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-rw-r--r--progs/demos/spectex.c268
1 files changed, 0 insertions, 268 deletions
diff --git a/progs/demos/spectex.c b/progs/demos/spectex.c
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index c1dada9d63..0000000000
--- a/progs/demos/spectex.c
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@@ -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;
-}