| |
| /* |
| * Specular reflection demo. The specular highlight is modulated by |
| * a sphere-mapped texture. The result is a high-gloss surface. |
| * NOTE: you really need hardware acceleration for this. |
| * Also note, this technique can't be implemented with multi-texture |
| * and separate specular color interpolation because there's no way |
| * to indicate that the second texture unit (the reflection map) |
| * should modulate the specular color and not the base color. |
| * A future multi-texture extension could fix that. |
| * |
| * Command line options: |
| * -info print GL implementation information |
| * |
| * |
| * Brian Paul October 22, 1999 This program is in the public domain. |
| */ |
| |
| |
| #include <assert.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <string.h> |
| #include <GL/glut.h> |
| |
| #include "readtex.h" |
| #include "trackball.h" |
| |
| |
| #define SPECULAR_TEXTURE_FILE "../images/reflect.rgb" |
| #define BASE_TEXTURE_FILE "../images/tile.rgb" |
| |
| /* Menu items */ |
| #define DO_SPEC_TEXTURE 1 |
| #define OBJECT 2 |
| #define ANIMATE 3 |
| #define QUIT 100 |
| |
| /* for convolution */ |
| #define FILTER_SIZE 7 |
| |
| static GLint WinWidth = 500, WinHeight = 500; |
| static GLuint CylinderObj = 0; |
| static GLuint TeapotObj = 0; |
| static GLuint Object = 0; |
| static GLboolean Animate = GL_TRUE; |
| |
| static float CurQuat[4] = { 0, 0, 0, 1 }; |
| |
| static GLfloat Black[4] = { 0, 0, 0, 0 }; |
| static GLfloat White[4] = { 1, 1, 1, 1 }; |
| static GLfloat Diffuse[4] = { .3, .3, 1.0, 1.0 }; /* blue */ |
| static GLfloat Shininess = 6; |
| |
| static GLuint BaseTexture, SpecularTexture; |
| static GLboolean DoSpecTexture = GL_TRUE; |
| |
| static GLboolean ButtonDown = GL_FALSE; |
| static GLint ButtonX, ButtonY; |
| |
| |
| /* performance info */ |
| static GLint T0 = 0; |
| static GLint Frames = 0; |
| |
| |
| static void Idle( void ) |
| { |
| static const float yAxis[3] = {0, 1, 0}; |
| static double t0 = -1.; |
| float quat[4]; |
| double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; |
| if (t0 < 0.0) |
| t0 = t; |
| dt = t - t0; |
| t0 = t; |
| |
| axis_to_quat(yAxis, 2.0 * dt, quat); |
| add_quats(quat, CurQuat, CurQuat); |
| |
| glutPostRedisplay(); |
| } |
| |
| |
| static void Display( void ) |
| { |
| GLfloat rot[4][4]; |
| |
| glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
| |
| glPushMatrix(); |
| build_rotmatrix(rot, CurQuat); |
| glMultMatrixf(&rot[0][0]); |
| |
| /* First pass: diffuse lighting with base texture */ |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, Diffuse); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, Black); |
| glEnable(GL_TEXTURE_2D); |
| glBindTexture(GL_TEXTURE_2D, BaseTexture); |
| glCallList(Object); |
| |
| /* Second pass: specular lighting with reflection texture */ |
| glEnable(GL_POLYGON_OFFSET_FILL); |
| glBlendFunc(GL_ONE, GL_ONE); /* add */ |
| glEnable(GL_BLEND); |
| glMaterialfv(GL_FRONT, GL_DIFFUSE, Black); |
| glMaterialfv(GL_FRONT, GL_SPECULAR, White); |
| if (DoSpecTexture) { |
| glBindTexture(GL_TEXTURE_2D, SpecularTexture); |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| } |
| else { |
| glDisable(GL_TEXTURE_2D); |
| } |
| glCallList(Object); |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glDisable(GL_BLEND); |
| glDisable(GL_POLYGON_OFFSET_FILL); |
| |
| glPopMatrix(); |
| |
| glutSwapBuffers(); |
| |
| if (Animate) { |
| GLint t = glutGet(GLUT_ELAPSED_TIME); |
| Frames++; |
| if (t - T0 >= 5000) { |
| GLfloat seconds = (t - T0) / 1000.0; |
| GLfloat fps = Frames / seconds; |
| printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); |
| T0 = t; |
| Frames = 0; |
| } |
| } |
| } |
| |
| |
| static void Reshape( int width, int height ) |
| { |
| GLfloat h = 30.0; |
| GLfloat w = h * width / height; |
| WinWidth = width; |
| WinHeight = height; |
| glViewport( 0, 0, width, height ); |
| glMatrixMode( GL_PROJECTION ); |
| glLoadIdentity(); |
| glFrustum( -w, w, -h, h, 150.0, 500.0 ); |
| glMatrixMode( GL_MODELVIEW ); |
| glLoadIdentity(); |
| glTranslatef( 0.0, 0.0, -380.0 ); |
| } |
| |
| |
| static void ToggleAnimate(void) |
| { |
| Animate = !Animate; |
| if (Animate) { |
| glutIdleFunc( Idle ); |
| T0 = glutGet(GLUT_ELAPSED_TIME); |
| Frames = 0; |
| } |
| else { |
| glutIdleFunc( NULL ); |
| } |
| } |
| |
| |
| static void ModeMenu(int entry) |
| { |
| if (entry==ANIMATE) { |
| ToggleAnimate(); |
| } |
| else if (entry==DO_SPEC_TEXTURE) { |
| DoSpecTexture = !DoSpecTexture; |
| } |
| else if (entry==OBJECT) { |
| if (Object == TeapotObj) |
| Object = CylinderObj; |
| else |
| Object = TeapotObj; |
| } |
| else if (entry==QUIT) { |
| exit(0); |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void Key( unsigned char key, int x, int y ) |
| { |
| (void) x; |
| (void) y; |
| switch (key) { |
| case 's': |
| Shininess--; |
| if (Shininess < 0.0) |
| Shininess = 0.0; |
| glMaterialf(GL_FRONT, GL_SHININESS, Shininess); |
| printf("Shininess = %g\n", Shininess); |
| break; |
| case 'S': |
| Shininess++; |
| if (Shininess > 128.0) |
| Shininess = 128.0; |
| glMaterialf(GL_FRONT, GL_SHININESS, Shininess); |
| printf("Shininess = %g\n", Shininess); |
| break; |
| case 'a': |
| case ' ': |
| ToggleAnimate(); |
| break; |
| case 27: |
| exit(0); |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| MouseMotion(int x, int y) |
| { |
| if (ButtonDown) { |
| float x0 = (2.0 * ButtonX - WinWidth) / WinWidth; |
| float y0 = (WinHeight - 2.0 * ButtonY) / WinHeight; |
| float x1 = (2.0 * x - WinWidth) / WinWidth; |
| float y1 = (WinHeight - 2.0 * y) / WinHeight; |
| float q[4]; |
| |
| trackball(q, x0, y0, x1, y1); |
| ButtonX = x; |
| ButtonY = y; |
| add_quats(q, CurQuat, CurQuat); |
| |
| glutPostRedisplay(); |
| } |
| } |
| |
| |
| static void |
| MouseButton(int button, int state, int x, int y) |
| { |
| if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { |
| ButtonDown = GL_TRUE; |
| ButtonX = x; |
| ButtonY = y; |
| } |
| else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) { |
| ButtonDown = GL_FALSE; |
| } |
| } |
| |
| |
| static void Init( int argc, char *argv[] ) |
| { |
| GLboolean convolve = GL_FALSE; |
| GLboolean fullscreen = GL_FALSE; |
| int i; |
| |
| for (i = 1; i < argc; i++) { |
| if (strcmp(argv[i], "-info")==0) { |
| printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); |
| printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); |
| printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); |
| printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); |
| } |
| else if (strcmp(argv[i], "-c")==0) { |
| convolve = GL_TRUE; |
| } |
| else if (strcmp(argv[i], "-f")==0) { |
| fullscreen = GL_TRUE; |
| } |
| } |
| |
| if (fullscreen) |
| glutFullScreen(); |
| |
| /* Cylinder object */ |
| { |
| static GLfloat height = 100.0; |
| static GLfloat radius = 40.0; |
| static GLint slices = 24; /* pie slices around Z axis */ |
| static GLint stacks = 10; /* subdivisions along length of cylinder */ |
| static GLint rings = 4; /* rings in the end disks */ |
| GLUquadricObj *q = gluNewQuadric(); |
| assert(q); |
| gluQuadricTexture(q, GL_TRUE); |
| |
| CylinderObj = glGenLists(1); |
| glNewList(CylinderObj, GL_COMPILE); |
| |
| glPushMatrix(); |
| glTranslatef(0.0, 0.0, -0.5 * height); |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| /*glScalef(8.0, 4.0, 2.0);*/ |
| glMatrixMode(GL_MODELVIEW); |
| |
| /* cylinder */ |
| gluQuadricNormals(q, GL_SMOOTH); |
| gluQuadricTexture(q, GL_TRUE); |
| gluCylinder(q, radius, radius, height, slices, stacks); |
| |
| /* end cap */ |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glScalef(3.0, 3.0, 1.0); |
| glMatrixMode(GL_MODELVIEW); |
| |
| glTranslatef(0.0, 0.0, height); |
| gluDisk(q, 0.0, radius, slices, rings); |
| |
| /* other end cap */ |
| glTranslatef(0.0, 0.0, -height); |
| gluQuadricOrientation(q, GLU_INSIDE); |
| gluDisk(q, 0.0, radius, slices, rings); |
| |
| glPopMatrix(); |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glMatrixMode(GL_MODELVIEW); |
| |
| glEndList(); |
| gluDeleteQuadric(q); |
| } |
| |
| /* Teapot */ |
| { |
| TeapotObj = glGenLists(1); |
| glNewList(TeapotObj, GL_COMPILE); |
| |
| glFrontFace(GL_CW); |
| glutSolidTeapot(40.0); |
| glFrontFace(GL_CCW); |
| |
| glEndList(); |
| } |
| |
| /* show cylinder by default */ |
| Object = CylinderObj; |
| |
| |
| /* lighting */ |
| glEnable(GL_LIGHTING); |
| { |
| GLfloat pos[4] = { 3, 3, 3, 1 }; |
| glLightfv(GL_LIGHT0, GL_AMBIENT, Black); |
| glLightfv(GL_LIGHT0, GL_DIFFUSE, White); |
| glLightfv(GL_LIGHT0, GL_SPECULAR, White); |
| glLightfv(GL_LIGHT0, GL_POSITION, pos); |
| glEnable(GL_LIGHT0); |
| glMaterialfv(GL_FRONT, GL_AMBIENT, Black); |
| glMaterialf(GL_FRONT, GL_SHININESS, Shininess); |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); |
| } |
| |
| /* Base texture */ |
| glGenTextures(1, &BaseTexture); |
| glBindTexture(GL_TEXTURE_2D, BaseTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| if (!LoadRGBMipmaps(BASE_TEXTURE_FILE, GL_RGB)) { |
| printf("Error: couldn't load texture image file %s\n", BASE_TEXTURE_FILE); |
| exit(1); |
| } |
| |
| /* Specular texture */ |
| glGenTextures(1, &SpecularTexture); |
| glBindTexture(GL_TEXTURE_2D, SpecularTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
| if (convolve) { |
| /* use convolution to blur the texture to simulate a dull finish |
| * on the object. |
| */ |
| GLubyte *img; |
| GLenum format; |
| GLint w, h; |
| GLfloat filter[FILTER_SIZE][FILTER_SIZE][4]; |
| |
| for (h = 0; h < FILTER_SIZE; h++) { |
| for (w = 0; w < FILTER_SIZE; w++) { |
| const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE); |
| filter[h][w][0] = k; |
| filter[h][w][1] = k; |
| filter[h][w][2] = k; |
| filter[h][w][3] = k; |
| } |
| } |
| |
| glEnable(GL_CONVOLUTION_2D); |
| glConvolutionParameteri(GL_CONVOLUTION_2D, |
| GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER); |
| glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA, |
| FILTER_SIZE, FILTER_SIZE, |
| GL_RGBA, GL_FLOAT, filter); |
| |
| img = LoadRGBImage(SPECULAR_TEXTURE_FILE, &w, &h, &format); |
| if (!img) { |
| printf("Error: couldn't load texture image file %s\n", |
| SPECULAR_TEXTURE_FILE); |
| exit(1); |
| } |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, |
| format, GL_UNSIGNED_BYTE, img); |
| free(img); |
| } |
| else { |
| /* regular path */ |
| if (!LoadRGBMipmaps(SPECULAR_TEXTURE_FILE, GL_RGB)) { |
| printf("Error: couldn't load texture image file %s\n", |
| SPECULAR_TEXTURE_FILE); |
| exit(1); |
| } |
| } |
| |
| /* misc */ |
| glEnable(GL_CULL_FACE); |
| glEnable(GL_TEXTURE_2D); |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_NORMALIZE); |
| |
| glPolygonOffset( -1, -1 ); |
| } |
| |
| |
| int main( int argc, char *argv[] ) |
| { |
| glutInit( &argc, argv ); |
| glutInitWindowSize(WinWidth, WinHeight); |
| glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); |
| glutCreateWindow(argv[0] ); |
| glutReshapeFunc( Reshape ); |
| glutKeyboardFunc( Key ); |
| glutDisplayFunc( Display ); |
| glutMotionFunc(MouseMotion); |
| glutMouseFunc(MouseButton); |
| if (Animate) |
| glutIdleFunc( Idle ); |
| |
| glutCreateMenu(ModeMenu); |
| glutAddMenuEntry("Toggle Highlight", DO_SPEC_TEXTURE); |
| glutAddMenuEntry("Toggle Object", OBJECT); |
| glutAddMenuEntry("Toggle Animate", ANIMATE); |
| glutAddMenuEntry("Quit", QUIT); |
| glutAttachMenu(GLUT_RIGHT_BUTTON); |
| |
| Init(argc, argv); |
| |
| glutMainLoop(); |
| return 0; |
| } |