** This is part of the CTSim program
** Copyright (c) 1983-2001 Kevin Rosenberg
**
-** $Id: graph3dview.cpp,v 1.34 2003/01/30 22:02:30 kevin Exp $
+** $Id$
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License (version 2) as
: m_pFileMenu(NULL), m_pViewMenu(NULL), m_pStatusBar(NULL), m_pCanvas(NULL),
m_dXRotate(-180), m_dYRotate(-210), m_dZRotate(195),
m_bDoubleBuffer(true), m_bSmooth(true), m_bWireframe(false),
- m_bLighting(true), m_bColor(true), m_bUseVertexArrays(false),
+ m_bLighting(false), m_bColor(true), m_bUseVertexArrays(false),
m_bColorScaleMinSet(false), m_bColorScaleMaxSet(false),
m_pFrame(NULL)
{}
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glCallList (DISPLAYLIST_COLOR);
- glColor3f (0.0f, 0.0f, 0.0f);
+ glEnable (GL_DEPTH_TEST);
+ glColor3f (1.0f, 1.0f, 1.0f);
glPolygonOffset (0.0f, 0.0f);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
glCallList (DISPLAYLIST_NO_COLOR);
+
} else {
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
if (! m_bColor) {
glColor3f (1.0f, 1.0f, 1.0f);
glCallList (DISPLAYLIST_NO_COLOR);
- } else
+ } else {
+ glColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable (GL_COLOR_MATERIAL);
+ glShadeModel (GL_FLAT);
glCallList (DISPLAYLIST_COLOR);
+ }
}
}
for (unsigned int iy = 1; iy < ny - 1; iy++, dYPos++) {
p1[0] = dXPos; p1[1] = actScale * (v[ix][iy] + actOffset); p1[2] = dYPos;
p2[0] = dXPos+1; p2[1] = actScale * (v[ix+1][iy] + actOffset); p2[2] = dYPos;
- CalculateVectorNormal (p1, p2, lastP, &n1[0], &n1[1], &n1[2]);
+ CalculateVectorNormal (p1, p2, lastP, &n1[0], &n1[1], &n1[2]);
lastP[0] = p1[0]; lastP[1] = p1[1]; lastP[2] = p1[2];
glVertex3dv (p1); glNormal3dv (n1);
glVertex3dv (p2); glNormal3dv (n1);
int ny = GetDocument()->ny();
#if 1
- static float ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
- static float diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
- static float position0[] = {-nx/2, -ny/2, ny/2, 0.0f, 0.0f};
- static float position1[] = {-nx/2, -ny/2, -ny/2, 0.0f};
- static float ambient1[] = {0.5f, 0.5f, 0.5f, 1.0f};
+ static float position0[] = {nx/2, ny*2, -ny*2, 0.0f,};
+ static float ambient0[] = {.1f, .1f, .1f, 1.0f};
+ static float diffuse0[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static float position1[] = {-nx/2, -ny*2, -ny*2, 0.0f,};
+ static float ambient1[] = {.1f, .1f, .1f, .1f};
static float diffuse1[] = {1.0f, 1.0f, 1.0f, 1.0f};
// static float position0[] = {0.0f, 0.0f, 20.0f, 0.0f};
// static float position1[] = {0.0f, 0.0f, -20.0f, 0.0f};
- static float front_mat_shininess[] = {5.0f};
- static float front_mat_specular[] = {0.1f, 0.1f, 0.1f, 1.0f};
+ static float front_mat_shininess[] = {60.0f};
+ static float front_mat_specular[] = {0.2f, 0.2f, 0.2f, 1.0f};
static float front_mat_diffuse[] = {0.3f, 0.3f, 0.3f, 1.0f};
- /*
- static float back_mat_shininess[] = {60.0f};
- static float back_mat_specular[] = {0.2f, 0.2f, 0.2f, 1.0f};
+ static float back_mat_shininess[] = {10.0f};
+ static float back_mat_specular[] = {0.1f, 0.1f, 0.1f, 1.0f};
static float back_mat_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
- */
static float lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
- static float lmodel_twoside[] = {GL_FALSE};
+ static float lmodel_twoside[] = {GL_TRUE};
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH, GL_DONT_CARE);
glEnable(GL_NORMALIZE);
- glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv (GL_LIGHT0, GL_AMBIENT, ambient0);
+ glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse0);
glLightfv (GL_LIGHT0, GL_POSITION, position0);
glEnable (GL_LIGHT0);
glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
+ glMaterialfv (GL_BACK, GL_SHININESS, back_mat_shininess);
+ glMaterialfv (GL_BACK, GL_SPECULAR, back_mat_specular);
+ glMaterialfv (GL_BACK, GL_DIFFUSE, back_mat_diffuse);
glColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
- // glColorMaterial (GL_FRONT_AND_BACK, GL_SPECULAR);
+ glColorMaterial (GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL);
#else
GLfloat impLPos[] = {1.0f, 1.0f, 1.0f, 0.0f};
m_pFileMenu->Append(wxID_PRINT, "&Print...");
m_pFileMenu->Append(wxID_PRINT_SETUP, "Print &Setup...");
m_pFileMenu->Append(wxID_PREVIEW, "Print Preview");
-#ifdef CTSIM_MDI
m_pFileMenu->AppendSeparator();
+ m_pFileMenu->Append (MAINMENU_FILE_PREFERENCES, "Prefere&nces...");
m_pFileMenu->Append(MAINMENU_FILE_EXIT, "E&xit");
-#endif
+
GetDocumentManager()->FileHistoryAddFilesToMenu(m_pFileMenu);
GetDocumentManager()->FileHistoryUseMenu(m_pFileMenu);