| /*----------------------------- |
| * stex3d.c GL example of the mesa 3d-texture extention to simulate procedural |
| * texturing, it uses a perlin noise and turbulence functions. |
| * |
| * Author: Daniel Barrero |
| * barrero@irit.fr |
| * dbarrero@pegasus.uniandes.edu.co |
| * |
| * Converted to GLUT by brianp on 1/1/98 |
| * Massive clean-up on 2002/10/23 by brianp |
| * |
| * |
| * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm |
| * |
| *---------------------------- */ |
| |
| #include <string.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/gl.h> |
| #include <GL/glut.h> |
| |
| |
| #ifndef M_PI |
| #define M_PI 3.14159265358979323846 |
| #endif |
| |
| #define NOISE_TEXTURE 1 |
| #define GRADIENT_TEXTURE 2 |
| |
| #define TORUS 1 |
| #define SPHERE 2 |
| |
| static int tex_width=64, tex_height=64, tex_depth=64; |
| static float angx=0, angy=0, angz=0; |
| static int texgen = 2, animate = 1, smooth = 1, wireframe = 0; |
| static int CurTexture = NOISE_TEXTURE, CurObject = TORUS; |
| |
| |
| static void |
| BuildTorus(void) |
| { |
| GLint i, j; |
| float theta1, phi1, theta2, phi2, rings, sides; |
| float v0[03], v1[3], v2[3], v3[3]; |
| float t0[03], t1[3], t2[3], t3[3]; |
| float n0[3], n1[3], n2[3], n3[3]; |
| float innerRadius = 0.25; |
| float outerRadius = 0.5; |
| float scalFac; |
| |
| rings = 16; |
| sides = 12; |
| scalFac = 1 / (outerRadius * 2); |
| |
| glNewList(TORUS, GL_COMPILE); |
| for (i = 0; i < rings; i++) { |
| theta1 = (float) i *2.0 * M_PI / rings; |
| theta2 = (float) (i + 1) * 2.0 * M_PI / rings; |
| for (j = 0; j < sides; j++) { |
| phi1 = (float) j *2.0 * M_PI / sides; |
| phi2 = (float) (j + 1) * 2.0 * M_PI / sides; |
| |
| v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1)); |
| v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1)); |
| v0[2] = innerRadius * sin(phi1); |
| |
| v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1)); |
| v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1)); |
| v1[2] = innerRadius * sin(phi1); |
| v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2)); |
| v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2)); |
| v2[2] = innerRadius * sin(phi2); |
| |
| v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2)); |
| v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2)); |
| v3[2] = innerRadius * sin(phi2); |
| |
| n0[0] = cos(theta1) * (cos(phi1)); |
| n0[1] = -sin(theta1) * (cos(phi1)); |
| n0[2] = sin(phi1); |
| |
| n1[0] = cos(theta2) * (cos(phi1)); |
| n1[1] = -sin(theta2) * (cos(phi1)); |
| n1[2] = sin(phi1); |
| |
| n2[0] = cos(theta2) * (cos(phi2)); |
| n2[1] = -sin(theta2) * (cos(phi2)); |
| n2[2] = sin(phi2); |
| |
| n3[0] = cos(theta1) * (cos(phi2)); |
| n3[1] = -sin(theta1) * (cos(phi2)); |
| n3[2] = sin(phi2); |
| |
| t0[0] = v0[0] * scalFac + 0.5; |
| t0[1] = v0[1] * scalFac + 0.5; |
| t0[2] = v0[2] * scalFac + 0.5; |
| |
| t1[0] = v1[0] * scalFac + 0.5; |
| t1[1] = v1[1] * scalFac + 0.5; |
| t1[2] = v1[2] * scalFac + 0.5; |
| |
| t2[0] = v2[0] * scalFac + 0.5; |
| t2[1] = v2[1] * scalFac + 0.5; |
| t2[2] = v2[2] * scalFac + 0.5; |
| |
| t3[0] = v3[0] * scalFac + 0.5; |
| t3[1] = v3[1] * scalFac + 0.5; |
| t3[2] = v3[2] * scalFac + 0.5; |
| |
| glBegin(GL_POLYGON); |
| glNormal3fv(n3); |
| glTexCoord3fv(t3); |
| glVertex3fv(v3); |
| glNormal3fv(n2); |
| glTexCoord3fv(t2); |
| glVertex3fv(v2); |
| glNormal3fv(n1); |
| glTexCoord3fv(t1); |
| glVertex3fv(v1); |
| glNormal3fv(n0); |
| glTexCoord3fv(t0); |
| glVertex3fv(v0); |
| glEnd(); |
| } |
| } |
| glEndList(); |
| } |
| |
| |
| /*-------------------------------------------------------------------- |
| noise function over R3 - implemented by a pseudorandom tricubic spline |
| EXCERPTED FROM SIGGRAPH 92, COURSE 23 |
| PROCEDURAL MODELING |
| Ken Perlin |
| New York University |
| ----------------------------------------------------------------------*/ |
| |
| |
| #define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2]) |
| #define B 128 |
| static int p[B + B + 2]; |
| static float g[B + B + 2][3]; |
| #define setup(i,b0,b1,r0,r1) \ |
| t = vec[i] + 10000.; \ |
| b0 = ((int)t) & (B-1); \ |
| b1 = (b0+1) & (B-1); \ |
| r0 = t - (int)t; \ |
| r1 = r0 - 1.; |
| |
| static float |
| noise3(float vec[3]) |
| { |
| int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; |
| float rx0, rx1, ry0, ry1, rz0, rz1, *q, sx, sy, sz, a, b, c, d, t, u, v; |
| register int i, j; |
| |
| setup(0, bx0, bx1, rx0, rx1); |
| setup(1, by0, by1, ry0, ry1); |
| setup(2, bz0, bz1, rz0, rz1); |
| |
| i = p[bx0]; |
| j = p[bx1]; |
| |
| b00 = p[i + by0]; |
| b10 = p[j + by0]; |
| b01 = p[i + by1]; |
| b11 = p[j + by1]; |
| |
| #define at(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) |
| #define surve(t) ( t * t * (3. - 2. * t) ) |
| #define lerp(t, a, b) ( a + t * (b - a) ) |
| |
| sx = surve(rx0); |
| sy = surve(ry0); |
| sz = surve(rz0); |
| |
| q = g[b00 + bz0]; |
| u = at(rx0, ry0, rz0); |
| q = g[b10 + bz0]; |
| v = at(rx1, ry0, rz0); |
| a = lerp(sx, u, v); |
| |
| q = g[b01 + bz0]; |
| u = at(rx0, ry1, rz0); |
| q = g[b11 + bz0]; |
| v = at(rx1, ry1, rz0); |
| b = lerp(sx, u, v); |
| |
| c = lerp(sy, a, b); /* interpolate in y at lo x */ |
| |
| q = g[b00 + bz1]; |
| u = at(rx0, ry0, rz1); |
| q = g[b10 + bz1]; |
| v = at(rx1, ry0, rz1); |
| a = lerp(sx, u, v); |
| |
| q = g[b01 + bz1]; |
| u = at(rx0, ry1, rz1); |
| q = g[b11 + bz1]; |
| v = at(rx1, ry1, rz1); |
| b = lerp(sx, u, v); |
| |
| d = lerp(sy, a, b); /* interpolate in y at hi x */ |
| |
| return 1.5 * lerp(sz, c, d); /* interpolate in z */ |
| } |
| |
| static void |
| initNoise(void) |
| { |
| /*long random(); */ |
| int i, j, k; |
| float v[3], s; |
| |
| /* Create an array of random gradient vectors uniformly on the unit sphere */ |
| /*srandom(1); */ |
| srand(1); |
| for (i = 0; i < B; i++) { |
| do { /* Choose uniformly in a cube */ |
| for (j = 0; j < 3; j++) |
| v[j] = (float) ((rand() % (B + B)) - B) / B; |
| s = DOT(v, v); |
| } while (s > 1.0); /* If not in sphere try again */ |
| s = sqrt(s); |
| for (j = 0; j < 3; j++) /* Else normalize */ |
| g[i][j] = v[j] / s; |
| } |
| |
| /* Create a pseudorandom permutation of [1..B] */ |
| for (i = 0; i < B; i++) |
| p[i] = i; |
| for (i = B; i > 0; i -= 2) { |
| k = p[i]; |
| p[i] = p[j = rand() % B]; |
| p[j] = k; |
| } |
| |
| /* Extend g and p arrays to allow for faster indexing */ |
| for (i = 0; i < B + 2; i++) { |
| p[B + i] = p[i]; |
| for (j = 0; j < 3; j++) |
| g[B + i][j] = g[i][j]; |
| } |
| } |
| |
| |
| static float |
| turbulence(float point[3], float lofreq, float hifreq) |
| { |
| float freq, t, p[3]; |
| |
| p[0] = point[0] + 123.456; |
| p[1] = point[1]; |
| p[2] = point[2]; |
| |
| t = 0; |
| for (freq = lofreq; freq < hifreq; freq *= 2.) { |
| t += fabs(noise3(p)) / freq; |
| p[0] *= 2.; |
| p[1] *= 2.; |
| p[2] *= 2.; |
| } |
| return t - 0.3; /* readjust to make mean value = 0.0 */ |
| } |
| |
| |
| static void |
| create3Dtexture(void) |
| { |
| unsigned char *voxels = NULL; |
| int i, j, k; |
| unsigned char *vp; |
| float vec[3]; |
| int tmp; |
| |
| printf("creating 3d textures...\n"); |
| voxels = |
| (unsigned char *) |
| malloc((size_t) (4 * tex_width * tex_height * tex_depth)); |
| vp = voxels; |
| for (i = 0; i < tex_width; i++) { |
| vec[0] = i; |
| for (j = 0; j < tex_height; j++) { |
| vec[1] = j; |
| for (k = 0; k < tex_depth; k++) { |
| vec[2] = k; |
| tmp = (sin(k * i * j + turbulence(vec, 0.01, 1)) + 1) * 127.5; |
| *vp++ = 0; |
| *vp++ = 0; |
| *vp++ = tmp; |
| *vp++ = tmp + 128; |
| } |
| } |
| } |
| |
| printf("setting up 3d texture...\n"); |
| |
| glBindTexture(GL_TEXTURE_3D, NOISE_TEXTURE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
| |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, |
| tex_width, tex_height, tex_depth, |
| 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels); |
| |
| free(voxels); |
| |
| printf("finished setting up 3d texture image.\n"); |
| } |
| |
| |
| static void |
| printHelp(void) |
| { |
| printf("\nUsage: stex3d <cmd line options>\n"); |
| printf(" cmd line options:\n"); |
| printf(" -wxxx Width of the texture (Default=64)\n"); |
| printf(" -hxxx Height of the texture (Default=64)\n"); |
| printf(" -dxxx Depth of the texture (Default=64)\n"); |
| printf(" Keyboard Options:\n"); |
| printf(" up/down rotate around X\n"); |
| printf(" left/right rotate around Y\n"); |
| printf(" z/Z rotate around Z\n"); |
| printf(" a toggle animation\n"); |
| printf(" s toggle smooth shading\n"); |
| printf(" t toggle texgen mode\n"); |
| printf(" o toggle object: torus/sphere\n"); |
| printf(" i toggle texture image: noise/gradient\n"); |
| } |
| |
| |
| static GLenum |
| parseCmdLine(int argc, char **argv) |
| { |
| GLint i; |
| |
| for (i = 1; i < argc; i++) { |
| if (strstr(argv[i], "-w") == 0) { |
| tex_width = atoi((argv[i]) + 2); |
| } |
| else if (strstr(argv[i], "-h") == 0) { |
| tex_height = atoi((argv[i]) + 2); |
| } |
| else if (strstr(argv[i], "-d") == 0) { |
| tex_depth = atoi((argv[i]) + 2); |
| } |
| else if (strcmp(argv[i], "-help") == 0) { |
| printHelp(); |
| return GL_FALSE; |
| } |
| else { |
| printf("%s (Bad option).\n", argv[i]); |
| printHelp(); |
| return GL_FALSE; |
| } |
| } |
| if (tex_width == 0 || tex_height == 0 || tex_depth == 0) { |
| printf("%s (Bad option).\n", "size parameters can't be 0"); |
| printHelp(); |
| return GL_FALSE; |
| } |
| return GL_TRUE; |
| } |
| |
| |
| static void |
| drawScene(void) |
| { |
| static const GLfloat sPlane[4] = { 0.5, 0, 0, -.5 }; |
| static const GLfloat tPlane[4] = { 0, 0.5, 0, -.5 }; |
| static const GLfloat rPlane[4] = { 0, 0, 0.5, -.5 }; |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| glPushMatrix(); |
| if (texgen == 2) { |
| glTexGenfv(GL_S, GL_EYE_PLANE, sPlane); |
| glTexGenfv(GL_T, GL_EYE_PLANE, tPlane); |
| glTexGenfv(GL_R, GL_EYE_PLANE, rPlane); |
| } |
| |
| glRotatef(angx, 1.0, 0.0, 0.0); |
| glRotatef(angy, 0.0, 1.0, 0.0); |
| glRotatef(angz, 0.0, 0.0, 1.0); |
| |
| if (texgen == 1) { |
| glTexGenfv(GL_S, GL_EYE_PLANE, sPlane); |
| glTexGenfv(GL_T, GL_EYE_PLANE, tPlane); |
| glTexGenfv(GL_R, GL_EYE_PLANE, rPlane); |
| } |
| |
| if (texgen) { |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| glEnable(GL_TEXTURE_GEN_R); |
| } |
| else { |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glDisable(GL_TEXTURE_GEN_R); |
| } |
| |
| glCallList(CurObject); |
| glPopMatrix(); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| static void |
| resize(int w, int h) |
| { |
| float ar = (float) w / (float) h; |
| float ax = 0.6 * ar; |
| float ay = 0.6; |
| glViewport(0, 0, (GLint) w, (GLint) h); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-ax, ax, -ay, ay, 2, 20); |
| /*glOrtho(-2, 2, -2, 2, -10, 10);*/ |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0, 0, -4); |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| float t = glutGet(GLUT_ELAPSED_TIME); |
| angx = 0.01 * t; |
| angy = 0.03 * t; |
| angz += 0; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| SpecialKey(int k, int x, int y) |
| { |
| switch (k) { |
| case GLUT_KEY_UP: |
| angx += 5.0; |
| break; |
| case GLUT_KEY_DOWN: |
| angx -= 5.0; |
| break; |
| case GLUT_KEY_LEFT: |
| angy += 5.0; |
| break; |
| case GLUT_KEY_RIGHT: |
| angy -= 5.0; |
| break; |
| default: |
| return; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| KeyHandler(unsigned char key, int x, int y) |
| { |
| static const char *mode[] = { |
| "glTexCoord3f (no texgen)", |
| "texgen fixed to object coords", |
| "texgen fixed to eye coords" |
| }; |
| (void) x; |
| (void) y; |
| switch (key) { |
| case 27: |
| case 'q': |
| case 'Q': /* quit game. */ |
| exit(0); |
| break; |
| case 'z': |
| angz += 10; |
| break; |
| case 'Z': |
| angz -= 10; |
| break; |
| case 's': |
| smooth = !smooth; |
| if (smooth) |
| glShadeModel(GL_SMOOTH); |
| else |
| glShadeModel(GL_FLAT); |
| break; |
| case 't': |
| texgen++; |
| if (texgen > 2) |
| texgen = 0; |
| printf("Texgen: %s\n", mode[texgen]); |
| break; |
| case 'o': |
| if (CurObject == TORUS) |
| CurObject = SPHERE; |
| else |
| CurObject = TORUS; |
| break; |
| case 'i': |
| if (CurTexture == NOISE_TEXTURE) |
| CurTexture = GRADIENT_TEXTURE; |
| else |
| CurTexture = NOISE_TEXTURE; |
| glBindTexture(GL_TEXTURE_3D, CurTexture); |
| break; |
| case 'a': |
| animate = !animate; |
| if (animate) |
| glutIdleFunc(Idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'w': |
| wireframe = !wireframe; |
| if (wireframe) |
| glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| else |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| break; |
| default: |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| create3Dgradient(void) |
| { |
| unsigned char *v; |
| int i, j, k; |
| unsigned char *voxels = NULL; |
| |
| voxels = (unsigned char *) malloc(4 * tex_width * tex_height * tex_depth); |
| v = voxels; |
| |
| for (i = 0; i < tex_depth; i++) { |
| for (j = 0; j < tex_height; j++) { |
| for (k = 0; k < tex_width; k++) { |
| GLint r = (255 * i) / (tex_depth - 1); |
| GLint g = (255 * j) / (tex_height - 1); |
| GLint b = (255 * k) / (tex_width - 1); |
| *v++ = r; |
| *v++ = g; |
| *v++ = b; |
| *v++ = 255; |
| } |
| } |
| } |
| |
| |
| glBindTexture(GL_TEXTURE_3D, GRADIENT_TEXTURE); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
| |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, |
| tex_width, tex_height, tex_depth, |
| 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels); |
| |
| free(voxels); |
| } |
| |
| |
| |
| static void |
| init(void) |
| { |
| static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
| static const GLfloat mat_shininess[] = { 25.0 }; |
| static const GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 }; |
| static const GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 }; |
| static const GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 }; |
| |
| int max; |
| |
| /* see if we have OpenGL 1.2 or later, for 3D texturing */ |
| { |
| const char *version = (const char *) glGetString(GL_VERSION); |
| if (strncmp(version, "1.0", 3) == 0 || strncmp(version, "1.1", 3) == 0) { |
| printf("Sorry, OpenGL 1.2 or later is required\n"); |
| exit(1); |
| } |
| } |
| printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER)); |
| glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max); |
| printf("GL_MAX_3D_TEXTURE_SIZE: %d\n", max); |
| printf("Current 3D texture size: %d x %d x %d\n", |
| tex_width, tex_height, tex_depth); |
| |
| /* init light */ |
| glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); |
| glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); |
| glLightfv(GL_LIGHT1, GL_POSITION, light_position); |
| glLightfv(GL_LIGHT1, GL_AMBIENT, gray); |
| glLightfv(GL_LIGHT1, GL_DIFFUSE, white); |
| glLightfv(GL_LIGHT1, GL_SPECULAR, white); |
| glColorMaterial(GL_FRONT, GL_DIFFUSE); |
| glEnable(GL_COLOR_MATERIAL); |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT1); |
| |
| glClearColor(.5, .5, .5, 0); |
| |
| { |
| GLUquadricObj *q; |
| q = gluNewQuadric(); |
| gluQuadricTexture( q, GL_TRUE ); |
| glNewList(SPHERE, GL_COMPILE); |
| gluSphere( q, 0.95, 30, 15 ); |
| glEndList(); |
| gluDeleteQuadric(q); |
| } |
| |
| BuildTorus(); |
| |
| |
| create3Dgradient(); |
| |
| initNoise(); |
| create3Dtexture(); |
| |
| glEnable(GL_TEXTURE_3D); |
| |
| /* |
| glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA); |
| glEnable(GL_BLEND); |
| */ |
| glEnable(GL_DEPTH_TEST); |
| |
| glColor3f(0.6, 0.7, 0.8); |
| } |
| |
| |
| int |
| main(int argc, char **argv) |
| { |
| glutInit(&argc, argv); |
| |
| if (parseCmdLine(argc, argv) == GL_FALSE) { |
| exit(0); |
| } |
| |
| glutInitWindowPosition(0, 0); |
| glutInitWindowSize(400, 400); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| |
| if (glutCreateWindow("stex3d") <= 0) { |
| exit(0); |
| } |
| |
| init(); |
| |
| printHelp(); |
| |
| glutReshapeFunc(resize); |
| glutKeyboardFunc(KeyHandler); |
| glutSpecialFunc(SpecialKey); |
| glutDisplayFunc(drawScene); |
| if (animate) |
| glutIdleFunc(Idle); |
| glutMainLoop(); |
| return 0; |
| } |
| |