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Diffstat (limited to 'progs/demos/spectex.c')
-rw-r--r-- | progs/demos/spectex.c | 268 |
1 files changed, 0 insertions, 268 deletions
diff --git a/progs/demos/spectex.c b/progs/demos/spectex.c deleted file mode 100644 index c1dada9d63..0000000000 --- a/progs/demos/spectex.c +++ /dev/null @@ -1,268 +0,0 @@ - -/* - * GLUT demonstration of texturing with specular highlights. - * - * When drawing a lit, textured surface one usually wants the specular - * highlight to override the texture colors. However, OpenGL applies - * texturing after lighting so the specular highlight is modulated by - * the texture. - * - * The solution here shown here is a two-pass algorithm: - * 1. Draw the textured surface without specular lighting. - * 2. Enable blending to add the next pass: - * 3. Redraw the surface with a matte white material and only the - * specular components of light sources enabled. - * - * Brian Paul February 1997 - */ - -#include <stdio.h> -#include <stdlib.h> -#include <math.h> -#include <GL/glut.h> - - -static GLUquadricObj *Quadric; -static GLuint Sphere; -static GLfloat LightPos[4] = {10.0, 10.0, 10.0, 1.0}; -static GLfloat Delta = 20.0; -static GLint Mode = 4; - -/*static GLfloat Blue[4] = {0.0, 0.0, 1.0, 1.0};*/ -/*static GLfloat Gray[4] = {0.5, 0.5, 0.5, 1.0};*/ -static GLfloat Black[4] = {0.0, 0.0, 0.0, 1.0}; -static GLfloat White[4] = {1.0, 1.0, 1.0, 1.0}; - -static GLboolean smooth = 1; - -static void -Idle(void) -{ - static double t0 = -1.; - double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;; - if (t0 < 0.0) - t0 = t; - dt = t - t0; - t0 = t; - LightPos[0] += Delta * dt; - if (LightPos[0]>15.0 || LightPos[0]<-15.0) - Delta = -Delta; - - glutPostRedisplay(); -} - - -static void Display( void ) -{ - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - glLightfv(GL_LIGHT0, GL_POSITION, LightPos); - - glPushMatrix(); - glRotatef(90.0, 1.0, 0.0, 0.0); - - if (Mode==0) { - /* Typical method: diffuse + specular + texture */ - glEnable(GL_TEXTURE_2D); - glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */ - glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */ -#ifdef GL_VERSION_1_2 - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); -#endif - glCallList(Sphere); - } - else if (Mode==1) { - /* just specular highlight */ - glDisable(GL_TEXTURE_2D); - glLightfv(GL_LIGHT0, GL_DIFFUSE, Black); /* disable diffuse */ - glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */ -#ifdef GL_VERSION_1_2 - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); -#endif - glCallList(Sphere); - } - else if (Mode==2) { - /* diffuse textured */ - glEnable(GL_TEXTURE_2D); - glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */ - glLightfv(GL_LIGHT0, GL_SPECULAR, Black); /* disable specular */ -#ifdef GL_VERSION_1_2 - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); -#endif - glCallList(Sphere); - } - else if (Mode==3) { - /* 2-pass: diffuse textured then add specular highlight*/ - glEnable(GL_TEXTURE_2D); - glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */ - glLightfv(GL_LIGHT0, GL_SPECULAR, Black); /* disable specular */ -#ifdef GL_VERSION_1_2 - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); -#endif - glCallList(Sphere); - /* specular highlight */ - glDepthFunc(GL_EQUAL); /* redraw same pixels */ - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); /* add */ - glLightfv(GL_LIGHT0, GL_DIFFUSE, Black); /* disable diffuse */ - glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */ - glCallList(Sphere); - glDepthFunc(GL_LESS); - glDisable(GL_BLEND); - } - else if (Mode==4) { - /* OpenGL 1.2's separate diffuse and specular color */ - glEnable(GL_TEXTURE_2D); - glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */ - glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */ -#ifdef GL_VERSION_1_2 - glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); -#endif - glCallList(Sphere); - } - - glPopMatrix(); - - glutSwapBuffers(); -} - - -static void Reshape( int width, int height ) -{ - glViewport( 0, 0, width, height ); - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); - glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 ); - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - glTranslatef( 0.0, 0.0, -12.0 ); -} - - -static void Key( unsigned char key, int x, int y ) -{ - (void) x; - (void) y; - switch (key) { - case 27: - exit(0); - break; - case 's': - smooth = !smooth; - if (smooth) - glShadeModel(GL_SMOOTH); - else - glShadeModel(GL_FLAT); - break; - } - glutPostRedisplay(); -} - - -static void SpecialKey( int key, int x, int y ) -{ - (void) x; - (void) y; - switch (key) { - case GLUT_KEY_UP: - break; - case GLUT_KEY_DOWN: - break; - } - glutPostRedisplay(); -} - - -static void Init( void ) -{ - int i, j; - GLubyte texImage[64][64][3]; - - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Black); - - glShadeModel(GL_SMOOTH); - - glMaterialfv(GL_FRONT, GL_DIFFUSE, White); - glMaterialfv(GL_FRONT, GL_SPECULAR, White); - glMaterialf(GL_FRONT, GL_SHININESS, 20.0); - - /* Actually, these are set again later */ - glLightfv(GL_LIGHT0, GL_DIFFUSE, White); - glLightfv(GL_LIGHT0, GL_SPECULAR, White); - - Quadric = gluNewQuadric(); - gluQuadricTexture( Quadric, GL_TRUE ); - - Sphere= glGenLists(1); - glNewList( Sphere, GL_COMPILE ); - gluSphere( Quadric, 1.0, 24, 24 ); - glEndList(); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - - for (i=0;i<64;i++) { - for (j=0;j<64;j++) { - int k = ((i>>3)&1) ^ ((j>>3)&1); - texImage[i][j][0] = 255*k; - texImage[i][j][1] = 255*(1-k); - texImage[i][j][2] = 0; - } - } - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glTexImage2D( GL_TEXTURE_2D, - 0, - 3, - 64, 64, - 0, - GL_RGB, GL_UNSIGNED_BYTE, - texImage ); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glEnable(GL_TEXTURE_2D); - - glBlendFunc(GL_ONE, GL_ONE); -} - - -static void ModeMenu(int entry) -{ - if (entry==99) - exit(0); - Mode = entry; -} - - -int main( int argc, char *argv[] ) -{ - glutInitWindowSize( 300, 300 ); - glutInit( &argc, argv ); - glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); - glutCreateWindow( "spectex" ); - - Init(); - - glutReshapeFunc( Reshape ); - glutKeyboardFunc( Key ); - glutSpecialFunc( SpecialKey ); - glutDisplayFunc( Display ); - glutIdleFunc( Idle ); - - glutCreateMenu( ModeMenu ); - glutAddMenuEntry("1-pass lighting + texturing", 0); - glutAddMenuEntry("specular lighting", 1); - glutAddMenuEntry("diffuse lighting + texturing", 2); - glutAddMenuEntry("2-pass lighting + texturing", 3); -#ifdef GL_VERSION_1_2 - glutAddMenuEntry("OpenGL 1.2 separate specular", 4); -#endif - glutAddMenuEntry("Quit", 99); - glutAttachMenu(GLUT_RIGHT_BUTTON); - - glutMainLoop(); - return 0; -} |