| /* $Id: stex3d.c,v 1.2 1999/09/17 12:27:01 brianp Exp $ */ |
| |
| /*----------------------------- |
| * 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 |
| * |
| * |
| * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm |
| * |
| *---------------------------- */ |
| |
| /* |
| * $Log: stex3d.c,v $ |
| * Revision 1.2 1999/09/17 12:27:01 brianp |
| * silenced some warnings |
| * |
| * Revision 1.1.1.1 1999/08/19 00:55:40 jtg |
| * Imported sources |
| * |
| * Revision 3.1 1998/06/09 01:53:49 brianp |
| * main() should return an int |
| * |
| * Revision 3.0 1998/02/14 18:42:29 brianp |
| * initial rev |
| * |
| */ |
| |
| |
| #include <string.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/gl.h> |
| #include <GL/glut.h> |
| /* function declarations */ |
| #ifndef M_PI |
| #define M_PI 3.14159265358979323846 |
| #endif |
| |
| void init(void), |
| printHelp(void), |
| create3Dtexture(void), |
| setDefaults(void), |
| drawScene(void), |
| resize(int w, int h), |
| buildFigure(void), |
| initNoise(void); |
| float turbulence(float point[3], float lofreq, float hifreq); |
| |
| int isExtSupported(char *ext); |
| void KeyHandler( unsigned char key, int x, int y ); |
| GLenum parseCmdLine(int argc, char **argv); |
| float noise3(float vec[3]); |
| |
| /* global variables */ |
| GLenum rgb, doubleBuffer, directRender, windType; /* visualization state*/ |
| float tex_width,tex_height,tex_depth; /* texture volume dimensions */ |
| unsigned char *voxels; /* texture data ptr */ |
| int angx,angy,angz; |
| GLuint figure; |
| |
| /*function definitions */ |
| int main(int argc, char **argv) |
| { |
| |
| if (parseCmdLine(argc, argv) == GL_FALSE) { |
| exit(0); |
| } |
| |
| glutInitWindowPosition(0, 0); |
| glutInitWindowSize(400, 400); |
| windType = (rgb) ? GLUT_RGB : GLUT_INDEX; |
| windType |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE; |
| windType |= GLUT_DEPTH; |
| glutInitDisplayMode(windType); |
| |
| if (glutCreateWindow("stex3d") <= 0) { |
| exit(0); |
| } |
| /* init all */ |
| init(); |
| |
| glutReshapeFunc(resize); |
| glutKeyboardFunc(KeyHandler); |
| glutDisplayFunc(drawScene); |
| glutMainLoop(); |
| return 0; |
| } |
| |
| void init() |
| { |
| /* init light */ |
| GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
| GLfloat mat_shininess[] = { 25.0 }; |
| GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 }; |
| GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 }; |
| GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 }; |
| |
| 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); |
| |
| /* create torus for texturing */ |
| figure=glGenLists(1); |
| buildFigure(); |
| /* tkSolidTorus(figure,0.3,1.2);*/ |
| |
| /* start the noise function variables */ |
| initNoise(); |
| |
| /* see if the texture 3d extention is supported */ |
| if (!isExtSupported("GL_EXT_texture3D")) { |
| printf("Sorry this GL implementation (%s) does not support 3d texture extentions\n", |
| (char *)(glGetString(GL_RENDERER))); |
| /* tkQuit();*/ |
| } |
| |
| /* if texture is supported then generate the texture */ |
| create3Dtexture(); |
| |
| glEnable(GL_TEXTURE_3D_EXT); |
| /* |
| glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA); |
| glEnable(GL_BLEND); |
| */ |
| glEnable(GL_DEPTH_TEST); |
| |
| glShadeModel(GL_FLAT); |
| glColor3f(0.6,0.7,0.8); |
| } |
| |
| void buildFigure(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=0.4; |
| float outerRadius=0.8; |
| float scalFac; |
| |
| rings = 8; |
| sides = 10; |
| scalFac=1/(outerRadius*2); |
| |
| glNewList(figure, 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(); |
| } |
| |
| void create3Dtexture() |
| { |
| int i,j,k; |
| unsigned char *vp; |
| float vec[3]; |
| int tmp; |
| |
| printf("creating 3d textures...\n"); |
| voxels = (unsigned char *) malloc((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"); |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT); |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
| |
| glTexImage3DEXT(GL_TEXTURE_3D_EXT, 0, GL_RGBA, |
| tex_width, tex_height, tex_depth, |
| 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels); |
| |
| printf("finished setting up 3d texture image...\n"); |
| } |
| |
| int isExtSupported(char *ext) |
| { |
| /* routine to find whether a specified OpenGL extension is supported */ |
| |
| char *c; |
| int len; |
| char *allext = (char *)(glGetString(GL_EXTENSIONS)); |
| |
| len = strlen(ext); |
| if (len <= 0) return 0; |
| |
| c = allext; |
| while (c) { |
| if (!strncmp(c,ext,len)) return 1; |
| c = strchr(c+1,'G'); |
| } |
| return 0; |
| } |
| |
| void printHelp() |
| { |
| printf("\nUsage: stex3d <cmd line options>\n"); |
| printf(" cmd line options:\n"); |
| printf(" -help print this help!\n"); |
| printf(" -rgb RGBA mode. (Default)\n"); |
| printf(" -ci Color index mode.\n"); |
| printf(" -sb Single buffer mode. (Default)\n"); |
| printf(" -db Double buffer mode. \n"); |
| printf(" -dr Direct render mode.\n"); |
| printf(" -ir Indirect render mode. (Default)\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(" 1 Object Texture coordinates (Default)\n"); |
| printf(" 2 Eye Texture coordinates \n"); |
| printf(" x rotate around x clockwise\n"); |
| printf(" X rotate around x counter clockwise\n"); |
| printf(" y rotate around y clockwise\n"); |
| printf(" Y rotate around y counter clockwise\n"); |
| printf(" z rotate around z clockwise\n"); |
| printf(" Z rotate around z counter clockwise\n"); |
| printf(" t enable 3-D texuring (Default)\n"); |
| printf(" T disable 3-D texuring\n"); |
| printf(" s smooth shading \n"); |
| printf(" S flat shading (Default)\n"); |
| } |
| |
| void setDefaults() |
| { |
| /* visualization defaults */ |
| rgb = GL_TRUE; |
| doubleBuffer = GL_FALSE; |
| directRender = GL_TRUE; |
| angx=130; |
| angy=30; |
| angz=0; |
| /* texture values */ |
| tex_width=64; |
| tex_height=64; |
| tex_depth=64; |
| } |
| |
| GLenum parseCmdLine(int argc, char **argv) |
| { |
| GLint i; |
| |
| setDefaults(); |
| |
| for (i = 1; i < argc; i++) { |
| if (strcmp(argv[i], "-ci") == 0) { |
| rgb = GL_FALSE; |
| } else if (strcmp(argv[i], "-rgb") == 0) { |
| rgb = GL_TRUE; |
| } else if (strcmp(argv[i], "-sb") == 0) { |
| doubleBuffer = GL_FALSE; |
| } else if (strcmp(argv[i], "-db") == 0) { |
| doubleBuffer = GL_TRUE; |
| } else if (strcmp(argv[i], "-dr") == 0) { |
| directRender = GL_TRUE; |
| } else if (strcmp(argv[i], "-ir") == 0) { |
| directRender = GL_FALSE; |
| } else 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; |
| } |
| |
| void drawScene() |
| { |
| /* clear background, z buffer etc */ |
| glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
| glPushMatrix(); |
| glRotatef(angx,1.0,0.0,0.0); |
| glRotatef(angy,0.0,1.0,0.0); |
| glRotatef(angz,0.0,0.0,1.0); |
| |
| glCallList(figure); |
| glPopMatrix(); |
| glFlush(); |
| if(doubleBuffer) |
| glutSwapBuffers(); |
| ; |
| } |
| |
| void resize(int w, int h) |
| { |
| glViewport(0, 0, (GLint)w, (GLint)h); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glOrtho(-2,2,-2,2,-5,10); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0,0,-5); |
| } |
| |
| void cleanEverything(void) |
| { |
| /* free(voxels); */ |
| } |
| |
| |
| void KeyHandler( unsigned char key, int x, int y ) |
| { |
| (void) x; |
| (void) y; |
| switch(key) { |
| case 27: |
| case 'q': |
| case 'Q': /* quit game. */ |
| cleanEverything(); |
| exit(0); |
| break; |
| case 'x': |
| angx+=10; |
| break; |
| case 'X': |
| angx-=10; |
| break; |
| case 'y': |
| angy+=10; |
| break; |
| case 'Y': |
| angy-=10; |
| break; |
| case 'z': |
| angz+=10; |
| break; |
| case 'Z': |
| angz-=10; |
| break; |
| case 't': |
| glEnable(GL_TEXTURE_3D_EXT); |
| break; |
| case 'T': |
| glDisable(GL_TEXTURE_3D_EXT); |
| break; |
| case 's': |
| glShadeModel(GL_SMOOTH); |
| break; |
| case 'S': |
| glShadeModel(GL_FLAT); |
| break; |
| case '1': |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glDisable(GL_TEXTURE_GEN_R); |
| break; |
| case '2': |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| glEnable(GL_TEXTURE_GEN_R); |
| break; |
| default: |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| /*-------------------------------------------------------------------- |
| 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 256 |
| 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.; |
| |
| 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 */ |
| } |
| |
| void initNoise() |
| { |
| /*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]; |
| } |
| } |
| |
| 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 */ |
| } |
| |