specular[] = { 0.0f, 0.8f, 0.0f, 1.0f };
|
||||
GLfloat leaf_shininess[] = { 10.0f };
|
||||
|
||||
glNewList(MOUNTAIN_MAT, GL_COMPILE);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mtn_ambuse);
|
||||
@ -554,18 +553,18 @@ void SetupMaterials(void)
|
||||
|
||||
void myGLInit(void)
|
||||
{
|
||||
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
|
||||
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
|
||||
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
|
||||
GLfloat light_position[] = { 0.0, 0.3, 0.3, 0.0 };
|
||||
GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
GLfloat light_position[] = { 0.0f, 0.3f, 0.3f, 0.0f };
|
||||
|
||||
GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
|
||||
GLfloat lmodel_ambient[] = { 0.4f, 0.4f, 0.4f, 1.0f };
|
||||
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
|
||||
|
||||
|
||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
@ -590,7 +589,7 @@ void myGLInit(void)
|
||||
CreateTreeLists();
|
||||
|
||||
glFlush();
|
||||
}
|
||||
}
|
||||
|
||||
/***************************************************************/
|
||||
/************************ GLUT STUFF ***************************/
|
||||
@ -639,7 +638,7 @@ void display(void)
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0.0, winwidth, 0.0, winheight);
|
||||
|
||||
sprintf(buf, "FPS=%d", fps);
|
||||
snprintf(buf, sizeof(buf), "FPS=%d", fps);
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
gl_font(FL_HELVETICA, 12);
|
||||
gl_draw(buf, 10, 10);
|
||||
@ -656,7 +655,7 @@ void display(void)
|
||||
curtime = time(NULL);
|
||||
if ((curtime - fpstime) >= 2)
|
||||
{
|
||||
fps = (fps + fpscount / (curtime - fpstime)) / 2;
|
||||
fps = (fps + fpscount / int(curtime - fpstime)) / 2;
|
||||
fpstime = curtime;
|
||||
fpscount = 0;
|
||||
}
|
||||
@ -792,7 +791,7 @@ int main(int argc, char** argv)
|
||||
g->end();
|
||||
|
||||
b = new Fl_Button(400,50,100,30,"New Fractal"); b->callback(handlemenu,(void*)MENU_RAND);
|
||||
|
||||
|
||||
b = new Fl_Button( 10,10,100,30,"Mountain"); b->callback(choosefract,(void*)MOUNTAIN);
|
||||
b = new Fl_Button(110,10,100,30,"Tree"); b->callback(choosefract,(void*)TREE);
|
||||
b = new Fl_Button(210,10,100,30,"Island"); b->callback(choosefract,(void*)ISLAND);
|
||||
@ -817,7 +816,7 @@ int main(int argc, char** argv)
|
||||
|
||||
NewFractals();
|
||||
agvMakeAxesList(AXES);
|
||||
myGLInit();
|
||||
myGLInit();
|
||||
MenuInit();
|
||||
|
||||
glutMainLoop(); // you could use Fl::run() instead
|
||||
@ -825,7 +824,3 @@ int main(int argc, char** argv)
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
//
|
||||
// End of "$Id$".
|
||||
//
|
||||
|
Loading…
Reference in New Issue
Block a user