| /** |
| * Test texturing with GL shading language. |
| * |
| * Copyright (C) 2007 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| |
| #include <assert.h> |
| #include <math.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <string.h> |
| #include <GL/glew.h> |
| #include "GL/glut.h" |
| #include "readtex.h" |
| #include "shaderutil.h" |
| |
| static const char *Demo = "texdemo1"; |
| |
| static const char *ReflectVertFile = "reflect.vert"; |
| static const char *CubeFragFile = "cubemap.frag"; |
| |
| static const char *SimpleVertFile = "simple.vert"; |
| static const char *SimpleTexFragFile = "shadowtex.frag"; |
| |
| static const char *GroundImage = "../images/tile.rgb"; |
| |
| static GLuint Program1, Program2; |
| |
| static GLfloat TexXrot = 0, TexYrot = 0; |
| static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0; |
| static GLfloat EyeDist = 10; |
| static GLboolean Anim = GL_TRUE; |
| static int win = 0; |
| |
| |
| static struct uniform_info ReflectUniforms[] = { |
| { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 }, |
| { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 }, |
| END_OF_UNIFORMS |
| }; |
| |
| static struct uniform_info SimpleUniforms[] = { |
| { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, |
| { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 }, |
| END_OF_UNIFORMS |
| }; |
| |
| |
| static void |
| DrawGround(GLfloat size) |
| { |
| glPushMatrix(); |
| glRotatef(90, 1, 0, 0); |
| glNormal3f(0, 0, 1); |
| glBegin(GL_POLYGON); |
| glTexCoord2f(-2, -2); glVertex2f(-size, -size); |
| glTexCoord2f( 2, -2); glVertex2f( size, -size); |
| glTexCoord2f( 2, 2); glVertex2f( size, size); |
| glTexCoord2f(-2, 2); glVertex2f(-size, size); |
| glEnd(); |
| glPopMatrix(); |
| } |
| |
| |
| static void |
| draw(void) |
| { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glEnable(GL_TEXTURE_2D); |
| |
| glPushMatrix(); /* modelview matrix */ |
| glTranslatef(0.0, 0.0, -EyeDist); |
| glRotatef(Xrot, 1, 0, 0); |
| glRotatef(Yrot, 0, 1, 0); |
| glRotatef(Zrot, 0, 0, 1); |
| |
| /* sphere w/ reflection map */ |
| glPushMatrix(); |
| glTranslatef(0, 1, 0); |
| glUseProgram(Program1); |
| |
| /* setup texture matrix */ |
| glActiveTexture(GL_TEXTURE0); |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glRotatef(-TexYrot, 0, 1, 0); |
| glRotatef(-TexXrot, 1, 0, 0); |
| |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| glEnable(GL_TEXTURE_GEN_R); |
| glutSolidSphere(2.0, 20, 20); |
| |
| glLoadIdentity(); /* texture matrix */ |
| glMatrixMode(GL_MODELVIEW); |
| glPopMatrix(); |
| |
| /* ground */ |
| glUseProgram(Program2); |
| glTranslatef(0, -1.0, 0); |
| DrawGround(5); |
| |
| glPopMatrix(); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| static void |
| idle(void) |
| { |
| GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME); |
| TexYrot = t; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| key(unsigned char k, int x, int y) |
| { |
| (void) x; |
| (void) y; |
| switch (k) { |
| case ' ': |
| case 'a': |
| Anim = !Anim; |
| if (Anim) |
| glutIdleFunc(idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'z': |
| EyeDist -= 0.5; |
| if (EyeDist < 6.0) |
| EyeDist = 6.0; |
| break; |
| case 'Z': |
| EyeDist += 0.5; |
| if (EyeDist > 90.0) |
| EyeDist = 90; |
| break; |
| case 27: |
| glutDestroyWindow(win); |
| exit(0); |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| specialkey(int key, int x, int y) |
| { |
| GLfloat step = 2.0; |
| (void) x; |
| (void) y; |
| switch (key) { |
| case GLUT_KEY_UP: |
| Xrot += step; |
| break; |
| case GLUT_KEY_DOWN: |
| Xrot -= step; |
| break; |
| case GLUT_KEY_LEFT: |
| Yrot -= step; |
| break; |
| case GLUT_KEY_RIGHT: |
| Yrot += step; |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| /* new window size or exposure */ |
| static void |
| Reshape(int width, int height) |
| { |
| GLfloat ar = (float) width / (float) height; |
| glViewport(0, 0, (GLint)width, (GLint)height); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| } |
| |
| |
| static void |
| InitCheckers(void) |
| { |
| #define CUBE_TEX_SIZE 64 |
| GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3]; |
| static const GLubyte colors[6][3] = { |
| { 255, 0, 0 }, /* face 0 - red */ |
| { 0, 255, 255 }, /* face 1 - cyan */ |
| { 0, 255, 0 }, /* face 2 - green */ |
| { 255, 0, 255 }, /* face 3 - purple */ |
| { 0, 0, 255 }, /* face 4 - blue */ |
| { 255, 255, 0 } /* face 5 - yellow */ |
| }; |
| static const GLenum targets[6] = { |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB |
| }; |
| |
| GLint i, j, f; |
| |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| /* make colored checkerboard cube faces */ |
| for (f = 0; f < 6; f++) { |
| for (i = 0; i < CUBE_TEX_SIZE; i++) { |
| for (j = 0; j < CUBE_TEX_SIZE; j++) { |
| if ((i/4 + j/4) & 1) { |
| image[i][j][0] = colors[f][0]; |
| image[i][j][1] = colors[f][1]; |
| image[i][j][2] = colors[f][2]; |
| } |
| else { |
| image[i][j][0] = 255; |
| image[i][j][1] = 255; |
| image[i][j][2] = 255; |
| } |
| } |
| } |
| |
| glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0, |
| GL_RGB, GL_UNSIGNED_BYTE, image); |
| } |
| } |
| |
| |
| static void |
| LoadFace(GLenum target, const char *filename, |
| GLboolean flipTB, GLboolean flipLR) |
| { |
| GLint w, h; |
| GLenum format; |
| GLubyte *img = LoadRGBImage(filename, &w, &h, &format); |
| if (!img) { |
| printf("Error: couldn't load texture image %s\n", filename); |
| exit(1); |
| } |
| assert(format == GL_RGB); |
| |
| /* <sigh> the way the texture cube mapping works, we have to flip |
| * images to make things look right. |
| */ |
| if (flipTB) { |
| const int stride = 3 * w; |
| GLubyte temp[3*1024]; |
| int i; |
| for (i = 0; i < h / 2; i++) { |
| memcpy(temp, img + i * stride, stride); |
| memcpy(img + i * stride, img + (h - i - 1) * stride, stride); |
| memcpy(img + (h - i - 1) * stride, temp, stride); |
| } |
| } |
| if (flipLR) { |
| const int stride = 3 * w; |
| GLubyte temp[3]; |
| GLubyte *row; |
| int i, j; |
| for (i = 0; i < h; i++) { |
| row = img + i * stride; |
| for (j = 0; j < w / 2; j++) { |
| int k = w - j - 1; |
| temp[0] = row[j*3+0]; |
| temp[1] = row[j*3+1]; |
| temp[2] = row[j*3+2]; |
| row[j*3+0] = row[k*3+0]; |
| row[j*3+1] = row[k*3+1]; |
| row[j*3+2] = row[k*3+2]; |
| row[k*3+0] = temp[0]; |
| row[k*3+1] = temp[1]; |
| row[k*3+2] = temp[2]; |
| } |
| } |
| } |
| |
| gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img); |
| free(img); |
| } |
| |
| |
| static void |
| LoadEnvmaps(void) |
| { |
| LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE); |
| LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE); |
| LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE); |
| LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE); |
| LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE); |
| LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE); |
| } |
| |
| |
| static void |
| InitTextures(GLboolean useImageFiles) |
| { |
| GLenum filter; |
| |
| /* |
| * Env map |
| */ |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, 1); |
| if (useImageFiles) { |
| LoadEnvmaps(); |
| filter = GL_LINEAR; |
| } |
| else { |
| InitCheckers(); |
| filter = GL_NEAREST; |
| } |
| glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| /* |
| * Ground texture |
| */ |
| { |
| GLint imgWidth, imgHeight; |
| GLenum imgFormat; |
| GLubyte *image = NULL; |
| |
| image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat); |
| if (!image) { |
| printf("Couldn't read %s\n", GroundImage); |
| exit(0); |
| } |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, 2); |
| gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight, |
| imgFormat, GL_UNSIGNED_BYTE, image); |
| free(image); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| } |
| } |
| |
| |
| static GLuint |
| CreateProgram(const char *vertProgFile, const char *fragProgFile, |
| struct uniform_info *uniforms) |
| { |
| GLuint fragShader, vertShader, program; |
| |
| vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile); |
| fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile); |
| program = LinkShaders(vertShader, fragShader); |
| |
| glUseProgram(program); |
| |
| SetUniformValues(program, uniforms); |
| PrintUniforms(uniforms); |
| |
| return program; |
| } |
| |
| |
| static void |
| InitPrograms(void) |
| { |
| Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms); |
| Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms); |
| } |
| |
| |
| static void |
| Init(GLboolean useImageFiles) |
| { |
| if (!ShadersSupported()) { |
| exit(1); |
| } |
| printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
| |
| InitTextures(useImageFiles); |
| InitPrograms(); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| glClearColor(.6, .6, .9, 0); |
| glColor3f(1.0, 1.0, 1.0); |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowSize(500, 400); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); |
| win = glutCreateWindow(Demo); |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(key); |
| glutSpecialFunc(specialkey); |
| glutDisplayFunc(draw); |
| if (Anim) |
| glutIdleFunc(idle); |
| if (argc > 1 && strcmp(argv[1] , "-i") == 0) |
| Init(1); |
| else |
| Init(0); |
| glutMainLoop(); |
| return 0; |
| } |