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-rw-r--r--progs/demos/gloss.c475
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diff --git a/progs/demos/gloss.c b/progs/demos/gloss.c
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index ddfd548b8b..0000000000
--- a/progs/demos/gloss.c
+++ /dev/null
@@ -1,475 +0,0 @@
-
-/*
- * 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/glew.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 Win;
-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);
- fflush(stdout);
- 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 'n':
- Idle();
- break;
- case 27:
- glutDestroyWindow(Win);
- 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 (convolve && !glutExtensionSupported("GL_ARB_imaging")) {
- fprintf(stderr,
- "GL_ARB_imaging is not supported, disabling convolution.\n");
- exit(1);
- }
-
-
- 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[] )
-{
- glutInitWindowSize(WinWidth, WinHeight);
- glutInit( &argc, argv );
- glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
- Win = glutCreateWindow(argv[0] );
- glewInit();
- 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;
-}