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diff --git a/progs/demos/gloss.c b/progs/demos/gloss.c
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+
+/*
+ * 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;
+}