diff options
Diffstat (limited to 'progs/demos')
90 files changed, 9041 insertions, 7356 deletions
diff --git a/progs/demos/.gitignore b/progs/demos/.gitignore index ab836eb834..5dd974b63d 100644 --- a/progs/demos/.gitignore +++ b/progs/demos/.gitignore @@ -1,4 +1,3 @@ -.cvsignore arbfplight arbfslight arbocclude @@ -6,9 +5,12 @@ bounce clearspd copypix cubemap +dinoshade drawpix engine extfuncs.h +fbo_firecube +fbotexture fire fogcoord fplight @@ -27,11 +29,9 @@ isosurf lodbias morph3d multiarb -occlude -osdemo paltex -pixeltex pointblast +projtex rain ray readpix @@ -54,10 +54,13 @@ texcyl texdown texenv texobj +textures trackball.c trackball.h trispd tunnel tunnel2 vao_demo +Windows winpos +*.rgb diff --git a/progs/demos/Makefile b/progs/demos/Makefile index 81d9ebed86..65fdbaaad8 100644 --- a/progs/demos/Makefile +++ b/progs/demos/Makefile @@ -5,16 +5,10 @@ include $(TOP)/configs/current INCDIR = $(TOP)/include -OSMESA_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa -lGLU -lGL $(APP_LIB_DEPS) - -OSMESA16_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa16 -lGLU -lGL $(APP_LIB_DEPS) - -OSMESA32_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa32 -lGLU -lGL $(APP_LIB_DEPS) - LIB_DEP = $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) \ $(TOP)/$(LIB_DIR)/$(GLUT_LIB_NAME) -LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLU_LIB) -l$(GL_LIB) \ +LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB) \ $(APP_LIB_DEPS) PROGS = \ @@ -25,9 +19,11 @@ PROGS = \ clearspd \ copypix \ cubemap \ + dinoshade \ drawpix \ engine \ fbo_firecube \ + fbotexture \ fire \ fogcoord \ fplight \ @@ -38,9 +34,7 @@ PROGS = \ geartrain \ glinfo \ gloss \ - glslnoise \ gltestperf \ - glutfx \ isosurf \ ipers \ lodbias \ @@ -48,6 +42,7 @@ PROGS = \ multiarb \ paltex \ pointblast \ + projtex \ rain \ ray \ readpix \ @@ -55,7 +50,6 @@ PROGS = \ renormal \ shadowtex \ singlebuffer \ - streaming_rect \ spectex \ spriteblast \ stex3d \ @@ -63,9 +57,8 @@ PROGS = \ terrain \ tessdemo \ texcyl \ - texdown \ texenv \ - texobj \ + textures \ trispd \ tunnel \ tunnel2 \ @@ -81,7 +74,7 @@ PROGS = \ # make executable from .c file: .c: $(LIB_DEP) readtex.o - $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) $< readtex.o $(LIBS) -o $@ + $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) $< readtex.o $(LIBS) -o $@ ##### TARGETS ##### @@ -97,7 +90,7 @@ readtex.h: $(TOP)/progs/util/readtex.h cp $< . readtex.o: readtex.c readtex.h - $(CC) -c -I$(INCDIR) $(CFLAGS) readtex.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) readtex.c showbuffer.c: $(TOP)/progs/util/showbuffer.c @@ -107,7 +100,7 @@ showbuffer.h: $(TOP)/progs/util/showbuffer.h cp $< . showbuffer.o: showbuffer.c showbuffer.h - $(CC) -c -I$(INCDIR) $(CFLAGS) showbuffer.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) showbuffer.c trackball.c: $(TOP)/progs/util/trackball.c @@ -117,7 +110,7 @@ trackball.h: $(TOP)/progs/util/trackball.h cp $< . trackball.o: trackball.c trackball.h - $(CC) -c -I$(INCDIR) $(CFLAGS) trackball.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) trackball.c extfuncs.h: $(TOP)/progs/util/extfuncs.h @@ -125,38 +118,45 @@ extfuncs.h: $(TOP)/progs/util/extfuncs.h reflect: reflect.o showbuffer.o readtex.o - $(CC) $(CFLAGS) $(LDFLAGS) reflect.o showbuffer.o readtex.o $(LIBS) -o $@ + $(APP_CC) $(CFLAGS) $(LDFLAGS) reflect.o showbuffer.o readtex.o $(LIBS) -o $@ reflect.o: reflect.c showbuffer.h - $(CC) -c -I$(INCDIR) $(CFLAGS) reflect.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) reflect.c shadowtex: shadowtex.o showbuffer.o - $(CC) $(CFLAGS) $(LDFLAGS) shadowtex.o showbuffer.o $(LIBS) -o $@ + $(APP_CC) $(CFLAGS) $(LDFLAGS) shadowtex.o showbuffer.o $(LIBS) -o $@ shadowtex.o: shadowtex.c showbuffer.h - $(CC) -c -I$(INCDIR) $(CFLAGS) shadowtex.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) shadowtex.c gloss: gloss.o trackball.o readtex.o - $(CC) $(CFLAGS) $(LDFLAGS) gloss.o trackball.o readtex.o $(LIBS) -o $@ + $(APP_CC) $(CFLAGS) $(LDFLAGS) gloss.o trackball.o readtex.o $(LIBS) -o $@ gloss.o: gloss.c trackball.h - $(CC) -c -I$(INCDIR) $(CFLAGS) gloss.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) gloss.c engine: engine.o trackball.o readtex.o - $(CC) $(CFLAGS) $(LDFLAGS) engine.o trackball.o readtex.o $(LIBS) -o $@ + $(APP_CC) $(CFLAGS) $(LDFLAGS) engine.o trackball.o readtex.o $(LIBS) -o $@ engine.o: engine.c trackball.h - $(CC) -c -I$(INCDIR) $(CFLAGS) engine.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) engine.c + + +fbotexture: fbotexture.o + $(APP_CC) $(CFLAGS) $(LDFLAGS) fbotexture.o $(LIBS) -o $@ + +fbotexture.o: fbotexture.c extfuncs.h + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) fbotexture.c fslight: fslight.o - $(CC) $(CFLAGS) $(LDFLAGS) fslight.o $(LIBS) -o $@ + $(APP_CC) $(CFLAGS) $(LDFLAGS) fslight.o $(LIBS) -o $@ fslight.o: fslight.c extfuncs.h - $(CC) -c -I$(INCDIR) $(CFLAGS) fslight.c + $(APP_CC) -c -I$(INCDIR) $(CFLAGS) fslight.c rain: particles.o rain.o readtex.o $(CXX) $(CXXFLAGS) $(LDFLAGS) $^ $(LIBS) -o $@ diff --git a/progs/demos/SConscript b/progs/demos/SConscript new file mode 100644 index 0000000000..f851870bcf --- /dev/null +++ b/progs/demos/SConscript @@ -0,0 +1,87 @@ +Import('*') + +if not env['GLUT']: + Return() + +env = env.Clone() + +env.Prepend(CPPPATH = [ + '../util', +]) + +env.Prepend(LIBS = [ + util, + '$GLUT_LIB' +]) + +if env['platform'] == 'windows': + env.Append(CPPDEFINES = ['NOMINMAX']) + env.Prepend(LIBS = ['winmm']) + +progs = [ + 'arbfplight', + 'arbfslight', + 'arbocclude', + 'bounce', + 'clearspd', + 'copypix', + 'cubemap', + 'drawpix', + 'engine', + 'fbo_firecube', + 'fire', + 'fogcoord', + 'fplight', + 'fslight', + 'gamma', + 'gearbox', + 'gears', + 'geartrain', + 'glinfo', + 'gloss', + 'gltestperf', + 'ipers', + 'isosurf', + 'lodbias', + 'morph3d', + 'multiarb', + 'paltex', + 'pointblast', + 'ray', + 'readpix', + 'reflect', + 'renormal', + 'shadowtex', + 'singlebuffer', + 'spectex', + 'spriteblast', + 'stex3d', + 'teapot', + 'terrain', + 'tessdemo', + 'texcyl', + 'texenv', + 'textures', + 'trispd', + 'tunnel', + 'tunnel2', + 'vao_demo', + 'winpos', + 'dinoshade', + 'fbotexture', + 'projtex', +] + +for prog in progs: + env.Program( + target = prog, + source = prog + '.c', + ) + +env.Program( + target = 'rain', + source = [ + 'rain.cxx', + 'particles.cxx', + ] +) diff --git a/progs/demos/Windows/all.dsp b/progs/demos/Windows/all.dsp index b47283c588..5c9b3450da 100644 --- a/progs/demos/Windows/all.dsp +++ b/progs/demos/Windows/all.dsp @@ -1,101 +1,101 @@ -# Microsoft Developer Studio Project File - 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Package Owner=<4> + +Package=<5> +{{{ +}}} + +Package=<4> +{{{ + Begin Project Dependency + Project_Dep_Name glut + End Project Dependency +}}} + +############################################################################### + +Project: "winpos"=".\winpos.dsp" - Package Owner=<4> + +Package=<5> +{{{ +}}} + +Package=<4> +{{{ + Begin Project Dependency + Project_Dep_Name glut + End Project Dependency +}}} + +############################################################################### + +Global: + +Package=<5> +{{{ +}}} + +Package=<3> +{{{ +}}} + +############################################################################### + diff --git a/progs/demos/Windows/drawpix.dsp b/progs/demos/Windows/drawpix.dsp index 57003e616b..f21be17792 100644 --- a/progs/demos/Windows/drawpix.dsp +++ b/progs/demos/Windows/drawpix.dsp @@ -1,112 +1,112 @@ -# Microsoft Developer Studio Project File - Name="drawpix" - Package Owner=<4>
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+# Microsoft Developer Studio Project File - Name="drawpix" - Package Owner=<4> +# Microsoft Developer Studio Generated Build File, Format Version 6.00 +# ** DO NOT EDIT ** + +# TARGTYPE "Win32 (x86) Console Application" 0x0103 + +CFG=drawpix - Win32 Debug +!MESSAGE This is not a valid makefile. To build this project using NMAKE, +!MESSAGE use the Export Makefile command and run +!MESSAGE +!MESSAGE NMAKE /f "drawpix.mak". +!MESSAGE +!MESSAGE You can specify a configuration when running NMAKE +!MESSAGE by defining the macro CFG on the command line. For example: +!MESSAGE +!MESSAGE NMAKE /f "drawpix.mak" CFG="drawpix - Win32 Debug" +!MESSAGE +!MESSAGE Possible choices for configuration are: +!MESSAGE +!MESSAGE "drawpix - Win32 Release" (based on "Win32 (x86) Console Application") +!MESSAGE "drawpix - Win32 Debug" (based on "Win32 (x86) Console Application") +!MESSAGE + +# Begin Project +# PROP AllowPerConfigDependencies 0 +# PROP Scc_ProjName "" +# PROP Scc_LocalPath "" +CPP=cl.exe +RSC=rc.exe + +!IF "$(CFG)" == "drawpix - Win32 Release" + +# PROP BASE Use_MFC 0 +# PROP BASE Use_Debug_Libraries 0 +# PROP BASE Output_Dir "Release" +# PROP BASE Intermediate_Dir "Release" +# PROP BASE Target_Dir "" +# PROP Use_MFC 0 +# PROP Use_Debug_Libraries 0 +# PROP Output_Dir "Release" +# PROP Intermediate_Dir "Release" +# PROP Ignore_Export_Lib 0 +# PROP Target_Dir "" +# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c +# ADD CPP /nologo /W3 /GX /O2 /I "../" /I "../../../include" /I "../../util" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c +# ADD BASE RSC /l 0x409 /d "NDEBUG" +# ADD RSC /l 0x409 /d "NDEBUG" +BSC32=bscmake.exe +# ADD BASE BSC32 /nologo +# ADD BSC32 /nologo +LINK32=link.exe +# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386 +# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib ../../../lib/GLUT32.LIB ../../../lib/GLU32.LIB ../../../lib/OPENGL32.LIB /nologo /subsystem:console /machine:I386 /out:"../drawpix.exe" +# Begin Special Build Tool +SOURCE="$(InputPath)" +PostBuild_Desc=Copy DLLs +PostBuild_Cmds=copy ..\..\..\lib\*.dll .. +# End Special Build Tool + +!ELSEIF "$(CFG)" == "drawpix - Win32 Debug" + +# PROP BASE Use_MFC 0 +# PROP BASE Use_Debug_Libraries 1 +# PROP BASE Output_Dir "Debug" +# PROP BASE Intermediate_Dir "Debug" +# PROP BASE Target_Dir "" +# PROP Use_MFC 0 +# PROP Use_Debug_Libraries 1 +# PROP Output_Dir "Debug" +# PROP Intermediate_Dir "Debug" +# PROP Ignore_Export_Lib 0 +# PROP Target_Dir "" +# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c +# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../util" /I "../../../include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c +# ADD BASE RSC /l 0x409 /d "_DEBUG" +# ADD RSC /l 0x409 /d "_DEBUG" +BSC32=bscmake.exe +# ADD BASE BSC32 /nologo +# ADD BSC32 /nologo +LINK32=link.exe +# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept +# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib ../../../lib/GLUT32.LIB ../../../lib/GLU32.LIB ../../../lib/OPENGL32.LIB /nologo /subsystem:console /debug /machine:I386 /out:"../drawpix.exe" /pdbtype:sept +# Begin Special Build Tool +SOURCE="$(InputPath)" +PostBuild_Desc=Copy DLLs +PostBuild_Cmds=copy ..\..\..\lib\*.dll .. +# End Special Build Tool + +!ENDIF + +# Begin Target + +# Name "drawpix - Win32 Release" +# Name "drawpix - Win32 Debug" +# Begin Group "Source Files" + +# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" +# Begin Source File + +SOURCE=..\drawpix.c +# End Source File +# End Group +# Begin Group "Header Files" + +# PROP Default_Filter "h;hpp;hxx;hm;inl" +# End Group +# Begin Group "Resource Files" + +# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe" +# End Group +# End Target +# End Project diff --git a/progs/demos/Windows/fire.dsp b/progs/demos/Windows/fire.dsp index f8a536d334..9d046a4c6e 100644 --- a/progs/demos/Windows/fire.dsp +++ b/progs/demos/Windows/fire.dsp @@ -1,112 +1,112 @@ -# Microsoft Developer Studio Project File - Name="fire" - Package Owner=<4>
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+# Microsoft Developer Studio Project File - Name="winpos" - Package Owner=<4> +# Microsoft Developer Studio Generated Build File, Format Version 6.00 +# ** DO NOT EDIT ** + +# TARGTYPE "Win32 (x86) Console Application" 0x0103 + +CFG=winpos - Win32 Debug +!MESSAGE This is not a valid makefile. To build this project using NMAKE, +!MESSAGE use the Export Makefile command and run +!MESSAGE +!MESSAGE NMAKE /f "winpos.mak". +!MESSAGE +!MESSAGE You can specify a configuration when running NMAKE +!MESSAGE by defining the macro CFG on the command line. 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/* Set to one to test ARB_fog_linear program option */ #define DO_FRAGMENT_FOG 0 +static void normalize (GLfloat *dst, const GLfloat *src) +{ + GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); + dst[0] = src[0] / len; + dst[1] = src[1] / len; + dst[2] = src[2] / len; +} static void Redisplay( void ) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); if (PixelLight) { + GLfloat pos[4]; + + normalize( pos, LightPos ); + pos[3] = LightPos[3]; glProgramLocalParameter4fvARB_func(GL_FRAGMENT_PROGRAM_ARB, - LIGHTPOS, LightPos); + LIGHTPOS, pos); glEnable(GL_FRAGMENT_PROGRAM_ARB); glEnable(GL_VERTEX_PROGRAM_ARB); glDisable(GL_LIGHTING); @@ -81,6 +92,7 @@ static void Redisplay( void ) GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); + fflush(stdout); T0 = t; Frames = 0; } @@ -204,35 +216,31 @@ static void Init( void ) "PARAM Diffuse = state.material.diffuse; \n" "PARAM Specular = state.material.specular; \n" "PARAM LightPos = program.local[3]; \n" - "TEMP lightDir, normal, len; \n" + "TEMP normal, len; \n" "TEMP dotProd, specAtten; \n" "TEMP diffuseColor, specularColor; \n" - "# Compute normalized light direction \n" - "DP3 len.x, LightPos, LightPos; \n" - "RSQ len.y, len.x; \n" - "MUL lightDir, LightPos, len.y; \n" - "# Compute normalized normal \n" "DP3 len.x, fragment.texcoord[0], fragment.texcoord[0]; \n" "RSQ len.y, len.x; \n" - "MUL normal, fragment.texcoord[0], len.y; \n" + "MUL normal.xyz, fragment.texcoord[0], len.y; \n" "# Compute dot product of light direction and normal vector\n" - "DP3_SAT dotProd, lightDir, normal; # limited to [0,1]\n" + "DP3_SAT dotProd.x, LightPos, normal; # limited to [0,1]\n" - "MUL diffuseColor, Diffuse, dotProd; # diffuse attenuation\n" + "MUL diffuseColor.xyz, Diffuse, dotProd.x; # diffuse attenuation\n" "POW specAtten.x, dotProd.x, {20.0}.x; # specular exponent\n" - "MUL specularColor, Specular, specAtten.x; # specular attenuation\n" + "MUL specularColor.xyz, Specular, specAtten.x; # specular attenuation\n" + "MOV result.color.w, Diffuse; \n" #if DO_FRAGMENT_FOG "# need to clamp color to [0,1] before fogging \n" - "ADD_SAT result.color, diffuseColor, specularColor; # add colors\n" + "ADD_SAT result.color.xyz, diffuseColor, specularColor; # add colors\n" #else "# clamping will be done after program's finished \n" - "ADD result.color, diffuseColor, specularColor; # add colors\n" + "ADD result.color.xyz, diffuseColor, specularColor; # add colors\n" #endif "END \n" ; diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c index 69575f0623..275c85105e 100644 --- a/progs/demos/arbfslight.c +++ b/progs/demos/arbfslight.c @@ -105,6 +105,7 @@ static void Redisplay (void) GLfloat seconds = (GLfloat) (t - t0) / 1000.0f; GLfloat fps = frames / seconds; printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps); + fflush(stdout); t0 = t; frames = 0; } @@ -208,7 +209,31 @@ static void Init (void) " // Compute dot product of light direction and normal vector\n" " float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n" " // Compute diffuse and specular contributions\n" +#if 1 " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" +#elif 1 /* test IF/ELSE/ENDIF */ + " if (normal.y > 0.0) { \n" + " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" + " } \n" + " else { \n" + " if (normal.x < 0.0) { \n" + " gl_FragColor = vec4(1, 0, 0, 0); \n" + " } \n" + " else { \n" + " gl_FragColor = vec4(1, 1, 0, 0); \n" + " } \n" + " } \n" +#elif 1 /* test LOOP */ + " while (1) { \n" + " if (normal.y >= 0.0) { \n" + " gl_FragColor = vec4(1, 0, 0, 0); \n" + " break; \n" + " } else { \n" + " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" + " break; \n" + " } \n" + " } \n" +#endif "}\n" ; static const char *vertShaderText = diff --git a/progs/demos/arbocclude.c b/progs/demos/arbocclude.c index 6bf4fd218b..9188ad5a56 100644 --- a/progs/demos/arbocclude.c +++ b/progs/demos/arbocclude.c @@ -29,7 +29,7 @@ #include <stdlib.h> #include <string.h> #include <math.h> -#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> #include <GL/glut.h> #define TEST_DISPLAY_LISTS 0 @@ -273,6 +273,7 @@ int main( int argc, char *argv[] ) glutInitWindowSize( 400, 400 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); Win = glutCreateWindow(argv[0]); + glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutSpecialFunc( SpecialKey ); diff --git a/progs/demos/copypix.c b/progs/demos/copypix.c index 15001e851b..a13339ea62 100644 --- a/progs/demos/copypix.c +++ b/progs/demos/copypix.c @@ -6,11 +6,10 @@ */ -#define GL_GLEXT_PROTOTYPES - #include <stdio.h> #include <stdlib.h> #include <string.h> +#include <GL/glew.h> #include <GL/glut.h> #include "readtex.h" @@ -27,6 +26,7 @@ static int Scissor = 0; static float Xzoom, Yzoom; static GLboolean DrawFront = GL_FALSE; static GLboolean Dither = GL_TRUE; +static GLboolean Invert = GL_FALSE; static void Reset( void ) @@ -60,6 +60,15 @@ static void Display( void ) if (Scissor) glEnable(GL_SCISSOR_TEST); + if (Invert) { + glPixelTransferf(GL_RED_SCALE, -1.0); + glPixelTransferf(GL_GREEN_SCALE, -1.0); + glPixelTransferf(GL_BLUE_SCALE, -1.0); + glPixelTransferf(GL_RED_BIAS, 1.0); + glPixelTransferf(GL_GREEN_BIAS, 1.0); + glPixelTransferf(GL_BLUE_BIAS, 1.0); + } + /* draw copy */ glPixelZoom(Xzoom, Yzoom); glWindowPos2iARB(Xpos, Ypos); @@ -68,6 +77,15 @@ static void Display( void ) glDisable(GL_SCISSOR_TEST); + if (Invert) { + glPixelTransferf(GL_RED_SCALE, 1.0); + glPixelTransferf(GL_GREEN_SCALE, 1.0); + glPixelTransferf(GL_BLUE_SCALE, 1.0); + glPixelTransferf(GL_RED_BIAS, 0.0); + glPixelTransferf(GL_GREEN_BIAS, 0.0); + glPixelTransferf(GL_BLUE_BIAS, 0.0); + } + if (DrawFront) glFinish(); else @@ -106,6 +124,9 @@ static void Key( unsigned char key, int x, int y ) else glDisable(GL_DITHER); break; + case 'i': + Invert = !Invert; + break; case 's': Scissor = !Scissor; break; @@ -234,6 +255,7 @@ int main( int argc, char *argv[] ) glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE); glutCreateWindow(argv[0]); + glewInit(); Init(ciMode, filename); Usage(); diff --git a/progs/demos/cubemap.c b/progs/demos/cubemap.c index b3bdd64f68..0df5ff09c3 100644 --- a/progs/demos/cubemap.c +++ b/progs/demos/cubemap.c @@ -39,9 +39,13 @@ #include <stdio.h> #include <stdlib.h> #include <string.h> +#include <GL/glew.h> #include "GL/glut.h" #include "readtex.h" +#ifndef GL_TEXTURE_CUBE_MAP_SEAMLESS +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#endif static GLfloat Xrot = 0, Yrot = 0; static GLfloat EyeDist = 10; @@ -49,8 +53,52 @@ static GLboolean use_vertex_arrays = GL_FALSE; static GLboolean anim = GL_TRUE; static GLboolean NoClear = GL_FALSE; static GLint FrameParity = 0; +static GLenum FilterIndex = 0; +static GLint ClampIndex = 0; +static GLboolean supportFBO = GL_FALSE; +static GLboolean supportSeamless = GL_FALSE; +static GLboolean seamless = GL_FALSE; + + +static struct { + GLenum mode; + const char *name; +} ClampModes[] = { + { GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE" }, + { GL_CLAMP_TO_BORDER, "GL_CLAMP_TO_BORDER" }, + { GL_CLAMP, "GL_CLAMP" }, + { GL_REPEAT, "GL_REPEAT" } +}; + +#define NUM_CLAMP_MODES (sizeof(ClampModes) / sizeof(ClampModes[0])) + + +static struct { + GLenum mag_mode, min_mode; + const char *name; +} FilterModes[] = { + { GL_NEAREST, GL_NEAREST, "GL_NEAREST, GL_NEAREST" }, + { GL_NEAREST, GL_LINEAR, "GL_NEAREST, GL_LINEAR" }, + { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, "GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST" }, + { GL_NEAREST, GL_NEAREST_MIPMAP_LINEAR, "GL_NEAREST, GL_NEAREST_MIPMAP_LINEAR" }, + { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, "GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST" }, + { GL_NEAREST, GL_LINEAR_MIPMAP_LINEAR, "GL_NEAREST, GL_LINEAR_MIPMAP_LINEAR" }, + + { GL_LINEAR, GL_NEAREST, "GL_LINEAR, GL_NEAREST" }, + { GL_LINEAR, GL_LINEAR, "GL_LINEAR, GL_LINEAR" }, + { GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, "GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST" }, + { GL_LINEAR, GL_NEAREST_MIPMAP_LINEAR, "GL_LINEAR, GL_NEAREST_MIPMAP_LINEAR" }, + { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, "GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST" }, + { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, "GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR" } +}; + +#define NUM_FILTER_MODES (sizeof(FilterModes) / sizeof(FilterModes[0])) -#define eps1 0.99 + + +/* The effects of GL_ARB_seamless_cube_map don't show up unless eps1 is 1.0. + */ +#define eps1 1.0 /*0.99*/ #define br 20.0 /* box radius */ static const GLfloat tex_coords[] = { @@ -158,6 +206,8 @@ static void draw_skybox( void ) static void draw( void ) { + GLenum wrap; + if (NoClear) { /* This demonstrates how we can avoid calling glClear. * This method only works if every pixel in the window is painted for @@ -183,6 +233,23 @@ static void draw( void ) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, + FilterModes[FilterIndex].min_mode); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, + FilterModes[FilterIndex].mag_mode); + + if (supportSeamless) { + if (seamless) { + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + } else { + glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + } + } + wrap = ClampModes[ClampIndex].mode; + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, wrap); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, wrap); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, wrap); + glPushMatrix(); /*MODELVIEW*/ glTranslatef( 0.0, 0.0, -EyeDist ); @@ -256,10 +323,23 @@ static void key(unsigned char k, int x, int y) else glutIdleFunc(NULL); break; + case 'f': + FilterIndex = (FilterIndex + 1) % NUM_FILTER_MODES; + printf("Tex filter: %s\n", FilterModes[FilterIndex].name); + break; + case 'c': + ClampIndex = (ClampIndex + 1) % NUM_CLAMP_MODES; + printf("Tex wrap mode: %s\n", ClampModes[ClampIndex].name); + break; case 'm': mode = !mode; set_mode(mode); break; + case 's': + seamless = ! seamless; + printf("Seamless cube map filtering is %sabled\n", + (seamless) ? "en" : "dis" ); + break; case 'v': use_vertex_arrays = ! use_vertex_arrays; printf( "Vertex arrays are %sabled\n", @@ -321,7 +401,7 @@ static void reshape(int width, int height) static void init_checkers( void ) { #define CUBE_TEX_SIZE 64 - GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3]; + GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][4]; static const GLubyte colors[6][3] = { { 255, 0, 0 }, /* face 0 - red */ { 0, 255, 255 }, /* face 1 - cyan */ @@ -343,26 +423,35 @@ static void init_checkers( void ) glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + if (!supportFBO) + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); + + /* make colored checkerboard cube faces */ for (f = 0; f < 6; f++) { for (i = 0; i < CUBE_TEX_SIZE; i++) { for (j = 0; j < CUBE_TEX_SIZE; j++) { if ((i/4 + j/4) & 1) { - image[i][j][0] = colors[f][0]; + image[i][j][0] = colors[f][2]; image[i][j][1] = colors[f][1]; - image[i][j][2] = colors[f][2]; + image[i][j][2] = colors[f][0]; + image[i][j][3] = 255; } else { image[i][j][0] = 255; image[i][j][1] = 255; image[i][j][2] = 255; + image[i][j][3] = 255; } } } - glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0, - GL_RGB, GL_UNSIGNED_BYTE, image); + glTexImage2D(targets[f], 0, GL_RGBA8, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0, + GL_BGRA, GL_UNSIGNED_BYTE, image); } + + if (supportFBO) + glGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP_ARB); } @@ -431,32 +520,36 @@ static void load_envmaps(void) static void init( GLboolean useImageFiles ) { - GLenum filter; + /* check for extensions */ + if (!GLEW_ARB_texture_cube_map) { + printf("Sorry, this demo requires GL_ARB_texture_cube_map\n"); + exit(0); + } - /* check for extension */ - { - char *exten = (char *) glGetString(GL_EXTENSIONS); - if (!strstr(exten, "GL_ARB_texture_cube_map")) { - printf("Sorry, this demo requires GL_ARB_texture_cube_map\n"); - exit(0); - } + /* Needed for glGenerateMipmapEXT / auto mipmapping + */ + supportFBO = GLEW_EXT_framebuffer_object; + + if (!supportFBO && !GLEW_SGIS_generate_mipmap) { + printf("Sorry, this demo requires GL_EXT_framebuffer_object or " + "GL_SGIS_generate_mipmap\n"); + exit(0); } + + /* GLEW doesn't know about this extension yet, so use the old GLUT function + * to check for availability. + */ + supportSeamless = glutExtensionSupported("GL_ARB_seamless_cube_map"); + printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER)); if (useImageFiles) { load_envmaps(); - filter = GL_LINEAR; } else { init_checkers(); - filter = GL_NEAREST; } - glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter); - glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter); - glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glEnable(GL_TEXTURE_CUBE_MAP_ARB); glEnable(GL_DEPTH_TEST); @@ -472,6 +565,8 @@ static void usage(void) printf("keys:\n"); printf(" SPACE - toggle animation\n"); printf(" CURSOR KEYS - rotation\n"); + printf(" c - toggle texture clamp/wrap mode\n"); + printf(" f - toggle texture filter mode\n"); printf(" m - toggle texgen reflection mode\n"); printf(" z/Z - change viewing distance\n"); } @@ -502,6 +597,7 @@ int main( int argc, char *argv[] ) glutInitWindowSize(600, 500); glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); glutCreateWindow("Texture Cube Mapping"); + glewInit(); glutReshapeFunc( reshape ); glutKeyboardFunc( key ); glutSpecialFunc( specialkey ); diff --git a/progs/demos/dinoshade.c b/progs/demos/dinoshade.c new file mode 100644 index 0000000000..cbf8751e25 --- /dev/null +++ b/progs/demos/dinoshade.c @@ -0,0 +1,914 @@ + +/* Copyright (c) Mark J. Kilgard, 1994, 1997. */ + +/* This program is freely distributable without licensing fees + and is provided without guarantee or warrantee expressed or + implied. This program is -not- in the public domain. */ + +/* Example for PC game developers to show how to *combine* texturing, + reflections, and projected shadows all in real-time with OpenGL. + Robust reflections use stenciling. Robust projected shadows + use both stenciling and polygon offset. PC game programmers + should realize that neither stenciling nor polygon offset are + supported by Direct3D, so these real-time rendering algorithms + are only really viable with OpenGL. + + The program has modes for disabling the stenciling and polygon + offset uses. It is worth running this example with these features + toggled off so you can see the sort of artifacts that result. + + Notice that the floor texturing, reflections, and shadowing + all co-exist properly. */ + +/* When you run this program: Left mouse button controls the + view. Middle mouse button controls light position (left & + right rotates light around dino; up & down moves light + position up and down). Right mouse button pops up menu. */ + +/* Check out the comments in the "redraw" routine to see how the + reflection blending and surface stenciling is done. You can + also see in "redraw" how the projected shadows are rendered, + including the use of stenciling and polygon offset. */ + +/* This program is derived from glutdino.c */ + +/* Compile: cc -o dinoshade dinoshade.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> /* for cos(), sin(), and sqrt() */ +#include <stddef.h> /* for ptrdiff_t, referenced by GL.h when GL_GLEXT_LEGACY defined */ +#ifdef _WIN32 +#include <windows.h> +#endif +#define GL_GLEXT_LEGACY +#include <GL/glew.h> /* OpenGL Utility Toolkit header */ +#include <GL/glut.h> /* OpenGL Utility Toolkit header */ + +/* Some <math.h> files do not define M_PI... */ +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + +/* Variable controlling various rendering modes. */ +static int stencilReflection = 1, stencilShadow = 1, offsetShadow = 1; +static int renderShadow = 1, renderDinosaur = 1, renderReflection = 1; +static int linearFiltering = 0, useMipmaps = 0, useTexture = 1; +static int reportSpeed = 0; +static int animation = 1; +static GLboolean lightSwitch = GL_TRUE; +static int directionalLight = 1; +static int forceExtension = 0; + +/* Time varying or user-controled variables. */ +static float jump = 0.0; +static float lightAngle = 0.0, lightHeight = 20; +GLfloat angle = -150; /* in degrees */ +GLfloat angle2 = 30; /* in degrees */ + +int moving, startx, starty; +int lightMoving = 0, lightStartX, lightStartY; + +enum { + MISSING, EXTENSION, ONE_DOT_ONE +}; +int polygonOffsetVersion; + +static GLdouble bodyWidth = 3.0; +/* *INDENT-OFF* */ +static GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5}, + {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16}, + {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2}, + {1, 2} }; +static GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9}, + {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10}, + {13, 9}, {11, 11}, {9, 11} }; +static GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0}, + {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} }; +static GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15}, + {9.6, 15.25}, {9, 15.25} }; +static GLfloat lightPosition[4]; +static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */ +static GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0}; +/* *INDENT-ON* */ + +/* Nice floor texture tiling pattern. */ +static char *circles[] = { + "....xxxx........", + "..xxxxxxxx......", + ".xxxxxxxxxx.....", + ".xxx....xxx.....", + "xxx......xxx....", + "xxx......xxx....", + "xxx......xxx....", + "xxx......xxx....", + ".xxx....xxx.....", + ".xxxxxxxxxx.....", + "..xxxxxxxx......", + "....xxxx........", + "................", + "................", + "................", + "................", +}; + +static void +makeFloorTexture(void) +{ + GLubyte floorTexture[16][16][3]; + GLubyte *loc; + int s, t; + + /* Setup RGB image for the texture. */ + loc = (GLubyte*) floorTexture; + for (t = 0; t < 16; t++) { + for (s = 0; s < 16; s++) { + if (circles[t][s] == 'x') { + /* Nice green. */ + loc[0] = 0x1f; + loc[1] = 0x8f; + loc[2] = 0x1f; + } else { + /* Light gray. */ + loc[0] = 0xaa; + loc[1] = 0xaa; + loc[2] = 0xaa; + } + loc += 3; + } + } + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + if (useMipmaps) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + GL_LINEAR_MIPMAP_LINEAR); + gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 16, 16, + GL_RGB, GL_UNSIGNED_BYTE, floorTexture); + } else { + if (linearFiltering) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0, + GL_RGB, GL_UNSIGNED_BYTE, floorTexture); + } +} + +enum { + X, Y, Z, W +}; +enum { + A, B, C, D +}; + +/* Create a matrix that will project the desired shadow. */ +static void +shadowMatrix(GLfloat shadowMat[4][4], + GLfloat groundplane[4], + GLfloat lightpos[4]) +{ + GLfloat dot; + + /* Find dot product between light position vector and ground plane normal. */ + dot = groundplane[X] * lightpos[X] + + groundplane[Y] * lightpos[Y] + + groundplane[Z] * lightpos[Z] + + groundplane[W] * lightpos[W]; + + shadowMat[0][0] = dot - lightpos[X] * groundplane[X]; + shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y]; + shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z]; + shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W]; + + shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X]; + shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y]; + shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z]; + shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W]; + + shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X]; + shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y]; + shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z]; + shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W]; + + shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X]; + shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y]; + shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z]; + shadowMat[3][3] = dot - lightpos[W] * groundplane[W]; + +} + +/* Find the plane equation given 3 points. */ +static void +findPlane(GLfloat plane[4], + GLfloat v0[3], GLfloat v1[3], GLfloat v2[3]) +{ + GLfloat vec0[3], vec1[3]; + + /* Need 2 vectors to find cross product. */ + vec0[X] = v1[X] - v0[X]; + vec0[Y] = v1[Y] - v0[Y]; + vec0[Z] = v1[Z] - v0[Z]; + + vec1[X] = v2[X] - v0[X]; + vec1[Y] = v2[Y] - v0[Y]; + vec1[Z] = v2[Z] - v0[Z]; + + /* find cross product to get A, B, and C of plane equation */ + plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y]; + plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]); + plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X]; + + plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]); +} + +static void +extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize, + GLdouble thickness, GLuint side, GLuint edge, GLuint whole) +{ + static GLUtriangulatorObj *tobj = NULL; + GLdouble vertex[3], dx, dy, len; + int i; + int count = (int) (dataSize / (2 * sizeof(GLfloat))); + + if (tobj == NULL) { + tobj = gluNewTess(); /* create and initialize a GLU + polygon tesselation object */ + gluTessCallback(tobj, GLU_BEGIN, glBegin); + gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */ + gluTessCallback(tobj, GLU_END, glEnd); + } + glNewList(side, GL_COMPILE); + glShadeModel(GL_SMOOTH); /* smooth minimizes seeing + tessellation */ + gluBeginPolygon(tobj); + for (i = 0; i < count; i++) { + vertex[0] = data[i][0]; + vertex[1] = data[i][1]; + vertex[2] = 0; + gluTessVertex(tobj, vertex, data[i]); + } + gluEndPolygon(tobj); + glEndList(); + glNewList(edge, GL_COMPILE); + glShadeModel(GL_FLAT); /* flat shade keeps angular hands + from being "smoothed" */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= count; i++) { +#if 1 /* weird, but seems to be legal */ + /* mod function handles closing the edge */ + glVertex3f(data[i % count][0], data[i % count][1], 0.0); + glVertex3f(data[i % count][0], data[i % count][1], thickness); + /* Calculate a unit normal by dividing by Euclidean + distance. We * could be lazy and use + glEnable(GL_NORMALIZE) so we could pass in * arbitrary + normals for a very slight performance hit. */ + dx = data[(i + 1) % count][1] - data[i % count][1]; + dy = data[i % count][0] - data[(i + 1) % count][0]; + len = sqrt(dx * dx + dy * dy); + glNormal3f(dx / len, dy / len, 0.0); +#else /* the nice way of doing it */ + /* Calculate a unit normal by dividing by Euclidean + distance. We * could be lazy and use + glEnable(GL_NORMALIZE) so we could pass in * arbitrary + normals for a very slight performance hit. */ + dx = data[i % count][1] - data[(i - 1 + count) % count][1]; + dy = data[(i - 1 + count) % count][0] - data[i % count][0]; + len = sqrt(dx * dx + dy * dy); + glNormal3f(dx / len, dy / len, 0.0); + /* mod function handles closing the edge */ + glVertex3f(data[i % count][0], data[i % count][1], 0.0); + glVertex3f(data[i % count][0], data[i % count][1], thickness); +#endif + } + glEnd(); + glEndList(); + glNewList(whole, GL_COMPILE); + glFrontFace(GL_CW); + glCallList(edge); + glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */ + glCallList(side); + glPushMatrix(); + glTranslatef(0.0, 0.0, thickness); + glFrontFace(GL_CCW); + glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */ + glCallList(side); + glPopMatrix(); + glEndList(); +} + +/* Enumerants for refering to display lists. */ +typedef enum { + RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE, + LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE +} displayLists; + +static void +makeDinosaur(void) +{ + extrudeSolidFromPolygon(body, sizeof(body), bodyWidth, + BODY_SIDE, BODY_EDGE, BODY_WHOLE); + extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4, + ARM_SIDE, ARM_EDGE, ARM_WHOLE); + extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2, + LEG_SIDE, LEG_EDGE, LEG_WHOLE); + extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2, + EYE_SIDE, EYE_EDGE, EYE_WHOLE); +} + +static void +drawDinosaur(void) + +{ + glPushMatrix(); + /* Translate the dinosaur to be at (0,8,0). */ + glTranslatef(-8, 0, -bodyWidth / 2); + glTranslatef(0.0, jump, 0.0); + glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor); + glCallList(BODY_WHOLE); + glTranslatef(0.0, 0.0, bodyWidth); + glCallList(ARM_WHOLE); + glCallList(LEG_WHOLE); + glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4); + glCallList(ARM_WHOLE); + glTranslatef(0.0, 0.0, -bodyWidth / 4); + glCallList(LEG_WHOLE); + glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1); + glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor); + glCallList(EYE_WHOLE); + glPopMatrix(); +} + +static GLfloat floorVertices[4][3] = { + { -20.0, 0.0, 20.0 }, + { 20.0, 0.0, 20.0 }, + { 20.0, 0.0, -20.0 }, + { -20.0, 0.0, -20.0 }, +}; + +/* Draw a floor (possibly textured). */ +static void +drawFloor(void) +{ + glDisable(GL_LIGHTING); + + if (useTexture) { + glEnable(GL_TEXTURE_2D); + } + + glBegin(GL_QUADS); + glTexCoord2f(0.0, 0.0); + glVertex3fv(floorVertices[0]); + glTexCoord2f(0.0, 16.0); + glVertex3fv(floorVertices[1]); + glTexCoord2f(16.0, 16.0); + glVertex3fv(floorVertices[2]); + glTexCoord2f(16.0, 0.0); + glVertex3fv(floorVertices[3]); + glEnd(); + + if (useTexture) { + glDisable(GL_TEXTURE_2D); + } + + glEnable(GL_LIGHTING); +} + +static GLfloat floorPlane[4]; +static GLfloat floorShadow[4][4]; + +static void +redraw(void) +{ + int start = 0, end = 0; + + if (reportSpeed) { + start = glutGet(GLUT_ELAPSED_TIME); + } + + /* Clear; default stencil clears to zero. */ + if ((stencilReflection && renderReflection) || (stencilShadow && renderShadow)) { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + } else { + /* Avoid clearing stencil when not using it. */ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + + /* Reposition the light source. */ + lightPosition[0] = 12*cos(lightAngle); + lightPosition[1] = lightHeight; + lightPosition[2] = 12*sin(lightAngle); + if (directionalLight) { + lightPosition[3] = 0.0; + } else { + lightPosition[3] = 1.0; + } + + shadowMatrix(floorShadow, floorPlane, lightPosition); + + glPushMatrix(); + /* Perform scene rotations based on user mouse input. */ + glRotatef(angle2, 1.0, 0.0, 0.0); + glRotatef(angle, 0.0, 1.0, 0.0); + + /* Tell GL new light source position. */ + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + + if (renderReflection) { + if (stencilReflection) { + /* We can eliminate the visual "artifact" of seeing the "flipped" + dinosaur underneath the floor by using stencil. The idea is + draw the floor without color or depth update but so that + a stencil value of one is where the floor will be. Later when + rendering the dinosaur reflection, we will only update pixels + with a stencil value of 1 to make sure the reflection only + lives on the floor, not below the floor. */ + + /* Don't update color or depth. */ + glDisable(GL_DEPTH_TEST); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + /* Draw 1 into the stencil buffer. */ + glEnable(GL_STENCIL_TEST); + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + glStencilFunc(GL_ALWAYS, 1, 0xffffffff); + + /* Now render floor; floor pixels just get their stencil set to 1. */ + drawFloor(); + + /* Re-enable update of color and depth. */ + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glEnable(GL_DEPTH_TEST); + + /* Now, only render where stencil is set to 1. */ + glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */ + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + } + + glPushMatrix(); + + /* The critical reflection step: Reflect dinosaur through the floor + (the Y=0 plane) to make a relection. */ + glScalef(1.0, -1.0, 1.0); + + /* Reflect the light position. */ + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + + /* To avoid our normals getting reversed and hence botched lighting + on the reflection, turn on normalize. */ + glEnable(GL_NORMALIZE); + glCullFace(GL_FRONT); + + /* Draw the reflected dinosaur. */ + drawDinosaur(); + + /* Disable noramlize again and re-enable back face culling. */ + glDisable(GL_NORMALIZE); + glCullFace(GL_BACK); + + glPopMatrix(); + + /* Switch back to the unreflected light position. */ + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + + if (stencilReflection) { + glDisable(GL_STENCIL_TEST); + } + } + + /* Back face culling will get used to only draw either the top or the + bottom floor. This let's us get a floor with two distinct + appearances. The top floor surface is reflective and kind of red. + The bottom floor surface is not reflective and blue. */ + + /* Draw "bottom" of floor in blue. */ + glFrontFace(GL_CW); /* Switch face orientation. */ + glColor4f(0.1, 0.1, 0.7, 1.0); + drawFloor(); + glFrontFace(GL_CCW); + + if (renderShadow) { + if (stencilShadow) { + /* Draw the floor with stencil value 3. This helps us only + draw the shadow once per floor pixel (and only on the + floor pixels). */ + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_ALWAYS, 3, 0xffffffff); + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + } + } + + /* Draw "top" of floor. Use blending to blend in reflection. */ + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4f(0.7, 0.0, 0.0, 0.3); + glColor4f(1.0, 1.0, 1.0, 0.3); + drawFloor(); + glDisable(GL_BLEND); + + if (renderDinosaur) { + /* Draw "actual" dinosaur, not its reflection. */ + drawDinosaur(); + } + + if (renderShadow) { + + /* Render the projected shadow. */ + + if (stencilShadow) { + + /* Now, only render where stencil is set above 2 (ie, 3 where + the top floor is). Update stencil with 2 where the shadow + gets drawn so we don't redraw (and accidently reblend) the + shadow). */ + glStencilFunc(GL_LESS, 2, 0xffffffff); /* draw if ==1 */ + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + } + + /* To eliminate depth buffer artifacts, we use polygon offset + to raise the depth of the projected shadow slightly so + that it does not depth buffer alias with the floor. */ + if (offsetShadow) { + switch (polygonOffsetVersion) { + case EXTENSION: +#ifdef GL_EXT_polygon_offset + glEnable(GL_POLYGON_OFFSET_EXT); + break; +#endif +#ifdef GL_VERSION_1_1 + case ONE_DOT_ONE: + glEnable(GL_POLYGON_OFFSET_FILL); + break; +#endif + case MISSING: + /* Oh well. */ + break; + } + } + + /* Render 50% black shadow color on top of whatever the + floor appareance is. */ + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_LIGHTING); /* Force the 50% black. */ + glColor4f(0.0, 0.0, 0.0, 0.5); + + glPushMatrix(); + /* Project the shadow. */ + glMultMatrixf((GLfloat *) floorShadow); + drawDinosaur(); + glPopMatrix(); + + glDisable(GL_BLEND); + glEnable(GL_LIGHTING); + + if (offsetShadow) { + switch (polygonOffsetVersion) { +#ifdef GL_EXT_polygon_offset + case EXTENSION: + glDisable(GL_POLYGON_OFFSET_EXT); + break; +#endif +#ifdef GL_VERSION_1_1 + case ONE_DOT_ONE: + glDisable(GL_POLYGON_OFFSET_FILL); + break; +#endif + case MISSING: + /* Oh well. */ + break; + } + } + if (stencilShadow) { + glDisable(GL_STENCIL_TEST); + } + } + + glPushMatrix(); + glDisable(GL_LIGHTING); + glColor3f(1.0, 1.0, 0.0); + if (directionalLight) { + /* Draw an arrowhead. */ + glDisable(GL_CULL_FACE); + glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); + glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0); + glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1); + glBegin(GL_TRIANGLE_FAN); + glVertex3f(0, 0, 0); + glVertex3f(2, 1, 1); + glVertex3f(2, -1, 1); + glVertex3f(2, -1, -1); + glVertex3f(2, 1, -1); + glVertex3f(2, 1, 1); + glEnd(); + /* Draw a white line from light direction. */ + glColor3f(1.0, 1.0, 1.0); + glBegin(GL_LINES); + glVertex3f(0, 0, 0); + glVertex3f(5, 0, 0); + glEnd(); + glEnable(GL_CULL_FACE); + } else { + /* Draw a yellow ball at the light source. */ + glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); + glutSolidSphere(1.0, 5, 5); + } + glEnable(GL_LIGHTING); + glPopMatrix(); + + glPopMatrix(); + + if (reportSpeed) { + glFinish(); + end = glutGet(GLUT_ELAPSED_TIME); + printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start); + fflush(stdout); + } + + glutSwapBuffers(); +} + +/* ARGSUSED2 */ +static void +mouse(int button, int state, int x, int y) +{ + if (button == GLUT_LEFT_BUTTON) { + if (state == GLUT_DOWN) { + moving = 1; + startx = x; + starty = y; + } + if (state == GLUT_UP) { + moving = 0; + } + } + if (button == GLUT_MIDDLE_BUTTON) { + if (state == GLUT_DOWN) { + lightMoving = 1; + lightStartX = x; + lightStartY = y; + } + if (state == GLUT_UP) { + lightMoving = 0; + } + } +} + +/* ARGSUSED1 */ +static void +motion(int x, int y) +{ + if (moving) { + angle = angle + (x - startx); + angle2 = angle2 + (y - starty); + startx = x; + starty = y; + glutPostRedisplay(); + } + if (lightMoving) { + lightAngle += (x - lightStartX)/40.0; + lightHeight += (lightStartY - y)/20.0; + lightStartX = x; + lightStartY = y; + glutPostRedisplay(); + } +} + +/* Advance time varying state when idle callback registered. */ +static void +idle(void) +{ + static float time = 0.0; + + time = glutGet(GLUT_ELAPSED_TIME) / 500.0; + + jump = 4.0 * fabs(sin(time)*0.5); + if (!lightMoving) { + lightAngle += 0.03; + } + glutPostRedisplay(); +} + +enum { + M_NONE, M_MOTION, M_LIGHT, M_TEXTURE, M_SHADOWS, M_REFLECTION, M_DINOSAUR, + M_STENCIL_REFLECTION, M_STENCIL_SHADOW, M_OFFSET_SHADOW, + M_POSITIONAL, M_DIRECTIONAL, M_PERFORMANCE +}; + +static void +controlLights(int value) +{ + switch (value) { + case M_NONE: + return; + case M_MOTION: + animation = 1 - animation; + if (animation) { + glutIdleFunc(idle); + } else { + glutIdleFunc(NULL); + } + break; + case M_LIGHT: + lightSwitch = !lightSwitch; + if (lightSwitch) { + glEnable(GL_LIGHT0); + } else { + glDisable(GL_LIGHT0); + } + break; + case M_TEXTURE: + useTexture = !useTexture; + break; + case M_SHADOWS: + renderShadow = 1 - renderShadow; + break; + case M_REFLECTION: + renderReflection = 1 - renderReflection; + break; + case M_DINOSAUR: + renderDinosaur = 1 - renderDinosaur; + break; + case M_STENCIL_REFLECTION: + stencilReflection = 1 - stencilReflection; + break; + case M_STENCIL_SHADOW: + stencilShadow = 1 - stencilShadow; + break; + case M_OFFSET_SHADOW: + offsetShadow = 1 - offsetShadow; + break; + case M_POSITIONAL: + directionalLight = 0; + break; + case M_DIRECTIONAL: + directionalLight = 1; + break; + case M_PERFORMANCE: + reportSpeed = 1 - reportSpeed; + break; + } + glutPostRedisplay(); +} + +/* When not visible, stop animating. Restart when visible again. */ +static void +visible(int vis) +{ + if (vis == GLUT_VISIBLE) { + if (animation) + glutIdleFunc(idle); + } else { + if (!animation) + glutIdleFunc(NULL); + } +} + +/* Press any key to redraw; good when motion stopped and + performance reporting on. */ +/* ARGSUSED */ +static void +key(unsigned char c, int x, int y) +{ + if (c == 27) { + exit(0); /* IRIS GLism, Escape quits. */ + } + glutPostRedisplay(); +} + +/* Press any key to redraw; good when motion stopped and + performance reporting on. */ +/* ARGSUSED */ +static void +special(int k, int x, int y) +{ + glutPostRedisplay(); +} + +static int +supportsOneDotOne(void) +{ + const char *version; + int major, minor; + + version = (char *) glGetString(GL_VERSION); + if (sscanf(version, "%d.%d", &major, &minor) == 2) + return major * 10 + minor >= 11; + return 0; /* OpenGL version string malformed! */ +} + +int +main(int argc, char **argv) +{ + int i; + + glutInit(&argc, argv); + + for (i=1; i<argc; i++) { + if (!strcmp("-linear", argv[i])) { + linearFiltering = 1; + } else if (!strcmp("-mipmap", argv[i])) { + useMipmaps = 1; + } else if (!strcmp("-ext", argv[i])) { + forceExtension = 1; + } + } + + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL); + +#if 0 + /* In GLUT 4.0, you'll be able to do this an be sure to + get 2 bits of stencil if the machine has it for you. */ + glutInitDisplayString("samples stencil>=2 rgb double depth"); +#endif + + glutCreateWindow("Shadowy Leapin' Lizards"); + glewInit(); + + if (glutGet(GLUT_WINDOW_STENCIL_SIZE) <= 1) { + printf("dinoshade: Sorry, I need at least 2 bits of stencil.\n"); + exit(1); + } + + /* Register GLUT callbacks. */ + glutDisplayFunc(redraw); + glutMouseFunc(mouse); + glutMotionFunc(motion); + glutVisibilityFunc(visible); + glutKeyboardFunc(key); + glutSpecialFunc(special); + + glutCreateMenu(controlLights); + + glutAddMenuEntry("Toggle motion", M_MOTION); + glutAddMenuEntry("-----------------------", M_NONE); + glutAddMenuEntry("Toggle light", M_LIGHT); + glutAddMenuEntry("Toggle texture", M_TEXTURE); + glutAddMenuEntry("Toggle shadows", M_SHADOWS); + glutAddMenuEntry("Toggle reflection", M_REFLECTION); + glutAddMenuEntry("Toggle dinosaur", M_DINOSAUR); + glutAddMenuEntry("-----------------------", M_NONE); + glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION); + glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW); + glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW); + glutAddMenuEntry("----------------------", M_NONE); + glutAddMenuEntry("Positional light", M_POSITIONAL); + glutAddMenuEntry("Directional light", M_DIRECTIONAL); + glutAddMenuEntry("-----------------------", M_NONE); + glutAddMenuEntry("Toggle performance", M_PERFORMANCE); + glutAttachMenu(GLUT_RIGHT_BUTTON); + makeDinosaur(); + +#ifdef GL_VERSION_1_1 + if (supportsOneDotOne() && !forceExtension) { + polygonOffsetVersion = ONE_DOT_ONE; + glPolygonOffset(-2.0, -9.0); + } else +#endif + { +#ifdef GL_EXT_polygon_offset + /* check for the polygon offset extension */ + if (glutExtensionSupported("GL_EXT_polygon_offset")) { + polygonOffsetVersion = EXTENSION; + glPolygonOffsetEXT(-2.0, -0.002); + } else +#endif + { + polygonOffsetVersion = MISSING; + printf("\ndinoshine: Missing polygon offset.\n"); + printf(" Expect shadow depth aliasing artifacts.\n\n"); + fflush(stdout); + } + } + + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_TEXTURE_2D); + glLineWidth(3.0); + + glMatrixMode(GL_PROJECTION); + gluPerspective( /* field of view in degree */ 40.0, + /* aspect ratio */ 1.0, + /* Z near */ 20.0, /* Z far */ 100.0); + glMatrixMode(GL_MODELVIEW); + gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */ + 0.0, 8.0, 0.0, /* center is at (0,8,0) */ + 0.0, 1.0, 0.); /* up is in postivie Y direction */ + + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); + glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); + glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); + glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHTING); + + makeFloorTexture(); + + /* Setup floor plane for projected shadow calculations. */ + findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]); + + glutMainLoop(); + return 0; /* ANSI C requires main to return int. */ +} diff --git a/progs/demos/drawpix.c b/progs/demos/drawpix.c index d2f5748674..5490bcc635 100644 --- a/progs/demos/drawpix.c +++ b/progs/demos/drawpix.c @@ -28,6 +28,7 @@ static GLfloat Zpos = -1.0; static float Xzoom, Yzoom; static GLboolean DrawFront = GL_FALSE; static GLboolean Dither = GL_TRUE; +static int win = 0; static void Reset( void ) @@ -215,6 +216,7 @@ static void Key( unsigned char key, int x, int y ) printf("glDrawBuffer(%s)\n", DrawFront ? "GL_FRONT" : "GL_BACK"); break; case 27: + glutDestroyWindow(win); exit(0); break; } @@ -343,7 +345,7 @@ int main( int argc, char *argv[] ) else glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE); - glutCreateWindow(argv[0]); + win = glutCreateWindow(argv[0]); Init(ciMode, filename); Usage(); diff --git a/progs/demos/engine.c b/progs/demos/engine.c index 6040a2f103..3cf311e778 100644 --- a/progs/demos/engine.c +++ b/progs/demos/engine.c @@ -5,12 +5,11 @@ * June 2006 */ -#define GL_GLEXT_PROTOTYPES - #include <assert.h> #include <stdio.h> #include <stdlib.h> #include <math.h> +#include <GL/glew.h> #include <GL/glut.h> #include "readtex.h" #include "trackball.h" @@ -387,7 +386,10 @@ DrawPositionedPiston(const Engine *eng, float crankAngle) glPushMatrix(); glRotatef(-90, 1, 0, 0); glTranslatef(0, 0, pos); - DrawPiston(eng); + if (eng->PistonList) + glCallList(eng->PistonList); + else + DrawPiston(eng); glPopMatrix(); } @@ -555,7 +557,7 @@ SquareWithHole(float squareSize, float holeRadius) for (i = 0; i <= 360; i += 5) { const float x1 = holeRadius * cos(DEG_TO_RAD(i)); const float y1 = holeRadius * sin(DEG_TO_RAD(i)); - float x2, y2; + float x2 = 0.0F, y2 = 0.0F; if (i > 315 || i <= 45) { x2 = squareSize; y2 = squareSize * tan(DEG_TO_RAD(i)); @@ -962,6 +964,28 @@ Draw(void) glEnable(GL_TEXTURE_2D); } + /* also print out a periodic fps to stdout. useful for trying to + * figure out the performance impact of rendering the string above + * with glBitmap. + */ + { + static GLint T0 = 0; + static GLint Frames = 0; + 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 %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); + fflush(stdout); + T0 = t; + Frames = 0; + } + } + + glutSwapBuffers(); } @@ -1288,6 +1312,7 @@ main(int argc, char *argv[]) glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("OpenGL Engine Demo"); + glewInit(); glutReshapeFunc(Reshape); glutMouseFunc(Mouse); glutMotionFunc(Motion); diff --git a/progs/demos/fbo_firecube.c b/progs/demos/fbo_firecube.c index f5ee82a2f1..4e42924a09 100644 --- a/progs/demos/fbo_firecube.c +++ b/progs/demos/fbo_firecube.c @@ -29,11 +29,11 @@ * */ -#define GL_GLEXT_PROTOTYPES #include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> +#include <GL/glew.h> #include <GL/glut.h> #include "readtex.h" @@ -1037,6 +1037,7 @@ main(int argc, char *argv[]) glutInitWindowSize(WinWidth, WinHeight); Win = glutCreateWindow("fbo_firecube"); + glewInit(); init(argc, argv); glutDisplayFunc(draw); diff --git a/progs/demos/fbotexture.c b/progs/demos/fbotexture.c new file mode 100644 index 0000000000..56482663dc --- /dev/null +++ b/progs/demos/fbotexture.c @@ -0,0 +1,673 @@ +/* + * Test GL_EXT_framebuffer_object render-to-texture + * + * Draw a teapot into a texture image with stenciling. + * Then draw a textured quad using that texture. + * + * Brian Paul + * 18 Apr 2005 + */ + + +#include <GL/glut.h> +#include <assert.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> +#include "extfuncs.h" + +/* For debug */ +#define DEPTH 1 +#define STENCIL 1 +#define DRAW 1 + + +static int Win = 0; +static int Width = 400, Height = 400; + +#if 1 +static GLenum TexTarget = GL_TEXTURE_2D; +static int TexWidth = 512, TexHeight = 512; +static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */ +#else +static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB; +static int TexWidth = 200, TexHeight = 200; +static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */ +#endif +static GLuint TextureLevel = 0; /* which texture level to render to */ + +static GLuint MyFB; +static GLuint TexObj; +static GLuint DepthRB = 0, StencilRB = 0; +static GLboolean Anim = GL_FALSE; +static GLfloat Rot = 0.0; +static GLboolean UsePackedDepthStencil = GL_FALSE; +static GLboolean UsePackedDepthStencilBoth = GL_FALSE; +static GLboolean Use_ARB_fbo = GL_FALSE; +static GLboolean Cull = GL_FALSE; +static GLboolean Wireframe = GL_FALSE; + + +static void +CheckError(int line) +{ + GLenum err = glGetError(); + if (err) { + printf("GL Error 0x%x at line %d\n", (int) err, line); + } +} + + +static void +Idle(void) +{ + Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1; + glutPostRedisplay(); +} + + +static void +RenderTexture(void) +{ + GLenum status; + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -15.0); + + /* draw to texture image */ + glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, MyFB); + + status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + printf("Framebuffer incomplete!!!\n"); + } + + glViewport(0, 0, TexWidth, TexHeight); + + glClearColor(0.5, 0.5, 1.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + CheckError(__LINE__); + +#if DEPTH + glEnable(GL_DEPTH_TEST); +#endif + +#if STENCIL + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_NEVER, 1, ~0); + glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE); +#endif + + CheckError(__LINE__); + +#if DEPTH || STENCIL + /* draw diamond-shaped stencil pattern */ + glColor3f(0, 1, 0); + glBegin(GL_POLYGON); + glVertex2f(-0.2, 0.0); + glVertex2f( 0.0, -0.2); + glVertex2f( 0.2, 0.0); + glVertex2f( 0.0, 0.2); + glEnd(); +#endif + + /* draw teapot where stencil != 1 */ +#if STENCIL + glStencilFunc(GL_NOTEQUAL, 1, ~0); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); +#endif + + CheckError(__LINE__); + + if (Wireframe) { + glPolygonMode(GL_FRONT, GL_LINE); + } + else { + glPolygonMode(GL_FRONT, GL_FILL); + } + + if (Cull) { + /* cull back */ + glCullFace(GL_BACK); + glEnable(GL_CULL_FACE); + } + else { + glDisable(GL_CULL_FACE); + } + +#if 0 + glBegin(GL_POLYGON); + glColor3f(1, 0, 0); + glVertex2f(-1, -1); + glColor3f(0, 1, 0); + glVertex2f(1, -1); + glColor3f(0, 0, 1); + glVertex2f(0, 1); + glEnd(); +#else + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glPushMatrix(); + glRotatef(0.5 * Rot, 1.0, 0.0, 0.0); + glFrontFace(GL_CW); /* Teapot patches backward */ + glutSolidTeapot(0.5); + glFrontFace(GL_CCW); + glPopMatrix(); + glDisable(GL_LIGHTING); + /* + PrintStencilHistogram(TexWidth, TexHeight); + */ +#endif + + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_CULL_FACE); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + +#if DRAW + /* Bind normal framebuffer */ + glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0); +#endif + + CheckError(__LINE__); +} + + + +static void +Display(void) +{ + float ar = (float) Width / (float) Height; + + RenderTexture(); + + /* draw textured quad in the window */ +#if DRAW + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -7.0); + + glViewport(0, 0, Width, Height); + + glClearColor(0.25, 0.25, 0.25, 0); + glClear(GL_COLOR_BUFFER_BIT); + + glPushMatrix(); + glRotatef(Rot, 0, 1, 0); + glEnable(TexTarget); + glBindTexture(TexTarget, TexObj); + glBegin(GL_POLYGON); + glColor3f(0.25, 0.25, 0.25); + if (TexTarget == GL_TEXTURE_2D) { + glTexCoord2f(0, 0); + glVertex2f(-1, -1); + glTexCoord2f(1, 0); + glVertex2f(1, -1); + glColor3f(1.0, 1.0, 1.0); + glTexCoord2f(1, 1); + glVertex2f(1, 1); + glTexCoord2f(0, 1); + glVertex2f(-1, 1); + } + else { + assert(TexTarget == GL_TEXTURE_RECTANGLE_ARB); + glTexCoord2f(0, 0); + glVertex2f(-1, -1); + glTexCoord2f(TexWidth, 0); + glVertex2f(1, -1); + glColor3f(1.0, 1.0, 1.0); + glTexCoord2f(TexWidth, TexHeight); + glVertex2f(1, 1); + glTexCoord2f(0, TexHeight); + glVertex2f(-1, 1); + } + glEnd(); + glPopMatrix(); + glDisable(TexTarget); +#endif + + glutSwapBuffers(); + CheckError(__LINE__); +} + + +static void +Reshape(int width, int height) +{ + glViewport(0, 0, width, height); + Width = width; + Height = height; +} + + +static void +CleanUp(void) +{ +#if DEPTH + glDeleteRenderbuffers_func(1, &DepthRB); +#endif +#if STENCIL + glDeleteRenderbuffers_func(1, &StencilRB); +#endif + glDeleteFramebuffers_func(1, &MyFB); + + glDeleteTextures(1, &TexObj); + + glutDestroyWindow(Win); + + exit(0); +} + + +static void +Key(unsigned char key, int x, int y) +{ + (void) x; + (void) y; + switch (key) { + case 'a': + Anim = !Anim; + if (Anim) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'c': + Cull = !Cull; + break; + case 'w': + Wireframe = !Wireframe; + break; + case 's': + Rot += 2.0; + break; + case 'S': + Rot -= 2.0; + break; + case 27: + CleanUp(); + break; + } + glutPostRedisplay(); +} + + +/** + * Attach depth and stencil renderbuffer(s) to the given framebuffer object. + * \param tryDepthStencil if true, try to use a combined depth+stencil buffer + * \param bindDepthStencil if true, and tryDepthStencil is true, bind with + * the GL_DEPTH_STENCIL_ATTACHMENT target. + * \return GL_TRUE for success, GL_FALSE for failure + */ +static GLboolean +AttachDepthAndStencilBuffers(GLuint fbo, + GLsizei width, GLsizei height, + GLboolean tryDepthStencil, + GLboolean bindDepthStencil, + GLuint *depthRbOut, GLuint *stencilRbOut) +{ + GLenum status; + + *depthRbOut = *stencilRbOut = 0; + + glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fbo); + + if (tryDepthStencil) { + GLuint rb; + + glGenRenderbuffers_func(1, &rb); + glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb); + glRenderbufferStorage_func(GL_RENDERBUFFER_EXT, + GL_DEPTH24_STENCIL8_EXT, + width, height); + if (glGetError()) + return GL_FALSE; + + if (bindDepthStencil) { + /* attach to both depth and stencil at once */ + glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT, + GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + } + else { + /* attach to depth attachment point */ + glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + + /* and attach to stencil attachment point */ + glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + } + + status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + return GL_FALSE; + + *depthRbOut = *stencilRbOut = rb; + return GL_TRUE; + } + + /* just depth renderbuffer */ + { + GLuint rb; + + glGenRenderbuffers_func(1, &rb); + glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb); + glRenderbufferStorage_func(GL_RENDERBUFFER_EXT, + GL_DEPTH_COMPONENT, + width, height); + if (glGetError()) + return GL_FALSE; + + /* attach to depth attachment point */ + glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + + status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + return GL_FALSE; + + *depthRbOut = rb; + } + + /* just stencil renderbuffer */ + { + GLuint rb; + + glGenRenderbuffers_func(1, &rb); + glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb); + glRenderbufferStorage_func(GL_RENDERBUFFER_EXT, + GL_STENCIL_INDEX, + width, height); + if (glGetError()) + return GL_FALSE; + + /* attach to depth attachment point */ + glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + + status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + glDeleteRenderbuffers_func(1, depthRbOut); + *depthRbOut = 0; + glDeleteRenderbuffers_func(1, &rb); + return GL_FALSE; + } + + *stencilRbOut = rb; + } + + return GL_TRUE; +} + + +static void +ParseArgs(int argc, char *argv[]) +{ + GLint i; + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "-ds") == 0) { + if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { + printf("GL_EXT_packed_depth_stencil not found!\n"); + exit(0); + } + UsePackedDepthStencil = GL_TRUE; + printf("Using GL_EXT_packed_depth_stencil\n"); + } + else if (strcmp(argv[i], "-ds2") == 0) { + if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { + printf("GL_EXT_packed_depth_stencil not found!\n"); + exit(0); + } + if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { + printf("GL_ARB_framebuffer_object not found!\n"); + exit(0); + } + UsePackedDepthStencilBoth = GL_TRUE; + printf("Using GL_EXT_packed_depth_stencil and GL_DEPTH_STENCIL attachment point\n"); + } + else if (strcmp(argv[i], "-arb") == 0) { + if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { + printf("Sorry, GL_ARB_framebuffer object not supported!\n"); + } + else { + Use_ARB_fbo = GL_TRUE; + } + } + else { + printf("Unknown option: %s\n", argv[i]); + } + } +} + + +static void +SetupFunctionPointers(void) +{ + GetExtensionFuncs(); + + if (Use_ARB_fbo) { + /* no-op: use the ARB functions as-is */ + } + else { + /* set the ARB-flavor function pointers to point to the EXT functions */ + glIsRenderbuffer_func = glIsRenderbufferEXT_func; + glBindRenderbuffer_func = glBindRenderbufferEXT_func; + glDeleteRenderbuffers_func = glDeleteRenderbuffersEXT_func; + glGenRenderbuffers_func = glGenRenderbuffersEXT_func; + glRenderbufferStorage_func = glRenderbufferStorageEXT_func; + glGetRenderbufferParameteriv_func = glGetRenderbufferParameterivEXT_func; + glIsFramebuffer_func = glIsFramebufferEXT_func; + glBindFramebuffer_func = glBindFramebufferEXT_func; + glDeleteFramebuffers_func = glDeleteFramebuffersEXT_func; + glGenFramebuffers_func = glGenFramebuffersEXT_func; + glCheckFramebufferStatus_func = glCheckFramebufferStatusEXT_func; + glFramebufferTexture1D_func = glFramebufferTexture1DEXT_func; + glFramebufferTexture2D_func = glFramebufferTexture2DEXT_func; + glFramebufferTexture3D_func = glFramebufferTexture3DEXT_func; + glFramebufferRenderbuffer_func = glFramebufferRenderbufferEXT_func; + glGetFramebufferAttachmentParameteriv_func = glGetFramebufferAttachmentParameterivEXT_func; + glGenerateMipmap_func = glGenerateMipmapEXT_func; + } +} + + +/* + * Make FBO to render into given texture. + */ +static GLuint +MakeFBO_RenderTexture(GLuint texObj) +{ + GLuint fb; + GLint sizeFudge = 0; + + glGenFramebuffers_func(1, &fb); + glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fb); + /* Render color to texture */ + glFramebufferTexture2D_func(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, + TexTarget, texObj, TextureLevel); + + if (Use_ARB_fbo) { + /* use a smaller depth buffer to see what happens */ + sizeFudge = 90; + } + + /* Setup depth and stencil buffers */ + { + GLboolean b; + b = AttachDepthAndStencilBuffers(fb, + TexWidth - sizeFudge, + TexHeight - sizeFudge, + UsePackedDepthStencil, + UsePackedDepthStencilBoth, + &DepthRB, &StencilRB); + if (!b) { + /* try !UsePackedDepthStencil */ + b = AttachDepthAndStencilBuffers(fb, + TexWidth - sizeFudge, + TexHeight - sizeFudge, + !UsePackedDepthStencil, + UsePackedDepthStencilBoth, + &DepthRB, &StencilRB); + } + if (!b) { + printf("Unable to create/attach depth and stencil renderbuffers " + " to FBO!\n"); + exit(1); + } + } + + /* queries */ + { + GLint bits, w, h, name; + + glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, DepthRB); + glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_WIDTH_EXT, &w); + glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_HEIGHT_EXT, &h); + printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight); + printf("Depth buffer size: %d x %d\n", w, h); + + glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits); + printf("Depth renderbuffer size = %d bits\n", bits); + + glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, StencilRB); + glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits); + printf("Stencil renderbuffer size = %d bits\n", bits); + + glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + &name); + printf("Render to texture name: %d\n", texObj); + printf("Color attachment[0] name: %d\n", name); + assert(texObj == name); + + glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + &name); + printf("Stencil attachment name: %d\n", name); + + glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + &name); + printf("Depth attachment name: %d\n", name); + + } + /* bind the regular framebuffer */ + glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0); + + return fb; +} + + +static void +Init(void) +{ + if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { + printf("GL_EXT_framebuffer_object not found!\n"); + exit(0); + } + + printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); + + SetupFunctionPointers(); + + /* lighting */ + { + static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 }; + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat); + } + + /* + * Make texture object/image (we'll render into this texture) + */ + { + glGenTextures(1, &TexObj); + glBindTexture(TexTarget, TexObj); + + /* make two image levels */ + glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + if (TexTarget == GL_TEXTURE_2D) { + glTexImage2D(TexTarget, 1, TexIntFormat, TexWidth/2, TexHeight/2, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + TexWidth = TexWidth >> TextureLevel; + TexHeight = TexHeight >> TextureLevel; + glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel); + } + + glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + } + + MyFB = MakeFBO_RenderTexture(TexObj); +} + + +static void +Usage(void) +{ + printf("Usage:\n"); + printf(" -ds Use combined depth/stencil renderbuffer\n"); + printf(" -arb Try GL_ARB_framebuffer_object's mismatched buffer sizes\n"); + printf(" -ds2 Try GL_ARB_framebuffer_object's GL_DEPTH_STENCIL_ATTACHMENT\n"); + printf("Keys:\n"); + printf(" a Toggle animation\n"); + printf(" s/s Step/rotate\n"); + printf(" c Toggle back-face culling\n"); + printf(" w Toggle wireframe mode (front-face only)\n"); + printf(" Esc Exit\n"); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition(0, 0); + glutInitWindowSize(Width, Height); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); + Win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutDisplayFunc(Display); + if (Anim) + glutIdleFunc(Idle); + + ParseArgs(argc, argv); + Init(); + Usage(); + + glutMainLoop(); + return 0; +} diff --git a/progs/demos/fogcoord.c b/progs/demos/fogcoord.c index 00c73c6f04..6f50993c98 100644 --- a/progs/demos/fogcoord.c +++ b/progs/demos/fogcoord.c @@ -7,19 +7,16 @@ * Daniel Borca */ -#define GL_GLEXT_PROTOTYPES #include <stdio.h> #include <stdlib.h> #include <math.h> +#include <GL/glew.h> #include <GL/glut.h> #define DEPTH 5.0f -static PFNGLFOGCOORDFEXTPROC glFogCoordf_ext; static PFNGLFOGCOORDPOINTEREXTPROC glFogCoordPointer_ext; -static GLboolean have_fog_coord; - static GLfloat camz; static GLint fogMode; @@ -45,10 +42,11 @@ Reset(void) } -static void APIENTRY -glFogCoordf_nop (GLfloat f) +static void +glFogCoordf_ext (GLfloat f) { - (void)f; + if (fogCoord) + glFogCoordfEXT(f); } @@ -120,14 +118,11 @@ SetFogMode(GLint fogMode) static GLboolean SetFogCoord(GLboolean fogCoord) { - glFogCoordf_ext = glFogCoordf_nop; - - if (!have_fog_coord) { + if (!GLEW_EXT_fog_coord) { return GL_FALSE; } if (fogCoord) { - glFogCoordf_ext = (PFNGLFOGCOORDFEXTPROC)glutGetProcAddress("glFogCoordfEXT"); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); } else { @@ -340,7 +335,7 @@ Key( unsigned char key, int x, int y ) SetFogMode(fogMode); break; case 'c': - fogCoord = SetFogCoord(fogCoord ^ GL_TRUE); + fogCoord = SetFogCoord(fogCoord ^ GL_TRUE); break; case 't': Texture = !Texture; @@ -372,8 +367,7 @@ Init(void) printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); - have_fog_coord = glutExtensionSupported("GL_EXT_fog_coord"); - if (!have_fog_coord) { + if (!GLEW_EXT_fog_coord) { printf("GL_EXT_fog_coord not supported!\n"); } @@ -400,10 +394,9 @@ Init(void) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, texcoord_pointer); - if (have_fog_coord) { - glFogCoordPointer_ext = (PFNGLFOGCOORDPOINTEREXTPROC)glutGetProcAddress("glFogCoordPointerEXT"); + if (GLEW_EXT_fog_coord) { glEnableClientState(GL_FOG_COORDINATE_ARRAY_EXT); - glFogCoordPointer_ext(GL_FLOAT, 0, fogcoord_pointer); + glFogCoordPointerEXT(GL_FLOAT, 0, fogcoord_pointer); } Reset(); @@ -417,6 +410,7 @@ main( int argc, char *argv[] ) glutInitWindowSize( 600, 600 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(argv[0]); + glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); diff --git a/progs/demos/fplight.c b/progs/demos/fplight.c index fb510cccc8..c297354103 100644 --- a/progs/demos/fplight.c +++ b/progs/demos/fplight.c @@ -10,7 +10,7 @@ #include <stdio.h> #include <stdlib.h> #include <math.h> -#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> #include <GL/glut.h> @@ -273,6 +273,7 @@ int main( int argc, char *argv[] ) glutInitWindowSize( 200, 200 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); Win = glutCreateWindow(argv[0]); + glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutSpecialFunc( SpecialKey ); diff --git a/progs/demos/fslight.c b/progs/demos/fslight.c index e6d83bf8fb..f0d76a4a06 100644 --- a/progs/demos/fslight.c +++ b/progs/demos/fslight.c @@ -105,6 +105,7 @@ Redisplay(void) GLfloat fps = frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps); + fflush(stdout); t0 = t; frames = 0; } @@ -225,33 +226,6 @@ static void TestFunctions(void) { printf("Error 0x%x at line %d\n", glGetError(), __LINE__); - { - GLfloat pos[3]; - printf("Error 0x%x at line %d\n", glGetError(), __LINE__); - printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]); - } - - - { - GLfloat m[16], result[16]; - GLint mPos; - int i; - - for (i = 0; i < 16; i++) - m[i] = (float) i; - - mPos = glGetUniformLocation_func(program, "m"); - printf("Error 0x%x at line %d\n", glGetError(), __LINE__); - glUniformMatrix4fv_func(mPos, 1, GL_FALSE, m); - printf("Error 0x%x at line %d\n", glGetError(), __LINE__); - - glGetUniformfv_func(program, mPos, result); - printf("Error 0x%x at line %d\n", glGetError(), __LINE__); - - for (i = 0; i < 16; i++) { - printf("%8g %8g\n", m[i], result[i]); - } - } assert(glIsProgram_func(program)); assert(glIsShader_func(fragShader)); @@ -280,6 +254,22 @@ TestFunctions(void) glGetProgramInfoLog_func(program, 1000, &len, log); printf("Program Info Log: %s\n", log); } + + /* active uniforms */ + { + GLint n, max, i; + glGetProgramiv_func(program, GL_ACTIVE_UNIFORMS, &n); + glGetProgramiv_func(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max); + printf("Num uniforms: %d Max name length: %d\n", n, max); + for (i = 0; i < n; i++) { + GLint size, len; + GLenum type; + char name[100]; + glGetActiveUniform_func(program, i, 100, &len, &size, &type, name); + printf(" %d: %s nameLen=%d size=%d type=0x%x\n", + i, name, len, size, type); + } + } } @@ -512,7 +502,9 @@ Init(void) glUniform4fv_func(uDiffuse, 1, diffuse); glUniform4fv_func(uSpecular, 1, specular); /* assert(glGetError() == 0);*/ +#if TEXTURE glUniform1i_func(uTexture, 2); /* use texture unit 2 */ +#endif /*assert(glGetError() == 0);*/ if (CoordAttrib) { @@ -591,10 +583,14 @@ ParseOptions(int argc, char *argv[]) int i; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-fs") == 0) { - FragProgFile = argv[i+1]; + FragProgFile = argv[++i]; } else if (strcmp(argv[i], "-vs") == 0) { - VertProgFile = argv[i+1]; + VertProgFile = argv[++i]; + } + else { + fprintf(stderr, "unknown option %s\n", argv[i]); + break; } } } diff --git a/progs/demos/gearbox.c b/progs/demos/gearbox.c index 35bde04417..2dcf32f92f 100644 --- a/progs/demos/gearbox.c +++ b/progs/demos/gearbox.c @@ -314,6 +314,7 @@ draw(void) GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); + fflush(stdout); T0 = t; Frames = 0; } diff --git a/progs/demos/gears.c b/progs/demos/gears.c index 2a9fefefb5..6016162d6f 100644 --- a/progs/demos/gears.c +++ b/progs/demos/gears.c @@ -219,6 +219,7 @@ draw(void) GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); + fflush(stdout); T0 = t; Frames = 0; if ((t >= 999.0 * autoexit) && (autoexit)) { diff --git a/progs/demos/geartrain.c b/progs/demos/geartrain.c index 8363f2abc6..8fe405e807 100644 --- a/progs/demos/geartrain.c +++ b/progs/demos/geartrain.c @@ -905,6 +905,7 @@ draw (void) 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; } diff --git a/progs/demos/gloss.c b/progs/demos/gloss.c index 9974f0dab2..69694b23a0 100644 --- a/progs/demos/gloss.c +++ b/progs/demos/gloss.c @@ -22,6 +22,7 @@ #include <stdlib.h> #include <math.h> #include <string.h> +#include <GL/glew.h> #include <GL/glut.h> #include "readtex.h" @@ -131,6 +132,7 @@ static void Display( void ) 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; } @@ -438,6 +440,7 @@ int main( int argc, char *argv[] ) glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(argv[0] ); + glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); diff --git a/progs/demos/glslnoise.c b/progs/demos/glslnoise.c deleted file mode 100644 index 4ee1292816..0000000000 --- a/progs/demos/glslnoise.c +++ /dev/null @@ -1,200 +0,0 @@ -/* - * GLSL noise demo. - * - * Michal Krol - * 20 February 2006 - * - * Based on the original demo by: - * Stefan Gustavson (stegu@itn.liu.se) 2004, 2005 - */ - -#ifdef WIN32 -#include <windows.h> -#endif - -#include <stdio.h> -#include <stdlib.h> -#include <GL/gl.h> -#include <GL/glut.h> -#include <GL/glext.h> - -#ifdef WIN32 -#define GETPROCADDRESS(F) wglGetProcAddress(F) -#else -#define GETPROCADDRESS(F) glutGetProcAddress(F) -#endif - -static GLhandleARB fragShader; -static GLhandleARB vertShader; -static GLhandleARB program; - -static GLint uTime; - -static GLint t0 = 0; -static GLint frames = 0; - -static GLfloat u_time = 0.0f; - -static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL; -static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL; -static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL; -static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL; -static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL; -static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL; -static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL; -static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL; -static PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL; - -static void Redisplay (void) -{ - GLint t; - - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glUniform1fARB (uTime, 0.5f * u_time); - - glPushMatrix (); - glutSolidSphere (2.0, 20, 10); - glPopMatrix (); - - glutSwapBuffers(); - frames++; - - t = glutGet (GLUT_ELAPSED_TIME); - if (t - t0 >= 5000) { - GLfloat seconds = (GLfloat) (t - t0) / 1000.0f; - GLfloat fps = frames / seconds; - printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps); - t0 = t; - frames = 0; - } -} - -static void Idle (void) -{ - u_time += 0.1f; - glutPostRedisplay (); -} - -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 (0.0f, 0.0f, -15.0f); -} - -static void Key (unsigned char key, int x, int y) -{ - (void) x; - (void) y; - - switch (key) - { - case 27: - exit(0); - break; - } - glutPostRedisplay (); -} - -static void Init (void) -{ - static const char *fragShaderText = - "uniform float time;\n" - "varying vec3 position;\n" - "void main () {\n" - " gl_FragColor = vec4 (vec3 (0.5 + 0.5 * noise1 (vec4 (position, time))), 1.0);\n" - "}\n" - ; - static const char *vertShaderText = - "varying vec3 position;\n" - "void main () {\n" - " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" - " position = 4.0 * gl_Vertex.xyz;\n" - "}\n" - ; - - if (!glutExtensionSupported ("GL_ARB_fragment_shader")) - { - printf ("Sorry, this demo requires GL_ARB_fragment_shader\n"); - exit(1); - } - if (!glutExtensionSupported ("GL_ARB_shader_objects")) - { - printf ("Sorry, this demo requires GL_ARB_shader_objects\n"); - exit(1); - } - if (!glutExtensionSupported ("GL_ARB_shading_language_100")) - { - printf ("Sorry, this demo requires GL_ARB_shading_language_100\n"); - exit(1); - } - if (!glutExtensionSupported ("GL_ARB_vertex_shader")) - { - printf ("Sorry, this demo requires GL_ARB_vertex_shader\n"); - exit(1); - } - - glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) - GETPROCADDRESS("glCreateShaderObjectARB"); - glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) - GETPROCADDRESS("glShaderSourceARB"); - glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) - GETPROCADDRESS("glCompileShaderARB"); - glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) - GETPROCADDRESS("glCreateProgramObjectARB"); - glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) - GETPROCADDRESS("glAttachObjectARB"); - glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) - GETPROCADDRESS ("glLinkProgramARB"); - glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) - GETPROCADDRESS("glUseProgramObjectARB"); - - glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) - GETPROCADDRESS("glGetUniformLocationARB"); - glUniform1fARB = (PFNGLUNIFORM1FARBPROC) - GETPROCADDRESS("glUniform1fARB"); - - fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB); - glShaderSourceARB (fragShader, 1, &fragShaderText, NULL); - glCompileShaderARB (fragShader); - - vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB); - glShaderSourceARB (vertShader, 1, &vertShaderText, NULL); - glCompileShaderARB (vertShader); - - program = glCreateProgramObjectARB (); - glAttachObjectARB (program, fragShader); - glAttachObjectARB (program, vertShader); - glLinkProgramARB (program); - glUseProgramObjectARB (program); - - uTime = glGetUniformLocationARB (program, "time"); - - glClearColor (0.0f, 0.1f, 0.3f, 1.0f); - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - - printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER)); -} - -int main (int argc, char *argv[]) -{ - glutInit (&argc, argv); - glutInitWindowPosition ( 0, 0); - glutInitWindowSize (200, 200); - glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); - glutCreateWindow (argv[0]); - glutReshapeFunc (Reshape); - glutKeyboardFunc (Key); - glutDisplayFunc (Redisplay); - glutIdleFunc (Idle); - Init (); - glutMainLoop (); - return 0; -} - diff --git a/progs/demos/glutfx.c b/progs/demos/glutfx.c deleted file mode 100644 index 8bf5582389..0000000000 --- a/progs/demos/glutfx.c +++ /dev/null @@ -1,189 +0,0 @@ - -/* - * Example of how one might use GLUT with the 3Dfx driver in full-screen mode. - * Note: this only works with X since we're using Mesa's GLX "hack" for - * using Glide. - * - * Goals: - * easy setup and input event handling with GLUT - * use 3Dfx hardware - * automatically set MESA environment variables - * don't lose mouse input focus - * - * Brian Paul This file is in the public domain. - */ - - -#include <stdio.h> -#include <stdlib.h> -#include <math.h> -#include <GL/glut.h> - - -#define WIDTH 640 -#define HEIGHT 480 - - -static int Window = 0; -static int ScreenWidth, ScreenHeight; -static GLuint Torus = 0; -static GLfloat Xrot = 0.0, Yrot = 0.0; - - - -static void Display( void ) -{ - static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0}; - static GLfloat red[4] = {1.0, 0.2, 0.2, 1.0}; - static GLfloat green[4] = {0.2, 1.0, 0.2, 1.0}; - - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - glPushMatrix(); - glRotatef(Xrot, 1, 0, 0); - glRotatef(Yrot, 0, 1, 0); - - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue); - glCallList(Torus); - - glRotatef(90.0, 1, 0, 0); - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red); - glCallList(Torus); - - glRotatef(90.0, 0, 1, 0); - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, green); - glCallList(Torus); - - glPopMatrix(); - - glutSwapBuffers(); -} - - -static void Reshape( int width, int height ) -{ - float ratio = (float) width / (float) height; - - ScreenWidth = width; - ScreenHeight = height; - - /* - * The 3Dfx driver is limited to 640 x 480 but the X window may be larger. - * Enforce that here. - */ - if (width > WIDTH) - width = WIDTH; - if (height > HEIGHT) - height = HEIGHT; - - glViewport( 0, 0, width, height ); - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); - glFrustum( -ratio, ratio, -1.0, 1.0, 5.0, 30.0 ); - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - glTranslatef( 0.0, 0.0, -20.0 ); -} - - -static void Key( unsigned char key, int x, int y ) -{ - (void) x; - (void) y; - switch (key) { - case 27: - glutDestroyWindow(Window); - exit(0); - 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; - case GLUT_KEY_LEFT: - break; - case GLUT_KEY_RIGHT: - break; - } - glutPostRedisplay(); -} - - -static void MouseMove( int x, int y ) -{ - Xrot = y - ScreenWidth / 2; - Yrot = x - ScreenHeight / 2; - glutPostRedisplay(); -} - - -static void Init( void ) -{ - Torus = glGenLists(1); - glNewList(Torus, GL_COMPILE); - glutSolidTorus(0.5, 2.0, 10, 20); - glEndList(); - - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); -} - - -int main( int argc, char *argv[] ) -{ -#ifndef _WIN32 - printf("NOTE: if you've got 3Dfx VooDoo hardware you must run this"); - printf(" program as root.\n\n"); - printf("Move the mouse. Press ESC to exit.\n\n"); -#endif - - /* Tell Mesa GLX to use 3Dfx driver in fullscreen mode. */ - putenv("MESA_GLX_FX=fullscreen"); - - /* Disable 3Dfx Glide splash screen */ - putenv("FX_GLIDE_NO_SPLASH="); - - /* Give an initial size and position so user doesn't have to place window */ - glutInitWindowPosition(0, 0); - glutInitWindowSize(WIDTH, HEIGHT); - glutInit( &argc, argv ); - - glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); - - Window = glutCreateWindow(argv[0]); - if (!Window) { - printf("Error, couldn't open window\n"); - exit(1); - } - - /* - * Want the X window to fill the screen so that we don't have to - * worry about losing the mouse input focus. - * Note that we won't actually see the X window since we never draw - * to it, hence, the original X screen's contents aren't disturbed. - */ - glutFullScreen(); - - Init(); - - glutReshapeFunc( Reshape ); - glutKeyboardFunc( Key ); - glutSpecialFunc( SpecialKey ); - glutDisplayFunc( Display ); - glutPassiveMotionFunc( MouseMove ); - - glutMainLoop(); - return 0; -} diff --git a/progs/demos/ipers.c b/progs/demos/ipers.c index 6e153c04e1..5d82b0dc92 100644 --- a/progs/demos/ipers.c +++ b/progs/demos/ipers.c @@ -237,10 +237,27 @@ special(int k, int x, int y) } static void +cleanup(void) +{ + int i; + + glDeleteTextures(1, &t1id); + glDeleteTextures(1, &t2id); + + glDeleteLists(skydlist, 1); + for (i = 0; i < MAX_LOD; i++) { + glDeleteLists(LODdlist[i], 1); + glDeleteLists(LODnumpoly[i], 1); + } +} + + +static void key(unsigned char k, int x, int y) { switch (k) { case 27: + cleanup(); exit(0); break; @@ -707,6 +724,7 @@ main(int ac, char **av) glutIdleFunc(draw); glutMainLoop(); + cleanup(); return 0; } diff --git a/progs/demos/isosurf.c b/progs/demos/isosurf.c index 10f94b6ace..2e9dff1726 100644 --- a/progs/demos/isosurf.c +++ b/progs/demos/isosurf.c @@ -33,7 +33,7 @@ #include <windows.h> #undef CLIP_MASK #endif -#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> #include "GL/glut.h" #include "readtex.h" @@ -69,6 +69,7 @@ #define NO_STIPPLE 0x08000000 #define POLYGON_FILL 0x10000000 #define POLYGON_LINE 0x20000000 +#define POLYGON_POINT 0x40000000 #define LIGHT_MASK (LIT|UNLIT|REFLECT) #define FILTER_MASK (POINT_FILTER|LINEAR_FILTER) @@ -81,7 +82,7 @@ #define SHADE_MASK (SHADE_SMOOTH|SHADE_FLAT) #define FOG_MASK (FOG|NO_FOG) #define STIPPLE_MASK (STIPPLE|NO_STIPPLE) -#define POLYGON_MASK (POLYGON_FILL|POLYGON_LINE) +#define POLYGON_MASK (POLYGON_FILL|POLYGON_LINE|POLYGON_POINT) #define MAXVERTS 10000 static GLint maxverts = MAXVERTS; @@ -147,7 +148,7 @@ static void read_surface( char *filename ) static void print_flags( const char *msg, GLuint flags ) { fprintf(stderr, - "%s (0x%x): %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n", + "%s (0x%x): %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n", msg, flags, (flags & GLVERTEX) ? "glVertex, " : "", (flags & DRAW_ARRAYS) ? "glDrawArrays, " : "", @@ -166,7 +167,8 @@ static void print_flags( const char *msg, GLuint flags ) (flags & MATERIALS) ? "materials, " : "", (flags & FOG) ? "fog, " : "", (flags & STIPPLE) ? "stipple, " : "", - (flags & POLYGON_LINE) ? "polygon mode line, " : ""); + (flags & POLYGON_LINE) ? "polygon mode line, " : "", + (flags & POLYGON_POINT) ? "polygon mode point, " : ""); } @@ -512,12 +514,27 @@ static void draw_surface( unsigned int with_state ) break; case (GLVERTEX|STRIPS): - glBegin( GL_TRIANGLE_STRIP ); - for (i=0;i<numverts;i++) { - glNormal3fv( &data[i][3] ); - glVertex3fv( &data[i][0] ); + if (with_state & MATERIALS) { + glBegin( GL_TRIANGLE_STRIP ); + for (i=0;i<numverts;i++) { + if (i % 600 == 0 && i != 0) { + unsigned j = i / 600; + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, col[j]); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, col[j]); + } + glNormal3fv( &data[i][3] ); + glVertex3fv( &data[i][0] ); + } + glEnd(); + } + else { + glBegin( GL_TRIANGLE_STRIP ); + for (i=0;i<numverts;i++) { + glNormal3fv( &data[i][3] ); + glVertex3fv( &data[i][0] ); + } + glEnd(); } - glEnd(); break; default: @@ -711,9 +728,12 @@ static void ModeMenu(int m) if (m & POLYGON_FILL) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } - else { + else if (m & POLYGON_LINE) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } + else { + glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); + } } #ifdef GL_EXT_vertex_array @@ -827,8 +847,8 @@ static void Init(int argc, char *argv[]) glClearColor(0.0, 0.0, 1.0, 0.0); glEnable( GL_DEPTH_TEST ); - glEnable( GL_VERTEX_ARRAY_EXT ); - glEnable( GL_NORMAL_ARRAY_EXT ); + glEnableClientState( GL_VERTEX_ARRAY ); + glEnableClientState( GL_NORMAL_ARRAY ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -1033,7 +1053,6 @@ static GLint Args(int argc, char **argv) int main(int argc, char **argv) { GLenum type; - char *extensions; GLuint arg_mode = Args(argc, argv); @@ -1055,15 +1074,15 @@ int main(int argc, char **argv) exit(0); } - /* Make sure server supports the vertex array extension */ - extensions = (char *) glGetString( GL_EXTENSIONS ); + glewInit(); - if (!strstr( extensions, "GL_EXT_vertex_array" )) + /* Make sure server supports the vertex array extension */ + if (!GLEW_EXT_vertex_array) { printf("Vertex arrays not supported by this renderer\n"); allowed &= ~(LOCKED|DRAW_ARRAYS|DRAW_ELTS|ARRAY_ELT); } - else if (!strstr( extensions, "GL_EXT_compiled_vertex_array" )) + else if (!GLEW_EXT_compiled_vertex_array) { printf("Compiled vertex arrays not supported by this renderer\n"); allowed &= ~LOCKED; @@ -1090,6 +1109,7 @@ int main(int argc, char **argv) glutAddMenuEntry("", 0); glutAddMenuEntry("Polygon Mode Fill", POLYGON_FILL); glutAddMenuEntry("Polygon Mode Line", POLYGON_LINE); + glutAddMenuEntry("Polygon Mode Points", POLYGON_POINT); glutAddMenuEntry("", 0); glutAddMenuEntry("Point Filtered", POINT_FILTER); glutAddMenuEntry("Linear Filtered", LINEAR_FILTER); diff --git a/progs/demos/lodbias.c b/progs/demos/lodbias.c index c5a2a1b457..30b1ed13d5 100644 --- a/progs/demos/lodbias.c +++ b/progs/demos/lodbias.c @@ -42,7 +42,7 @@ static GLfloat Xrot = 0, Yrot = -30, Zrot = 0; static GLboolean Anim = GL_TRUE; static GLint Bias = 0, BiasStepSign = +1; /* ints avoid fp precision problem */ static GLint BiasMin = -400, BiasMax = 400; - +static int win = 0; static void @@ -172,6 +172,7 @@ static void Key( unsigned char key, int x, int y ) Bias = 100.0 * (key - '0'); break; case 27: + glutDestroyWindow(win); exit(0); break; } @@ -281,7 +282,7 @@ int main( int argc, char *argv[] ) glutInitWindowPosition( 0, 0 ); glutInitWindowSize( 350, 350 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); - glutCreateWindow(argv[0]); + win = glutCreateWindow(argv[0]); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutSpecialFunc( SpecialKey ); diff --git a/progs/demos/multiarb.c b/progs/demos/multiarb.c index 451fd11efe..85c4e3a266 100644 --- a/progs/demos/multiarb.c +++ b/progs/demos/multiarb.c @@ -14,6 +14,7 @@ #include <stdio.h> #include <stdlib.h> #include <string.h> +#include <GL/glew.h> #include <GL/glut.h> #include "readtex.h" @@ -326,6 +327,7 @@ int main( int argc, char *argv[] ) glutInitWindowPosition( 0, 0 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); glutCreateWindow(argv[0] ); + glewInit(); Init( argc, argv ); diff --git a/progs/demos/occlude.c b/progs/demos/occlude.c deleted file mode 100644 index 8f7b90984e..0000000000 --- a/progs/demos/occlude.c +++ /dev/null @@ -1,234 +0,0 @@ -/* - * GL_HP_occlustion_test demo - * - * Brian Paul - * 31 March 2000 - * - * Copyright (C) 2000 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <math.h> -#include <GL/glut.h> -#include <GL/glext.h> - - -static GLfloat Xpos = 0; -static GLboolean Anim = GL_TRUE; - - -static void -PrintString(const char *s) -{ - while (*s) { - glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); - s++; - } -} - - - -static void Idle(void) -{ - static int lastTime = 0; - static int sign = +1; - int time = glutGet(GLUT_ELAPSED_TIME); - float step; - - if (lastTime == 0) - lastTime = time; - else if (time - lastTime < 20) /* 50Hz update */ - return; - - step = (time - lastTime) / 1000.0 * sign; - lastTime = time; - - Xpos += step; - - if (Xpos > 2.5) { - Xpos = 2.5; - sign = -1; - } - else if (Xpos < -2.5) { - Xpos = -2.5; - sign = +1; - } - glutPostRedisplay(); -} - - -static void Display( void ) -{ - GLboolean result; - - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - 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, -15.0 ); - - /* draw the occluding polygons */ - glColor3f(0, 0.6, 0.8); - glBegin(GL_QUADS); - glVertex2f(-1.6, -1.5); - glVertex2f(-0.4, -1.5); - glVertex2f(-0.4, 1.5); - glVertex2f(-1.6, 1.5); - - glVertex2f( 0.4, -1.5); - glVertex2f( 1.6, -1.5); - glVertex2f( 1.6, 1.5); - glVertex2f( 0.4, 1.5); - glEnd(); - - /* draw the test polygon with occlusion testing */ - glPushMatrix(); - glTranslatef(Xpos, 0, -0.5); - glScalef(0.3, 0.3, 1.0); - glRotatef(-90.0 * Xpos, 0, 0, 1); - - glEnable(GL_OCCLUSION_TEST_HP); /* NOTE: enabling the occlusion test */ - /* doesn't clear the result flag! */ - glColorMask(0, 0, 0, 0); - glDepthMask(GL_FALSE); - /* this call clear's the result flag. Not really needed for this demo. */ - glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP, &result); - - glBegin(GL_POLYGON); - glVertex3f(-1, -1, 0); - glVertex3f( 1, -1, 0); - glVertex3f( 1, 1, 0); - glVertex3f(-1, 1, 0); - glEnd(); - - glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP, &result); - /* turn off occlusion testing */ - glDisable(GL_OCCLUSION_TEST_HP); - glColorMask(1, 1, 1, 1); - glDepthMask(GL_TRUE); - - /* draw the green rect, so we can see what's going on */ - glColor3f(0.8, 0.5, 0); - glBegin(GL_POLYGON); - glVertex3f(-1, -1, 0); - glVertex3f( 1, -1, 0); - glVertex3f( 1, 1, 0); - glVertex3f(-1, 1, 0); - glEnd(); - - glPopMatrix(); - - - /* Print result message */ - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); - glOrtho( -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 ); - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - - glColor3f(1, 1, 1); - glRasterPos3f(-0.25, -0.7, 0); - - if (result) - PrintString(" Visible"); - else - PrintString("Fully Occluded"); - - glutSwapBuffers(); -} - - -static void Reshape( int width, int height ) -{ - glViewport( 0, 0, width, height ); -} - - -static void Key( unsigned char key, int x, int y ) -{ - (void) x; - (void) y; - switch (key) { - case 'a': - Anim = !Anim; - if (Anim) - glutIdleFunc( Idle ); - else - glutIdleFunc( NULL ); - break; - case 27: - exit(0); - break; - } - glutPostRedisplay(); -} - - -static void SpecialKey( int key, int x, int y ) -{ - const GLfloat step = 0.1; - (void) x; - (void) y; - switch (key) { - case GLUT_KEY_LEFT: - Xpos -= step; - break; - case GLUT_KEY_RIGHT: - Xpos += step; - break; - } - glutPostRedisplay(); -} - - -static void Init( void ) -{ - const char *ext = (const char *) glGetString(GL_EXTENSIONS); - if (!strstr(ext, "GL_HP_occlusion_test")) { - printf("Sorry, this demo requires the GL_HP_occlusion_test extension\n"); - exit(-1); - } - - glEnable(GL_DEPTH_TEST); -} - - -int main( int argc, char *argv[] ) -{ - glutInit( &argc, argv ); - glutInitWindowPosition( 0, 0 ); - glutInitWindowSize( 400, 400 ); - glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); - glutCreateWindow(argv[0]); - glutReshapeFunc( Reshape ); - glutKeyboardFunc( Key ); - glutSpecialFunc( SpecialKey ); - glutIdleFunc( Idle ); - glutDisplayFunc( Display ); - Init(); - glutMainLoop(); - return 0; -} diff --git a/progs/demos/paltex.c b/progs/demos/paltex.c index aa9c0da36b..d0cbcfb5e9 100644 --- a/progs/demos/paltex.c +++ b/progs/demos/paltex.c @@ -11,7 +11,7 @@ #ifdef _WIN32 #include <windows.h> #endif -#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> #include <GL/glut.h> @@ -255,6 +255,7 @@ int main( int argc, char *argv[] ) glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); glutCreateWindow(argv[0]); + glewInit(); Init(); (void) Init2; /* silence warning */ diff --git a/progs/demos/pointblast.c b/progs/demos/pointblast.c index dbbe2f35a2..2d70b72589 100644 --- a/progs/demos/pointblast.c +++ b/progs/demos/pointblast.c @@ -18,7 +18,7 @@ #ifdef _WIN32 #include <windows.h> #endif -#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> #include <GL/glut.h> /* Some <math.h> files do not define M_PI... */ @@ -194,11 +194,11 @@ redraw(void) { int i; + glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (newModel) recalcModelView(); - glDepthMask(GL_FALSE); /* Draw the floor. */ /* glEnable(GL_TEXTURE_2D);*/ @@ -215,7 +215,7 @@ redraw(void) glEnd(); /* Allow particles to blend with each other. */ - glDepthMask(GL_TRUE); + glDepthMask(GL_FALSE); if (blend) glEnable(GL_BLEND); @@ -444,6 +444,7 @@ main(int argc, char **argv) } glutCreateWindow("point burst"); + glewInit(); glutDisplayFunc(redraw); glutMouseFunc(mouse); glutMotionFunc(mouseMotion); diff --git a/progs/demos/projtex.c b/progs/demos/projtex.c new file mode 100644 index 0000000000..99154d7bdc --- /dev/null +++ b/progs/demos/projtex.c @@ -0,0 +1,1028 @@ + +/* projtex.c - by David Yu and David Blythe, SGI */ + +/** + ** Demonstrates simple projective texture mapping. + ** + ** Button1 changes view, Button2 moves texture. + ** + ** (See: Segal, Korobkin, van Widenfelt, Foran, and Haeberli + ** "Fast Shadows and Lighting Effects Using Texture Mapping", SIGGRAPH '92) + ** + ** 1994,1995 -- David G Yu + ** + ** cc -o projtex projtex.c texture.c -lglut -lGLU -lGL -lX11 -lm + **/ + +#include <assert.h> +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/glew.h> +#include <GL/glut.h> +#include "readtex.h" + + +/* Some <math.h> files do not define M_PI... */ +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + +#define MAX_TEX 4 +int NumTextures = 1; + +int winWidth, winHeight; + +GLboolean redrawContinuously = GL_FALSE; + +float angle, axis[3]; +enum MoveModes { + MoveNone, MoveView, MoveObject, MoveTexture +}; +enum MoveModes mode = MoveNone; + +GLfloat objectXform[4][4]; +GLfloat textureXform[MAX_TEX][4][4]; + +void (*drawObject) (void); +void (*loadTexture) (void); +GLboolean textureEnabled = GL_TRUE; +GLboolean showProjection = GL_TRUE; +GLboolean linearFilter = GL_TRUE; + +char *texFilename[MAX_TEX] = { + "../images/girl.rgb", + "../images/tile.rgb", + "../images/bw.rgb", + "../images/reflect.rgb" +}; + + +GLfloat zoomFactor = 1.0; + +/*****************************************************************/ + + +static void +ActiveTexture(int i) +{ + glActiveTextureARB(i); +} + + +/* matrix = identity */ +static void +matrixIdentity(GLfloat matrix[16]) +{ + matrix[0] = 1.0; + matrix[1] = 0.0; + matrix[2] = 0.0; + matrix[3] = 0.0; + matrix[4] = 0.0; + matrix[5] = 1.0; + matrix[6] = 0.0; + matrix[7] = 0.0; + matrix[8] = 0.0; + matrix[9] = 0.0; + matrix[10] = 1.0; + matrix[11] = 0.0; + matrix[12] = 0.0; + matrix[13] = 0.0; + matrix[14] = 0.0; + matrix[15] = 1.0; +} + +/* matrix2 = transpose(matrix1) */ +static void +matrixTranspose(GLfloat matrix2[16], GLfloat matrix1[16]) +{ + matrix2[0] = matrix1[0]; + matrix2[1] = matrix1[4]; + matrix2[2] = matrix1[8]; + matrix2[3] = matrix1[12]; + + matrix2[4] = matrix1[1]; + matrix2[5] = matrix1[5]; + matrix2[6] = matrix1[9]; + matrix2[7] = matrix1[13]; + + matrix2[8] = matrix1[2]; + matrix2[9] = matrix1[6]; + matrix2[10] = matrix1[10]; + matrix2[11] = matrix1[14]; + + matrix2[12] = matrix1[3]; + matrix2[13] = matrix1[7]; + matrix2[14] = matrix1[14]; + matrix2[15] = matrix1[15]; +} + +/*****************************************************************/ + +/* load SGI .rgb image (pad with a border of the specified width and color) */ +#if 0 +static void +imgLoad(char *filenameIn, int borderIn, GLfloat borderColorIn[4], + int *wOut, int *hOut, GLubyte ** imgOut) +{ + int border = borderIn; + int width, height; + int w, h; + GLubyte *image, *img, *p; + int i, j, components; + + image = (GLubyte *) read_texture(filenameIn, &width, &height, &components); + w = width + 2 * border; + h = height + 2 * border; + img = (GLubyte *) calloc(w * h, 4 * sizeof(unsigned char)); + + p = img; + for (j = -border; j < height + border; ++j) { + for (i = -border; i < width + border; ++i) { + if (0 <= j && j <= height - 1 && 0 <= i && i <= width - 1) { + p[0] = image[4 * (j * width + i) + 0]; + p[1] = image[4 * (j * width + i) + 1]; + p[2] = image[4 * (j * width + i) + 2]; + p[3] = 0xff; + } else { + p[0] = borderColorIn[0] * 0xff; + p[1] = borderColorIn[1] * 0xff; + p[2] = borderColorIn[2] * 0xff; + p[3] = borderColorIn[3] * 0xff; + } + p += 4; + } + } + free(image); + *wOut = w; + *hOut = h; + *imgOut = img; +} +#endif + + +/*****************************************************************/ + +/* Load the image file specified on the command line as the current texture */ +static void +loadImageTextures(void) +{ + GLfloat borderColor[4] = + {1.0, 1.0, 1.0, 1.0}; + int tex; + + for (tex = 0; tex < NumTextures; tex++) { + GLubyte *image, *texData3, *texData4; + GLint imgWidth, imgHeight; + GLenum imgFormat; + int i, j; + + printf("loading %s\n", texFilename[tex]); + image = LoadRGBImage(texFilename[tex], &imgWidth, &imgHeight, &imgFormat); + if (!image) { + printf("can't find %s\n", texFilename[tex]); + exit(1); + } + assert(imgFormat == GL_RGB); + + /* scale to 256x256 */ + texData3 = malloc(256 * 256 * 4); + texData4 = malloc(256 * 256 * 4); + assert(texData3); + assert(texData4); + gluScaleImage(imgFormat, imgWidth, imgHeight, GL_UNSIGNED_BYTE, image, + 256, 256, GL_UNSIGNED_BYTE, texData3); + + /* convert to rgba */ + for (i = 0; i < 256 * 256; i++) { + texData4[i*4+0] = texData3[i*3+0]; + texData4[i*4+1] = texData3[i*3+1]; + texData4[i*4+2] = texData3[i*3+2]; + texData4[i*4+3] = 128; + } + + /* put transparent border around image */ + for (i = 0; i < 256; i++) { + texData4[i*4+0] = 255; + texData4[i*4+1] = 255; + texData4[i*4+2] = 255; + texData4[i*4+3] = 0; + } + j = 256 * 255 * 4; + for (i = 0; i < 256; i++) { + texData4[j + i*4+0] = 255; + texData4[j + i*4+1] = 255; + texData4[j + i*4+2] = 255; + texData4[j + i*4+3] = 0; + } + for (i = 0; i < 256; i++) { + j = i * 256 * 4; + texData4[j+0] = 255; + texData4[j+1] = 255; + texData4[j+2] = 255; + texData4[j+3] = 0; + } + for (i = 0; i < 256; i++) { + j = i * 256 * 4 + 255 * 4; + texData4[j+0] = 255; + texData4[j+1] = 255; + texData4[j+2] = 255; + texData4[j+3] = 0; + } + + ActiveTexture(GL_TEXTURE0_ARB + tex); + glBindTexture(GL_TEXTURE_2D, tex + 1); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, + GL_RGBA, GL_UNSIGNED_BYTE, texData4); + + if (linearFilter) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); + } +} + +/* Create a simple spotlight pattern and make it the current texture */ +static void +loadSpotlightTexture(void) +{ + static int texWidth = 64, texHeight = 64; + static GLubyte *texData; + GLfloat borderColor[4] = + {0.1, 0.1, 0.1, 1.0}; + + if (!texData) { + GLubyte *p; + int i, j; + + texData = (GLubyte *) malloc(texWidth * texHeight * 4 * sizeof(GLubyte)); + + p = texData; + for (j = 0; j < texHeight; ++j) { + float dy = (texHeight * 0.5 - j + 0.5) / (texHeight * 0.5); + + for (i = 0; i < texWidth; ++i) { + float dx = (texWidth * 0.5 - i + 0.5) / (texWidth * 0.5); + float r = cos(M_PI / 2.0 * sqrt(dx * dx + dy * dy)); + float c; + + r = (r < 0) ? 0 : r * r; + c = 0xff * (r + borderColor[0]); + p[0] = (c <= 0xff) ? c : 0xff; + c = 0xff * (r + borderColor[1]); + p[1] = (c <= 0xff) ? c : 0xff; + c = 0xff * (r + borderColor[2]); + p[2] = (c <= 0xff) ? c : 0xff; + c = 0xff * (r + borderColor[3]); + p[3] = (c <= 0xff) ? c : 0xff; + p += 4; + } + } + } + if (linearFilter) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); + gluBuild2DMipmaps(GL_TEXTURE_2D, 4, texWidth, texHeight, + GL_RGBA, GL_UNSIGNED_BYTE, texData); +} + +/*****************************************************************/ + +static void +checkErrors(void) +{ + GLenum error; + while ((error = glGetError()) != GL_NO_ERROR) { + fprintf(stderr, "Error: %s\n", (char *) gluErrorString(error)); + } +} + +static void +drawCube(void) +{ + glBegin(GL_QUADS); + + glNormal3f(-1.0, 0.0, 0.0); + glColor3f(0.80, 0.50, 0.50); + glVertex3f(-0.5, -0.5, -0.5); + glVertex3f(-0.5, -0.5, 0.5); + glVertex3f(-0.5, 0.5, 0.5); + glVertex3f(-0.5, 0.5, -0.5); + + glNormal3f(1.0, 0.0, 0.0); + glColor3f(0.50, 0.80, 0.50); + glVertex3f(0.5, 0.5, 0.5); + glVertex3f(0.5, -0.5, 0.5); + glVertex3f(0.5, -0.5, -0.5); + glVertex3f(0.5, 0.5, -0.5); + + glNormal3f(0.0, -1.0, 0.0); + glColor3f(0.50, 0.50, 0.80); + glVertex3f(-0.5, -0.5, -0.5); + glVertex3f(0.5, -0.5, -0.5); + glVertex3f(0.5, -0.5, 0.5); + glVertex3f(-0.5, -0.5, 0.5); + + glNormal3f(0.0, 1.0, 0.0); + glColor3f(0.50, 0.80, 0.80); + glVertex3f(0.5, 0.5, 0.5); + glVertex3f(0.5, 0.5, -0.5); + glVertex3f(-0.5, 0.5, -0.5); + glVertex3f(-0.5, 0.5, 0.5); + + glNormal3f(0.0, 0.0, -1.0); + glColor3f(0.80, 0.50, 0.80); + glVertex3f(-0.5, -0.5, -0.5); + glVertex3f(-0.5, 0.5, -0.5); + glVertex3f(0.5, 0.5, -0.5); + glVertex3f(0.5, -0.5, -0.5); + + glNormal3f(0.0, 0.0, 1.0); + glColor3f(1.00, 0.80, 0.50); + glVertex3f(0.5, 0.5, 0.5); + glVertex3f(-0.5, 0.5, 0.5); + glVertex3f(-0.5, -0.5, 0.5); + glVertex3f(0.5, -0.5, 0.5); + glEnd(); +} + +static void +drawDodecahedron(void) +{ +#define A (0.5 * 1.61803) /* (sqrt(5) + 1) / 2 */ +#define B (0.5 * 0.61803) /* (sqrt(5) - 1) / 2 */ +#define C (0.5 * 1.0) + GLfloat vertexes[20][3] = + { + {-A, 0.0, B}, + {-A, 0.0, -B}, + {A, 0.0, -B}, + {A, 0.0, B}, + {B, -A, 0.0}, + {-B, -A, 0.0}, + {-B, A, 0.0}, + {B, A, 0.0}, + {0.0, B, -A}, + {0.0, -B, -A}, + {0.0, -B, A}, + {0.0, B, A}, + {-C, -C, C}, + {-C, -C, -C}, + {C, -C, -C}, + {C, -C, C}, + {-C, C, C}, + {-C, C, -C}, + {C, C, -C}, + {C, C, C}, + }; +#undef A +#undef B +#undef C + GLint polygons[12][5] = + { + {0, 12, 10, 11, 16}, + {1, 17, 8, 9, 13}, + {2, 14, 9, 8, 18}, + {3, 19, 11, 10, 15}, + {4, 14, 2, 3, 15}, + {5, 12, 0, 1, 13}, + {6, 17, 1, 0, 16}, + {7, 19, 3, 2, 18}, + {8, 17, 6, 7, 18}, + {9, 14, 4, 5, 13}, + {10, 12, 5, 4, 15}, + {11, 19, 7, 6, 16}, + }; + int i; + + glColor3f(0.75, 0.75, 0.75); + for (i = 0; i < 12; ++i) { + GLfloat *p0, *p1, *p2, d; + GLfloat u[3], v[3], n[3]; + + p0 = &vertexes[polygons[i][0]][0]; + p1 = &vertexes[polygons[i][1]][0]; + p2 = &vertexes[polygons[i][2]][0]; + + u[0] = p2[0] - p1[0]; + u[1] = p2[1] - p1[1]; + u[2] = p2[2] - p1[2]; + + v[0] = p0[0] - p1[0]; + v[1] = p0[1] - p1[1]; + v[2] = p0[2] - p1[2]; + + n[0] = u[1] * v[2] - u[2] * v[1]; + n[1] = u[2] * v[0] - u[0] * v[2]; + n[2] = u[0] * v[1] - u[1] * v[0]; + + d = 1.0 / sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]); + n[0] *= d; + n[1] *= d; + n[2] *= d; + + glBegin(GL_POLYGON); + glNormal3fv(n); + glVertex3fv(p0); + glVertex3fv(p1); + glVertex3fv(p2); + glVertex3fv(vertexes[polygons[i][3]]); + glVertex3fv(vertexes[polygons[i][4]]); + glEnd(); + } +} + +static void +drawSphere(void) +{ + int numMajor = 24; + int numMinor = 32; + float radius = 0.8; + double majorStep = (M_PI / numMajor); + double minorStep = (2.0 * M_PI / numMinor); + int i, j; + + glColor3f(0.50, 0.50, 0.50); + for (i = 0; i < numMajor; ++i) { + double a = i * majorStep; + double b = a + majorStep; + double r0 = radius * sin(a); + double r1 = radius * sin(b); + GLfloat z0 = radius * cos(a); + GLfloat z1 = radius * cos(b); + + glBegin(GL_TRIANGLE_STRIP); + for (j = 0; j <= numMinor; ++j) { + double c = j * minorStep; + GLfloat x = cos(c); + GLfloat y = sin(c); + + glNormal3f((x * r0) / radius, (y * r0) / radius, z0 / radius); + glTexCoord2f(j / (GLfloat) numMinor, i / (GLfloat) numMajor); + glVertex3f(x * r0, y * r0, z0); + + glNormal3f((x * r1) / radius, (y * r1) / radius, z1 / radius); + glTexCoord2f(j / (GLfloat) numMinor, (i + 1) / (GLfloat) numMajor); + glVertex3f(x * r1, y * r1, z1); + } + glEnd(); + } +} + +/*****************************************************************/ + +float xmin = -0.035, xmax = 0.035; +float ymin = -0.035, ymax = 0.035; +float nnear = 0.1; +float ffar = 1.9; +float distance = -1.0; + +static void +loadTextureProjection(int texUnit, GLfloat m[16]) +{ + GLfloat mInverse[4][4]; + + /* Should use true inverse, but since m consists only of rotations, we can + just use the transpose. */ + matrixTranspose((GLfloat *) mInverse, m); + + ActiveTexture(GL_TEXTURE0_ARB + texUnit); + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glTranslatef(0.5, 0.5, 0.0); + glScalef(0.5, 0.5, 1.0); + glFrustum(xmin, xmax, ymin, ymax, nnear, ffar); + glTranslatef(0.0, 0.0, distance); + glMultMatrixf((GLfloat *) mInverse); + glMatrixMode(GL_MODELVIEW); +} + +static void +drawTextureProjection(void) +{ + float t = ffar / nnear; + GLfloat n[4][3]; + GLfloat f[4][3]; + + n[0][0] = xmin; + n[0][1] = ymin; + n[0][2] = -(nnear + distance); + + n[1][0] = xmax; + n[1][1] = ymin; + n[1][2] = -(nnear + distance); + + n[2][0] = xmax; + n[2][1] = ymax; + n[2][2] = -(nnear + distance); + + n[3][0] = xmin; + n[3][1] = ymax; + n[3][2] = -(nnear + distance); + + f[0][0] = xmin * t; + f[0][1] = ymin * t; + f[0][2] = -(ffar + distance); + + f[1][0] = xmax * t; + f[1][1] = ymin * t; + f[1][2] = -(ffar + distance); + + f[2][0] = xmax * t; + f[2][1] = ymax * t; + f[2][2] = -(ffar + distance); + + f[3][0] = xmin * t; + f[3][1] = ymax * t; + f[3][2] = -(ffar + distance); + + glColor3f(1.0, 1.0, 0.0); + glBegin(GL_LINE_LOOP); + glVertex3fv(n[0]); + glVertex3fv(n[1]); + glVertex3fv(n[2]); + glVertex3fv(n[3]); + glVertex3fv(f[3]); + glVertex3fv(f[2]); + glVertex3fv(f[1]); + glVertex3fv(f[0]); + glVertex3fv(n[0]); + glVertex3fv(n[1]); + glVertex3fv(f[1]); + glVertex3fv(f[0]); + glVertex3fv(f[3]); + glVertex3fv(f[2]); + glVertex3fv(n[2]); + glVertex3fv(n[3]); + glEnd(); +} + +/*****************************************************************/ + +static void +initialize(void) +{ + GLfloat light0Pos[4] = + {0.3, 0.3, 0.0, 1.0}; + GLfloat matAmb[4] = + {0.01, 0.01, 0.01, 1.00}; + GLfloat matDiff[4] = + {0.65, 0.65, 0.65, 1.00}; + GLfloat matSpec[4] = + {0.30, 0.30, 0.30, 1.00}; + GLfloat matShine = 10.0; + GLfloat eyePlaneS[] = + {1.0, 0.0, 0.0, 0.0}; + GLfloat eyePlaneT[] = + {0.0, 1.0, 0.0, 0.0}; + GLfloat eyePlaneR[] = + {0.0, 0.0, 1.0, 0.0}; + GLfloat eyePlaneQ[] = + {0.0, 0.0, 0.0, 1.0}; + int i; + + /* Setup Misc. */ + glClearColor(0.41, 0.41, 0.31, 0.0); + + glEnable(GL_DEPTH_TEST); + + /* glLineWidth(2.0);*/ + + glCullFace(GL_FRONT); + glEnable(GL_CULL_FACE); + + glMatrixMode(GL_PROJECTION); + glFrustum(-0.5, 0.5, -0.5, 0.5, 1, 3); + glMatrixMode(GL_MODELVIEW); + glTranslatef(0, 0, -2); + + matrixIdentity((GLfloat *) objectXform); + for (i = 0; i < NumTextures; i++) { + matrixIdentity((GLfloat *) textureXform[i]); + } + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, 1, 0, 1, -1, 1); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glRasterPos2i(0, 0); + + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + + /* Setup Lighting */ + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmb); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpec); + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, matShine); + + glEnable(GL_COLOR_MATERIAL); + + glLightfv(GL_LIGHT0, GL_POSITION, light0Pos); + glEnable(GL_LIGHT0); + + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); + glEnable(GL_LIGHTING); + + /* Setup Texture */ + + (*loadTexture) (); + + + for (i = 0; i < NumTextures; i++) { + ActiveTexture(GL_TEXTURE0_ARB + i); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGenfv(GL_S, GL_EYE_PLANE, eyePlaneS); + + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGenfv(GL_T, GL_EYE_PLANE, eyePlaneT); + + glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGenfv(GL_R, GL_EYE_PLANE, eyePlaneR); + + glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGenfv(GL_Q, GL_EYE_PLANE, eyePlaneQ); + } +} + +static void +display(void) +{ + int i; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (textureEnabled) { + if (mode == MoveTexture || mode == MoveView) { + /* Have OpenGL compute the new transformation (simple but slow). */ + for (i = 0; i < NumTextures; i++) { + glPushMatrix(); + glLoadIdentity(); +#if 0 + if (i & 1) + glRotatef(angle, axis[0], axis[1], axis[2]); + else +#endif + glRotatef(angle*(i+1), axis[0], axis[1], axis[2]); + + glMultMatrixf((GLfloat *) textureXform[i]); + glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) textureXform[i]); + glPopMatrix(); + } + } + for (i = 0; i < NumTextures; i++) { + loadTextureProjection(i, (GLfloat *) textureXform[i]); + } + + if (showProjection) { + for (i = 0; i < NumTextures; i++) { + ActiveTexture(GL_TEXTURE0_ARB + i); + glPushMatrix(); + glMultMatrixf((GLfloat *) textureXform[i]); + glDisable(GL_LIGHTING); + drawTextureProjection(); + glEnable(GL_LIGHTING); + glPopMatrix(); + } + } + for (i = 0; i < NumTextures; i++) { + ActiveTexture(GL_TEXTURE0_ARB + i); + glEnable(GL_TEXTURE_2D); + glEnable(GL_TEXTURE_GEN_S); + glEnable(GL_TEXTURE_GEN_T); + glEnable(GL_TEXTURE_GEN_R); + glEnable(GL_TEXTURE_GEN_Q); + } + } + if (mode == MoveObject || mode == MoveView) { + /* Have OpenGL compute the new transformation (simple but slow). */ + glPushMatrix(); + glLoadIdentity(); + glRotatef(angle, axis[0], axis[1], axis[2]); + glMultMatrixf((GLfloat *) objectXform); + glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) objectXform); + glPopMatrix(); + } + glPushMatrix(); + glMultMatrixf((GLfloat *) objectXform); + (*drawObject) (); + glPopMatrix(); + + for (i = 0; i < NumTextures; i++) { + ActiveTexture(GL_TEXTURE0_ARB + i); + glDisable(GL_TEXTURE_2D); + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + glDisable(GL_TEXTURE_GEN_R); + glDisable(GL_TEXTURE_GEN_Q); + } + + if (zoomFactor > 1.0) { + glDisable(GL_DEPTH_TEST); + glCopyPixels(0, 0, winWidth / zoomFactor, winHeight / zoomFactor, GL_COLOR); + glEnable(GL_DEPTH_TEST); + } + glFlush(); + glutSwapBuffers(); + checkErrors(); +} + +/*****************************************************************/ + +/* simple trackball-like motion control */ +static float lastPos[3]; +static int lastTime; + +static void +ptov(int x, int y, int width, int height, float v[3]) +{ + float d, a; + + /* project x,y onto a hemi-sphere centered within width, height */ + v[0] = (2.0 * x - width) / width; + v[1] = (height - 2.0 * y) / height; + d = sqrt(v[0] * v[0] + v[1] * v[1]); + v[2] = cos((M_PI / 2.0) * ((d < 1.0) ? d : 1.0)); + a = 1.0 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + v[0] *= a; + v[1] *= a; + v[2] *= a; +} + +static void +startMotion(int x, int y, int but, int time) +{ + if (but == GLUT_LEFT_BUTTON) { + mode = MoveView; + } else if (but == GLUT_MIDDLE_BUTTON) { + mode = MoveTexture; + } else { + return; + } + + lastTime = time; + ptov(x, y, winWidth, winHeight, lastPos); +} + +static void +animate(void) +{ + glutPostRedisplay(); +} + +static void +vis(int visible) +{ + if (visible == GLUT_VISIBLE) { + if (redrawContinuously) + glutIdleFunc(animate); + } else { + if (redrawContinuously) + glutIdleFunc(NULL); + } +} + +static void +stopMotion(int but, int time) +{ + if ((but == GLUT_LEFT_BUTTON && mode == MoveView) || + (but == GLUT_MIDDLE_BUTTON && mode == MoveTexture)) { + } else { + return; + } + + if (time == lastTime) { + /* redrawContinuously = GL_TRUE;*/ + glutIdleFunc(animate); + } else { + angle = 0.0; + redrawContinuously = GL_FALSE; + glutIdleFunc(0); + } + if (!redrawContinuously) { + mode = MoveNone; + } +} + +static void +trackMotion(int x, int y) +{ + float curPos[3], dx, dy, dz; + + ptov(x, y, winWidth, winHeight, curPos); + + dx = curPos[0] - lastPos[0]; + dy = curPos[1] - lastPos[1]; + dz = curPos[2] - lastPos[2]; + angle = 90.0 * sqrt(dx * dx + dy * dy + dz * dz); + + axis[0] = lastPos[1] * curPos[2] - lastPos[2] * curPos[1]; + axis[1] = lastPos[2] * curPos[0] - lastPos[0] * curPos[2]; + axis[2] = lastPos[0] * curPos[1] - lastPos[1] * curPos[0]; + + lastTime = glutGet(GLUT_ELAPSED_TIME); + lastPos[0] = curPos[0]; + lastPos[1] = curPos[1]; + lastPos[2] = curPos[2]; + glutPostRedisplay(); +} + +/*****************************************************************/ + +static void +object(void) +{ + static int object; + + object++; + object %= 3; + switch (object) { + case 0: + drawObject = drawCube; + break; + case 1: + drawObject = drawDodecahedron; + break; + case 2: + drawObject = drawSphere; + break; + default: + break; + } +} + +static void +nop(void) +{ +} + +static void +texture(void) +{ + static int texture = 0; + + texture++; + texture %= 3; + if (texture == 1 && texFilename == NULL) { + /* Skip file texture if not loaded. */ + texture++; + } + switch (texture) { + case 0: + loadTexture = nop; + textureEnabled = GL_FALSE; + break; + case 1: + loadTexture = loadImageTextures; + (*loadTexture) (); + textureEnabled = GL_TRUE; + break; + case 2: + loadTexture = loadSpotlightTexture; + (*loadTexture) (); + textureEnabled = GL_TRUE; + break; + default: + break; + } +} + +static void +help(void) +{ + printf("'h' - help\n"); + printf("'l' - toggle linear/nearest filter\n"); + printf("'s' - toggle projection frustum\n"); + printf("'t' - toggle projected texture\n"); + printf("'o' - toggle object\n"); + printf("'z' - increase zoom factor\n"); + printf("'Z' - decrease zoom factor\n"); + printf("left mouse - move view\n"); + printf("middle mouse - move projection\n"); +} + +/* ARGSUSED1 */ +static void +key(unsigned char key, int x, int y) +{ + switch (key) { + case '\033': + exit(0); + break; + case 'l': + linearFilter = !linearFilter; + (*loadTexture) (); + break; + case 's': + showProjection = !showProjection; + break; + case 't': + texture(); + break; + case 'o': + object(); + break; + case 'z': + zoomFactor += 1.0; + glPixelZoom(zoomFactor, zoomFactor); + glViewport(0, 0, winWidth / zoomFactor, winHeight / zoomFactor); + break; + case 'Z': + zoomFactor -= 1.0; + if (zoomFactor < 1.0) + zoomFactor = 1.0; + glPixelZoom(zoomFactor, zoomFactor); + glViewport(0, 0, winWidth / zoomFactor, winHeight / zoomFactor); + break; + case 'h': + help(); + break; + } + glutPostRedisplay(); +} + +static void +mouse(int button, int state, int x, int y) +{ + if (state == GLUT_DOWN) + startMotion(x, y, button, glutGet(GLUT_ELAPSED_TIME)); + else if (state == GLUT_UP) + stopMotion(button, glutGet(GLUT_ELAPSED_TIME)); + glutPostRedisplay(); +} + +static void +reshape(int w, int h) +{ + winWidth = w; + winHeight = h; + glViewport(0, 0, w / zoomFactor, h / zoomFactor); +} + + +static void +menu(int selection) +{ + if (selection == 666) { + exit(0); + } + key((unsigned char) selection, 0, 0); +} + +int +main(int argc, char **argv) +{ + glutInit(&argc, argv); + + if (argc > 1) { + NumTextures = atoi(argv[1]); + } + assert(NumTextures <= MAX_TEX); + + glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); + glutInitWindowSize(500,500); + (void) glutCreateWindow("projtex"); + glewInit(); + + loadTexture = loadImageTextures; + drawObject = drawCube; + initialize(); + glutDisplayFunc(display); + glutKeyboardFunc(key); + glutReshapeFunc(reshape); + glutMouseFunc(mouse); + glutMotionFunc(trackMotion); + glutVisibilityFunc(vis); + glutCreateMenu(menu); + glutAddMenuEntry("Toggle showing projection", 's'); + glutAddMenuEntry("Switch texture", 't'); + glutAddMenuEntry("Switch object", 'o'); + glutAddMenuEntry("Toggle filtering", 'l'); + glutAddMenuEntry("Quit", 666); + glutAttachMenu(GLUT_RIGHT_BUTTON); + texture(); + glutMainLoop(); + return 0; /* ANSI C requires main to return int. */ +} diff --git a/progs/demos/rain.cxx b/progs/demos/rain.cxx index 59b6471ef8..265d90cd95 100644 --- a/progs/demos/rain.cxx +++ b/progs/demos/rain.cxx @@ -24,8 +24,6 @@ extern "C" { #ifdef _WIN32 #include <windows.h> #include <mmsystem.h> -#include "particles.cxx" -#include "readtex.c" #endif #ifdef XMESA diff --git a/progs/demos/readpix.c b/progs/demos/readpix.c index c0aac2272f..bbb3a68eff 100644 --- a/progs/demos/readpix.c +++ b/progs/demos/readpix.c @@ -17,6 +17,7 @@ #define IMAGE_FILE "../images/girl.rgb" static int ImgWidth, ImgHeight; +static int WinWidth, WinHeight; static GLenum ImgFormat; static GLubyte *Image = NULL; @@ -27,6 +28,7 @@ static int CPosX, CPosY; /* copypixels */ static GLboolean DrawFront = GL_FALSE; static GLboolean ScaleAndBias = GL_FALSE; static GLboolean Benchmark = GL_FALSE; +static GLboolean Triangle = GL_FALSE; static GLubyte *TempImage = NULL; #define COMBO 1 @@ -150,11 +152,60 @@ Display( void ) /* draw original image */ glRasterPos2i(APosX, 5); PrintString("Original"); - glRasterPos2i(APosX, APosY); - glEnable(GL_DITHER); - SetupPixelTransfer(GL_FALSE); - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glDrawPixels(ImgWidth, ImgHeight, ImgFormat, GL_UNSIGNED_BYTE, Image); + if (!Triangle) { + glRasterPos2i(APosX, APosY); + glEnable(GL_DITHER); + SetupPixelTransfer(GL_FALSE); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glDrawPixels(ImgWidth, ImgHeight, ImgFormat, GL_UNSIGNED_BYTE, Image); + } + else { + float z = 0; + + glViewport(APosX, APosY, ImgWidth, ImgHeight); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); + glDisable(GL_CULL_FACE); + + /* Red should never be seen + */ + glBegin(GL_POLYGON); + glColor3f(1,0,0); + glVertex3f(-2, -2, z); + glVertex3f(-2, 2, z); + glVertex3f(2, 2, z); + glVertex3f(2, -2, z); + glEnd(); + + /* Blue background + */ + glBegin(GL_POLYGON); + glColor3f(.5,.5,1); + glVertex3f(-1, -1, z); + glVertex3f(-1, 1, z); + glVertex3f(1, 1, z); + glVertex3f(1, -1, z); + glEnd(); + + /* Triangle + */ + glBegin(GL_TRIANGLES); + glColor3f(.8,0,0); + glVertex3f(-0.9, -0.9, z); + glColor3f(0,.9,0); + glVertex3f( 0.9, -0.9, z); + glColor3f(0,0,.7); + glVertex3f( 0.0, 0.9, z); + glEnd(); + + glColor3f(1,1,1); + + glViewport( 0, 0, WinWidth, WinHeight ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glOrtho( 0.0, WinWidth, 0.0, WinHeight, -1.0, 1.0 ); + } /* might try alignment=4 here for testing */ glPixelStorei(GL_UNPACK_ALIGNMENT, 1); @@ -218,6 +269,9 @@ Display( void ) static void Reshape( int width, int height ) { + WinWidth = width; + WinHeight = height; + glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); @@ -236,6 +290,9 @@ Key( unsigned char key, int x, int y ) case 'b': Benchmark = GL_TRUE; break; + case 't': + Triangle = !Triangle; + break; case 's': ScaleAndBias = !ScaleAndBias; break; diff --git a/progs/demos/reflect.c b/progs/demos/reflect.c index 0bec0663bc..b72af12885 100644 --- a/progs/demos/reflect.c +++ b/progs/demos/reflect.c @@ -401,6 +401,7 @@ DrawWindow(void) 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; } diff --git a/progs/demos/shadowtex.c b/progs/demos/shadowtex.c index 4787f0f29d..dc5a4bbc48 100644 --- a/progs/demos/shadowtex.c +++ b/progs/demos/shadowtex.c @@ -31,12 +31,12 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#define GL_GLEXT_PROTOTYPES #include <assert.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> +#include <GL/glew.h> #include <GL/glut.h> #include "showbuffer.h" @@ -788,6 +788,7 @@ Key(unsigned char key, int x, int y) exit(0); break; } + fflush(stdout); glutPostRedisplay(); } @@ -1014,6 +1015,7 @@ PrintHelp(void) printf(" <shift> + cursor keys = rotate light source\n"); if (HaveEXTshadowFuncs) printf(" o = cycle through comparison modes\n"); + fflush(stdout); } @@ -1025,6 +1027,7 @@ main(int argc, char *argv[]) glutInitWindowSize(WindowWidth, WindowHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL); glutCreateWindow(argv[0]); + glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); diff --git a/progs/demos/spriteblast.c b/progs/demos/spriteblast.c index 5ad8e4d9a9..d73b680b79 100644 --- a/progs/demos/spriteblast.c +++ b/progs/demos/spriteblast.c @@ -21,7 +21,7 @@ #ifdef _WIN32 #include <windows.h> #endif -#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> #include <GL/glut.h> /* Some <math.h> files do not define M_PI... */ @@ -209,13 +209,13 @@ redraw(void) { int i; + glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(15.0, 1.0, 0.0, 0.0); glRotatef(angle, 0.0, 1.0, 0.0); - glDepthMask(GL_FALSE); /* Draw the floor. */ /* glEnable(GL_TEXTURE_2D);*/ @@ -232,7 +232,7 @@ redraw(void) glEnd(); /* Allow particles to blend with each other. */ - glDepthMask(GL_TRUE); + glDepthMask(GL_FALSE); if (blend) glEnable(GL_BLEND); @@ -509,6 +509,7 @@ main(int argc, char **argv) glutInitWindowPosition(0, 0); glutInitWindowSize(600,300); glutCreateWindow("sprite blast"); + glewInit(); glutReshapeFunc(reshape); glutDisplayFunc(redraw); glutMouseFunc(mouse); diff --git a/progs/demos/stex3d.c b/progs/demos/stex3d.c index 83ae3684ae..c0bbea0960 100644 --- a/progs/demos/stex3d.c +++ b/progs/demos/stex3d.c @@ -18,7 +18,7 @@ #include <stdio.h> #include <stdlib.h> #include <math.h> -#include <GL/gl.h> +#include <GL/glew.h> #include <GL/glut.h> @@ -662,6 +662,8 @@ main(int argc, char **argv) exit(0); } + glewInit(); + init(); printHelp(); diff --git a/progs/demos/streaming_rect.c b/progs/demos/streaming_rect.c deleted file mode 100644 index 4c1d8535fd..0000000000 --- a/progs/demos/streaming_rect.c +++ /dev/null @@ -1,323 +0,0 @@ -/* - * GL_ARB_pixel_buffer_object test - * - * Command line options: - * -w WIDTH -h HEIGHT sets window size - * - */ - -#define GL_GLEXT_PROTOTYPES - -#include <math.h> -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <GL/glut.h> - -#include "readtex.h" - - -#define ANIMATE 10 -#define PBO 11 -#define QUIT 100 - -static GLuint DrawPBO; - -static GLboolean Animate = GL_TRUE; -static GLboolean use_pbo = 1; -static GLboolean whole_rect = 1; - -static GLfloat Drift = 0.0; -static GLfloat drift_increment = 1/255.0; -static GLfloat Xrot = 20.0, Yrot = 30.0; - -static GLuint Width = 1024; -static GLuint Height = 512; - - -static void Idle( void ) -{ - if (Animate) { - - Drift += drift_increment; - if (Drift >= 1.0) - Drift = 0.0; - - glutPostRedisplay(); - } -} - -/*static int max( int a, int b ) { return a > b ? a : b; }*/ -static int min( int a, int b ) { return a < b ? a : b; } - -static void DrawObject() -{ - GLint size = Width * Height * 4; - - if (use_pbo) { - /* XXX: This is extremely important - semantically makes the buffer - * contents undefined, but in practice means that the driver can - * release the old copy of the texture and allocate a new one - * without waiting for outstanding rendering to complete. - */ - glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO); - glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, size, NULL, GL_STREAM_DRAW_ARB); - - { - char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB); - - printf("char %d\n", (unsigned char)(Drift * 255)); - - memset(image, (unsigned char)(Drift * 255), size); - - glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT); - } - - - /* BGRA is required for most hardware paths: - */ - glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0, - GL_BGRA, GL_UNSIGNED_BYTE, NULL); - } - else { - static char *image = NULL; - - if (image == NULL) - image = malloc(size); - - glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0); - - memset(image, (unsigned char)(Drift * 255), size); - - /* BGRA should be the fast path for regular uploads as well. - */ - glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0, - GL_BGRA, GL_UNSIGNED_BYTE, image); - } - - { - int x,y,w,h; - - if (whole_rect) { - x = y = 0; - w = Width; - h = Height; - } - else { - x = y = 0; - w = min(10, Width); - h = min(10, Height); - } - - glBegin(GL_QUADS); - - glTexCoord2f( x, y); - glVertex2f( x, y ); - - glTexCoord2f( x, y + h); - glVertex2f( x, y + h); - - glTexCoord2f( x + w + .5, y + h); - glVertex2f( x + w, y + h ); - - glTexCoord2f( x + w, y + .5); - glVertex2f( x + w, y ); - - glEnd(); - } -} - - - -static void Display( void ) -{ - static GLint T0 = 0; - static GLint Frames = 0; - GLint t; - - glClear( GL_COLOR_BUFFER_BIT ); - - glPushMatrix(); - DrawObject(); - glPopMatrix(); - - glutSwapBuffers(); - - Frames++; - - t = glutGet(GLUT_ELAPSED_TIME); - if (t - T0 >= 1000) { - GLfloat seconds = (t - T0) / 1000.0; - - GLfloat fps = Frames / seconds; - printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); - - drift_increment = 2.2 * seconds / Frames; - T0 = t; - Frames = 0; - } -} - - -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, 10.0, 100.0 ); */ - gluOrtho2D( 0, width, height, 0 ); - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - glTranslatef(0.375, 0.375, 0); -} - - -static void ModeMenu(int entry) -{ - if (entry==ANIMATE) { - Animate = !Animate; - } - else if (entry==PBO) { - use_pbo = !use_pbo; - } - else if (entry==QUIT) { - exit(0); - } - - glutPostRedisplay(); -} - - -static void Key( unsigned char key, int x, int y ) -{ - (void) x; - (void) y; - switch (key) { - case 27: - exit(0); - break; - } - glutPostRedisplay(); -} - - -static void SpecialKey( int key, int x, int y ) -{ - float step = 3.0; - (void) x; - (void) y; - - switch (key) { - case GLUT_KEY_UP: - Xrot += step; - break; - case GLUT_KEY_DOWN: - Xrot -= step; - break; - case GLUT_KEY_LEFT: - Yrot += step; - break; - case GLUT_KEY_RIGHT: - Yrot -= step; - break; - } - glutPostRedisplay(); -} - - -static void Init( int argc, char *argv[] ) -{ - const char *exten = (const char *) glGetString(GL_EXTENSIONS); - GLuint texObj; - GLint size; - - - if (!strstr(exten, "GL_ARB_pixel_buffer_object")) { - printf("Sorry, GL_ARB_pixel_buffer_object not supported by this renderer.\n"); - exit(1); - } - - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size); - printf("%d x %d max texture size\n", size, size); - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - /* allocate two texture objects */ - glGenTextures(1, &texObj); - - /* setup the texture objects */ - glActiveTextureARB(GL_TEXTURE0_ARB); - glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj); - - glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - - glGenBuffersARB(1, &DrawPBO); - - glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO); - glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, - Width * Height * 4, NULL, GL_STREAM_DRAW); - - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - - glEnable(GL_TEXTURE_RECTANGLE_ARB); - - glShadeModel(GL_SMOOTH); - glClearColor(0.3, 0.3, 0.4, 1.0); - - if (argc > 1 && strcmp(argv[1], "-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)); - } -} - - -int main( int argc, char *argv[] ) -{ - GLint i; - - glutInit( &argc, argv ); - - for (i = 1; i < argc; i++) { - if (strcmp(argv[i], "-w") == 0) { - Width = atoi(argv[i+1]); - if (Width <= 0) { - printf("Error, bad width\n"); - exit(1); - } - i++; - } - else if (strcmp(argv[i], "-h") == 0) { - Height = atoi(argv[i+1]); - if (Height <= 0) { - printf("Error, bad height\n"); - exit(1); - } - i++; - } - } - - glutInitWindowSize( Width, Height ); - glutInitWindowPosition( 0, 0 ); - glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); - glutCreateWindow(argv[0] ); - - Init( argc, argv ); - - glutReshapeFunc( Reshape ); - glutKeyboardFunc( Key ); - glutSpecialFunc( SpecialKey ); - glutDisplayFunc( Display ); - glutIdleFunc( Idle ); - - glutCreateMenu(ModeMenu); - glutAddMenuEntry("Toggle Animation", ANIMATE); - glutAddMenuEntry("Toggle PBO", PBO); - glutAddMenuEntry("Quit", QUIT); - glutAttachMenu(GLUT_RIGHT_BUTTON); - - glutMainLoop(); - return 0; -} diff --git a/progs/demos/teapot.c b/progs/demos/teapot.c index 38ede7ac3e..6bf6e06409 100644 --- a/progs/demos/teapot.c +++ b/progs/demos/teapot.c @@ -173,10 +173,20 @@ static void special(int k, int x, int y) } } +static void cleanup(void) +{ + glDeleteTextures(1, &t1id); + glDeleteTextures(1, &t2id); + glDeleteLists(teapotdlist, 1); + glDeleteLists(basedlist, 1); + glDeleteLists(lightdlist, 1); +} + static void key(unsigned char k, int x, int y) { switch(k) { case 27: + cleanup(); exit(0); break; @@ -670,6 +680,7 @@ int main(int ac, char **av) glutIdleFunc(draw); glutMainLoop(); + cleanup(); return 0; } diff --git a/progs/demos/texcyl.c b/progs/demos/texcyl.c index c04d5004e3..0e6089bced 100644 --- a/progs/demos/texcyl.c +++ b/progs/demos/texcyl.c @@ -27,6 +27,8 @@ #define LINEAR_FILTER 21 #define QUIT 100 +static GLint Win = -1; + static GLuint CylinderObj = 0; static GLboolean Animate = GL_TRUE; @@ -77,6 +79,7 @@ static void Display( void ) 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; } @@ -159,6 +162,7 @@ static void Key( unsigned char key, int x, int y ) glutIdleFunc(NULL); break; case 27: + glutDestroyWindow(Win); exit(0); break; } @@ -263,7 +267,7 @@ int main( int argc, char *argv[] ) glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); - glutCreateWindow(argv[0] ); + Win = glutCreateWindow(argv[0] ); Init(argc, argv); diff --git a/progs/demos/texdown.c b/progs/demos/texdown.c deleted file mode 100644 index 5fecd9a148..0000000000 --- a/progs/demos/texdown.c +++ /dev/null @@ -1,482 +0,0 @@ - -/* - * Copyright (C) 1999 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -/* - * texdown - * - * Measure texture download speed. - * Use keyboard to change texture size, format, datatype, scale/bias, - * subimageload, etc. - * - * Brian Paul 28 January 2000 - */ - - -#include <stdio.h> -#include <stdlib.h> -#include <math.h> -#include <GL/glut.h> - - -static GLsizei MaxSize = 2048; -static GLsizei TexWidth = 1024, TexHeight = 1024, TexBorder = 0; -static GLboolean ScaleAndBias = GL_FALSE; -static GLboolean SubImage = GL_FALSE; -static GLdouble DownloadRate = 0.0; /* texels/sec */ - -static GLuint Mode = 0; - - -/* Try and avoid L2 cache effects by cycling through a small number of - * textures. - * - * At the initial size of 1024x1024x4 == 4mbyte, say 8 textures will - * keep us out of most caches at 32mb total. - * - * This turns into a fairly interesting question of what exactly you - * expect to be in cache in normal usage, and what you think should be - * outside. There's no rules for this, no reason to favour one usage - * over another except what the application you care about happens to - * resemble most closely. - * - * - Should the client texture image be in L2 cache? Has it just been - * generated or read from disk? - * - Does the application really use >1 texture, or is it constantly - * updating one image in-place? - * - * Different answers will favour different texture upload mechanisms. - * To upload an image that is purely outside of cache, a DMA-based - * upload will probably win, whereas for small, in-cache textures, - * copying looks good. - */ -#define NR_TEXOBJ 4 -static GLuint TexObj[NR_TEXOBJ]; - - -struct FormatRec { - GLenum Format; - GLenum Type; - GLenum IntFormat; - GLint TexelSize; -}; - - -static const struct FormatRec FormatTable[] = { - /* Format Type IntFormat TexelSize */ - { GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, 4 }, - { GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, 3 }, - { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, 4 }, - { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB, 4 }, - { GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, 2 }, - { GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, 1 }, - { GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, 2 }, - { GL_ALPHA, GL_UNSIGNED_BYTE, GL_ALPHA, 1 }, -}; -static GLint Format; - -#define NUM_FORMATS (sizeof(FormatTable)/sizeof(FormatTable[0])) - -static int -BytesPerTexel(GLint format) -{ - return FormatTable[format].TexelSize; -} - - -static const char * -FormatStr(GLenum format) -{ - switch (format) { - case GL_RGB: - return "GL_RGB"; - case GL_RGBA: - return "GL_RGBA"; - case GL_BGRA: - return "GL_BGRA"; - case GL_LUMINANCE: - return "GL_LUMINANCE"; - case GL_LUMINANCE_ALPHA: - return "GL_LUMINANCE_ALPHA"; - case GL_ALPHA: - return "GL_ALPHA"; - default: - return ""; - } -} - - -static const char * -TypeStr(GLenum type) -{ - switch (type) { - case GL_UNSIGNED_BYTE: - return "GL_UNSIGNED_BYTE"; - case GL_UNSIGNED_SHORT: - return "GL_UNSIGNED_SHORT"; - case GL_UNSIGNED_SHORT_5_6_5: - return "GL_UNSIGNED_SHORT_5_6_5"; - case GL_UNSIGNED_SHORT_5_6_5_REV: - return "GL_UNSIGNED_SHORT_5_6_5_REV"; - default: - return ""; - } -} - -/* On x86, there is a performance cliff for memcpy to texture memory - * for sources below 64 byte alignment. We do our best with this in - * the driver, but it is better if the images are correctly aligned to - * start with: - */ -#define ALIGN (1<<12) - -static unsigned long align(unsigned long value, unsigned long a) -{ - return (value + a - 1) & ~(a-1); -} - -static int MIN2(int a, int b) -{ - return a < b ? a : b; -} - -static void -MeasureDownloadRate(void) -{ - const int w = TexWidth + 2 * TexBorder; - const int h = TexHeight + 2 * TexBorder; - const int image_bytes = align(w * h * BytesPerTexel(Format), ALIGN); - const int bytes = image_bytes * NR_TEXOBJ; - GLubyte *orig_texImage, *orig_getImage; - GLubyte *texImage, *getImage; - GLdouble t0, t1, time; - int count; - int i; - int offset = 0; - GLdouble total = 0; /* ints will tend to overflow */ - - printf("allocating %d bytes for %d %dx%d images\n", - bytes, NR_TEXOBJ, w, h); - - orig_texImage = (GLubyte *) malloc(bytes + ALIGN); - orig_getImage = (GLubyte *) malloc(image_bytes + ALIGN); - if (!orig_texImage || !orig_getImage) { - DownloadRate = 0.0; - return; - } - - printf("alloc %p %p\n", orig_texImage, orig_getImage); - - texImage = (GLubyte *)align((unsigned long)orig_texImage, ALIGN); - getImage = (GLubyte *)align((unsigned long)orig_getImage, ALIGN); - - for (i = 1; !(((unsigned long)texImage) & i); i<<=1) - ; - printf("texture image alignment: %d bytes (%p)\n", i, texImage); - - for (i = 0; i < bytes; i++) { - texImage[i] = i & 0xff; - } - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glPixelStorei(GL_PACK_ALIGNMENT, 1); - - if (ScaleAndBias) { - glPixelTransferf(GL_RED_SCALE, 0.5); - glPixelTransferf(GL_GREEN_SCALE, 0.5); - glPixelTransferf(GL_BLUE_SCALE, 0.5); - glPixelTransferf(GL_RED_BIAS, 0.5); - glPixelTransferf(GL_GREEN_BIAS, 0.5); - glPixelTransferf(GL_BLUE_BIAS, 0.5); - } - else { - glPixelTransferf(GL_RED_SCALE, 1.0); - glPixelTransferf(GL_GREEN_SCALE, 1.0); - glPixelTransferf(GL_BLUE_SCALE, 1.0); - glPixelTransferf(GL_RED_BIAS, 0.0); - glPixelTransferf(GL_GREEN_BIAS, 0.0); - glPixelTransferf(GL_BLUE_BIAS, 0.0); - } - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glEnable(GL_TEXTURE_2D); - - count = 0; - t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001; - do { - int img = count%NR_TEXOBJ; - GLubyte *img_ptr = texImage + img * image_bytes; - - glBindTexture(GL_TEXTURE_2D, TexObj[img]); - - if (SubImage && count > 0) { - /* Only update a portion of the image each iteration. This - * is presumably why you'd want to use texsubimage, otherwise - * you may as well just call teximage again. - * - * A bigger question is whether to use a pointer that moves - * with each call, ie does the incoming data come from L2 - * cache under normal circumstances, or is it pulled from - * uncached memory? - * - * There's a good argument to say L2 cache, ie you'd expect - * the data to have been recently generated. It's possible - * that it could have come from a file read, which may or may - * not have gone through the cpu. - */ - glTexSubImage2D(GL_TEXTURE_2D, 0, - -TexBorder, - -TexBorder + offset * h/8, - w, - h/8, - FormatTable[Format].Format, - FormatTable[Format].Type, -#if 1 - texImage /* likely in L2$ */ -#else - img_ptr + offset * bytes/8 /* unlikely in L2$ */ -#endif - ); - offset += 1; - offset %= 8; - total += w * h / 8; - } - else { - glTexImage2D(GL_TEXTURE_2D, 0, - FormatTable[Format].IntFormat, w, h, TexBorder, - FormatTable[Format].Format, - FormatTable[Format].Type, - img_ptr); - total += w*h; - } - - /* draw a tiny polygon to force texture into texram */ - glBegin(GL_TRIANGLES); - glTexCoord2f(0, 0); glVertex2f(1, 1); - glTexCoord2f(1, 0); glVertex2f(3, 1); - glTexCoord2f(0.5, 1); glVertex2f(2, 3); - glEnd(); - - t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001; - time = t1 - t0; - count++; - } while (time < 3.0); - - glDisable(GL_TEXTURE_2D); - - printf("total texels=%f time=%f\n", total, time); - DownloadRate = total / time; - - - free(orig_texImage); - free(orig_getImage); - - { - GLint err = glGetError(); - if (err) - printf("GL error %d\n", err); - } -} - - -static void -PrintString(const char *s) -{ - while (*s) { - glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); - s++; - } -} - - -static void -Display(void) -{ - const int w = TexWidth + 2 * TexBorder; - const int h = TexHeight + 2 * TexBorder; - char s[1000]; - - glClear(GL_COLOR_BUFFER_BIT); - - glRasterPos2i(10, 80); - sprintf(s, "Texture size[cursor]: %d x %d Border[b]: %d", w, h, TexBorder); - PrintString(s); - - glRasterPos2i(10, 65); - sprintf(s, "Format[f]: %s Type: %s IntFormat: %s", - FormatStr(FormatTable[Format].Format), - TypeStr( FormatTable[Format].Type), - FormatStr(FormatTable[Format].IntFormat)); - PrintString(s); - - glRasterPos2i(10, 50); - sprintf(s, "Pixel Scale&Bias[p]: %s TexSubImage[s]: %s", - ScaleAndBias ? "Yes" : "No", - SubImage ? "Yes" : "No"); - PrintString(s); - - if (Mode == 0) { - glRasterPos2i(200, 10); - sprintf(s, "...Measuring..."); - PrintString(s); - glutSwapBuffers(); - glutPostRedisplay(); - Mode++; - } - else if (Mode == 1) { - MeasureDownloadRate(); - glutPostRedisplay(); - Mode++; - } - else { - /* show results */ - glRasterPos2i(10, 10); - sprintf(s, "Download rate: %g Mtexels/second %g MB/second", - DownloadRate / 1000000.0, - DownloadRate * BytesPerTexel(Format) / 1000000.0); - PrintString(s); - { - GLint r, g, b, a, l, i; - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i); - sprintf(s, "TexelBits: R=%d G=%d B=%d A=%d L=%d I=%d", r, g, b, a, l, i); - glRasterPos2i(10, 25); - PrintString(s); - } - - glutSwapBuffers(); - } -} - - -static void -Reshape(int width, int height) -{ - glViewport( 0, 0, width, height ); - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); - glOrtho(0, width, 0, height, -1, 1); - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); -} - - - -static void -Key(unsigned char key, int x, int y) -{ - (void) x; - (void) y; - switch (key) { - case ' ': - Mode = 0; - break; - case 'b': - /* toggle border */ - TexBorder = 1 - TexBorder; - Mode = 0; - break; - case 'f': - /* change format */ - Format = (Format + 1) % NUM_FORMATS; - Mode = 0; - break; - case 'F': - /* change format */ - Format = (Format - 1) % NUM_FORMATS; - Mode = 0; - break; - case 'p': - /* toggle border */ - ScaleAndBias = !ScaleAndBias; - Mode = 0; - break; - case 's': - SubImage = !SubImage; - Mode = 0; - break; - case 27: - exit(0); - break; - } - glutPostRedisplay(); -} - - -static void -SpecialKey(int key, int x, int y) -{ - (void) x; - (void) y; - switch (key) { - case GLUT_KEY_UP: - if (TexHeight < MaxSize) - TexHeight *= 2; - break; - case GLUT_KEY_DOWN: - if (TexHeight > 1) - TexHeight /= 2; - break; - case GLUT_KEY_LEFT: - if (TexWidth > 1) - TexWidth /= 2; - break; - case GLUT_KEY_RIGHT: - if (TexWidth < MaxSize) - TexWidth *= 2; - break; - } - Mode = 0; - glutPostRedisplay(); -} - - -static void -Init(void) -{ - printf("GL_VENDOR = %s\n", (const char *) glGetString(GL_VENDOR)); - printf("GL_VERSION = %s\n", (const char *) glGetString(GL_VERSION)); - printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER)); -} - - -int -main(int argc, char *argv[]) -{ - glutInit( &argc, argv ); - glutInitWindowPosition( 0, 0 ); - glutInitWindowSize( 600, 100 ); - glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); - glutCreateWindow(argv[0]); - glutReshapeFunc( Reshape ); - glutKeyboardFunc( Key ); - glutSpecialFunc( SpecialKey ); - glutDisplayFunc( Display ); - Init(); - glutMainLoop(); - return 0; -} diff --git a/progs/demos/texenv.c b/progs/demos/texenv.c index c4174dc173..c5a8b13f35 100644 --- a/progs/demos/texenv.c +++ b/progs/demos/texenv.c @@ -76,7 +76,8 @@ int textureWidth = 64; int textureHeight = 64; int winWidth = 580, winHeight = 720; -int win; +static int Win; + struct formatInfo { GLenum baseFormat; @@ -289,7 +290,7 @@ static void keyboard( unsigned char c, int x, int y ) displayLevelInfo = !displayLevelInfo; break; case 27: /* Escape key should force exit. */ - glutDestroyWindow(win); + glutDestroyWindow(Win); exit(0); break; default: @@ -787,7 +788,7 @@ int main( int argc, char *argv[] ) glutInitWindowSize( winWidth, winHeight ); glutInitWindowPosition( 0, 0 ); - win = glutCreateWindow( "Texture Environment Test" ); + Win = glutCreateWindow( "Texture Environment Test" ); initialize(); instructions(); diff --git a/progs/demos/texobj.c b/progs/demos/texobj.c deleted file mode 100644 index 40bce6e569..0000000000 --- a/progs/demos/texobj.c +++ /dev/null @@ -1,284 +0,0 @@ - -/* - * Example of using the 1.1 texture object functions. - * Also, this demo utilizes Mesa's fast texture map path. - * - * Brian Paul June 1996 This file is in the public domain. - */ - -#include <assert.h> -#include <math.h> -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include "GL/glut.h" - -static GLuint Window = 0; - -static GLuint TexObj[2]; -static GLfloat Angle = 0.0f; -static GLboolean UseObj = GL_FALSE; - - -#if defined(GL_VERSION_1_1) || defined(GL_VERSION_1_2) -# define TEXTURE_OBJECT 1 -#elif defined(GL_EXT_texture_object) -# define TEXTURE_OBJECT 1 -# define glBindTexture(A,B) glBindTextureEXT(A,B) -# define glGenTextures(A,B) glGenTexturesEXT(A,B) -# define glDeleteTextures(A,B) glDeleteTexturesEXT(A,B) -#endif - - - - -static void draw( void ) -{ - glClear( GL_COLOR_BUFFER_BIT ); - - glColor3f( 1.0, 1.0, 1.0 ); - - /* draw first polygon */ - glPushMatrix(); - glTranslatef( -1.0, 0.0, 0.0 ); - glRotatef( Angle, 0.0, 0.0, 1.0 ); - if (UseObj) { -#ifdef TEXTURE_OBJECT - glBindTexture( GL_TEXTURE_2D, TexObj[0] ); -#endif - } - else { - glCallList( TexObj[0] ); - } - glBegin( GL_POLYGON ); - glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 ); - glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 ); - glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 ); - glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 ); - glEnd(); - glPopMatrix(); - - /* draw second polygon */ - glPushMatrix(); - glTranslatef( 1.0, 0.0, 0.0 ); - glRotatef( Angle-90.0, 0.0, 1.0, 0.0 ); - if (UseObj) { -#ifdef TEXTURE_OBJECT - glBindTexture( GL_TEXTURE_2D, TexObj[1] ); -#endif - } - else { - glCallList( TexObj[1] ); - } - glBegin( GL_POLYGON ); - glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 ); - glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 ); - glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 ); - glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 ); - glEnd(); - glPopMatrix(); - - glutSwapBuffers(); -} - - - -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; - Angle += 120.0*dt; - glutPostRedisplay(); -} - - - -/* change view Angle, exit upon ESC */ -static void key(unsigned char k, int x, int y) -{ - (void) x; - (void) y; - switch (k) { - case 27: -#ifdef TEXTURE_OBJECT - glDeleteTextures( 2, TexObj ); -#endif - glutDestroyWindow(Window); - exit(0); - } -} - - - -/* new window size or exposure */ -static void reshape( int width, int height ) -{ - glViewport(0, 0, (GLint)width, (GLint)height); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - /* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 );*/ - glFrustum( -2.0, 2.0, -2.0, 2.0, 6.0, 20.0 ); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef( 0.0, 0.0, -8.0 ); -} - - -static void init( void ) -{ - static int width=8, height=8; - static GLubyte tex1[] = { - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, 0, 0, - 0, 0, 0, 1, 1, 0, 0, 0, - 0, 0, 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 1, 0, 0, 0, - 0, 0, 0, 1, 1, 1, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0 }; - - static GLubyte tex2[] = { - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 2, 2, 0, 0, 0, - 0, 0, 2, 0, 0, 2, 0, 0, - 0, 0, 0, 0, 0, 2, 0, 0, - 0, 0, 0, 0, 2, 0, 0, 0, - 0, 0, 0, 2, 0, 0, 0, 0, - 0, 0, 2, 2, 2, 2, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0 }; - - GLubyte tex[64][3]; - GLint i, j; - - - glDisable( GL_DITHER ); - - /* Setup texturing */ - glEnable( GL_TEXTURE_2D ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); - glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST ); - - - /* generate texture object IDs */ - if (UseObj) { -#ifdef TEXTURE_OBJECT - glGenTextures( 2, TexObj ); -#endif - } - else { - TexObj[0] = glGenLists(2); - TexObj[1] = TexObj[0]+1; - } - - /* setup first texture object */ - if (UseObj) { -#ifdef TEXTURE_OBJECT - glBindTexture( GL_TEXTURE_2D, TexObj[0] ); - assert(glIsTexture(TexObj[0])); -#endif - } - else { - glNewList( TexObj[0], GL_COMPILE ); - } - /* red on white */ - for (i=0;i<height;i++) { - for (j=0;j<width;j++) { - int p = i*width+j; - if (tex1[(height-i-1)*width+j]) { - tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0; - } - else { - tex[p][0] = 255; tex[p][1] = 255; tex[p][2] = 255; - } - } - } - - glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0, - GL_RGB, GL_UNSIGNED_BYTE, tex ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - if (!UseObj) { - glEndList(); - } - /* end of texture object */ - - /* setup second texture object */ - if (UseObj) { -#ifdef TEXTURE_OBJECT - glBindTexture( GL_TEXTURE_2D, TexObj[1] ); - assert(glIsTexture(TexObj[1])); -#endif - assert(!glIsTexture(TexObj[1] + 999)); - } - else { - glNewList( TexObj[1], GL_COMPILE ); - } - /* green on blue */ - for (i=0;i<height;i++) { - for (j=0;j<width;j++) { - int p = i*width+j; - if (tex2[(height-i-1)*width+j]) { - tex[p][0] = 0; tex[p][1] = 255; tex[p][2] = 0; - } - else { - tex[p][0] = 0; tex[p][1] = 0; tex[p][2] = 255; - } - } - } - glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0, - GL_RGB, GL_UNSIGNED_BYTE, tex ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - if (!UseObj) { - glEndList(); - } - /* end texture object */ - -} - - - -int main( int argc, char *argv[] ) -{ - glutInit(&argc, argv); - glutInitWindowPosition(0, 0); - glutInitWindowSize(300, 300); - glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); - - Window = glutCreateWindow("Texture Objects"); - if (!Window) { - exit(1); - } - - /* check that renderer has the GL_EXT_texture_object extension - * or supports OpenGL 1.1 - */ -#ifdef TEXTURE_OBJECT - { - char *exten = (char *) glGetString( GL_EXTENSIONS ); - char *version = (char *) glGetString( GL_VERSION ); - if ( strstr( exten, "GL_EXT_texture_object" ) - || strncmp( version, "1.1", 3 )==0 - || strncmp( version, "1.2", 3 )==0 ) { - UseObj = GL_TRUE; - } - } -#endif - - init(); - - glutReshapeFunc( reshape ); - glutKeyboardFunc( key ); - glutIdleFunc( idle ); - glutDisplayFunc( draw ); - glutMainLoop(); - return 0; -} diff --git a/progs/demos/textures.c b/progs/demos/textures.c new file mode 100644 index 0000000000..b7bf135d21 --- /dev/null +++ b/progs/demos/textures.c @@ -0,0 +1,374 @@ +/* + * Simple test of multiple textures + */ + + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/glut.h> +#include "readtex.h" + +#define TEST_CLAMP 0 +#define TEST_MIPMAPS 0 + +#define MAX_TEXTURES 8 + + +static int Win; +static GLfloat Xrot = 0, Yrot = 0, Zrot = 0; +static GLboolean Anim = GL_TRUE; +static GLboolean Blend = GL_FALSE; +static GLuint Filter = 0; +static GLboolean Clamp = GL_FALSE; + +static GLuint NumTextures; +static GLuint Textures[MAX_TEXTURES]; +static float TexRot[MAX_TEXTURES][3]; +static float TexPos[MAX_TEXTURES][3]; +static float TexAspect[MAX_TEXTURES]; + +static const char *DefaultFiles[] = { + "../images/arch.rgb", + "../images/reflect.rgb", + "../images/tree2.rgba", + "../images/tile.rgb" +}; + + +#define NUM_FILTERS 5 +static +struct filter { + GLenum min, mag; + const char *name; +} FilterModes[NUM_FILTERS] = { + { GL_NEAREST, GL_NEAREST, "Nearest,Nearest" }, + { GL_LINEAR, GL_LINEAR, "Linear,Linear" }, + { GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, "NearestMipmapNearest,Nearest" }, + { GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, "LinearMipmapNearest,Linear" }, + { GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, "LinearMipmapLinear,Linear" } +}; + + + + +static void +Idle(void) +{ + Xrot = glutGet(GLUT_ELAPSED_TIME) * 0.02; + Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.04; + //Zrot += 2.0; + glutPostRedisplay(); +} + + +static void +DrawTextures(void) +{ + GLuint i; + + for (i = 0; i < NumTextures; i++) { + GLfloat ar = TexAspect[i]; + + glPushMatrix(); + glTranslatef(TexPos[i][0], TexPos[i][1], TexPos[i][2]); + glRotatef(TexRot[i][0], 1, 0, 0); + glRotatef(TexRot[i][1], 0, 1, 0); + glRotatef(TexRot[i][2], 0, 0, 1); + + glBindTexture(GL_TEXTURE_2D, Textures[i]); + glBegin(GL_POLYGON); +#if TEST_CLAMP + glTexCoord2f( -0.5, -0.5 ); glVertex2f( -ar, -1.0 ); + glTexCoord2f( 1.5, -0.5 ); glVertex2f( ar, -1.0 ); + glTexCoord2f( 1.5, 1.5 ); glVertex2f( ar, 1.0 ); + glTexCoord2f( -0.5, 1.5 ); glVertex2f( -ar, 1.0 ); +#else + glTexCoord2f( 0.0, 0.0 ); glVertex2f( -ar, -1.0 ); + glTexCoord2f( 1.0, 0.0 ); glVertex2f( ar, -1.0 ); + glTexCoord2f( 1.0, 1.0 ); glVertex2f( ar, 1.0 ); + glTexCoord2f( 0.0, 1.0 ); glVertex2f( -ar, 1.0 ); +#endif + glEnd(); + + glPopMatrix(); + } +} + +static void +Draw(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (Blend) { + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + } + else { + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + } + + glPushMatrix(); + glRotatef(Xrot, 1, 0, 0); + glRotatef(Yrot, 0, 1, 0); + glRotatef(Zrot, 0, 0, 1); + + DrawTextures(); + + 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, 50.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -10.0); +} + + +static GLfloat +RandFloat(float min, float max) +{ + float x = (float) (rand() % 1000) * 0.001; + x = x * (max - min) + min; + return x; +} + + +static void +Randomize(void) +{ + GLfloat k = 1.0; + GLuint i; + + srand(glutGet(GLUT_ELAPSED_TIME)); + + for (i = 0; i < NumTextures; i++) { + TexRot[i][0] = RandFloat(0.0, 360); + TexRot[i][1] = RandFloat(0.0, 360); + TexRot[i][2] = RandFloat(0.0, 360); + TexPos[i][0] = RandFloat(-k, k); + TexPos[i][1] = RandFloat(-k, k); + TexPos[i][2] = RandFloat(-k, k); + } +} + + +static void +SetTexParams(void) +{ + GLuint i; + for (i = 0; i < NumTextures; i++) { + glBindTexture(GL_TEXTURE_2D, Textures[i]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + FilterModes[Filter].min); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, + FilterModes[Filter].mag); + + if (Clamp) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + } +} + + +static void +Key(unsigned char key, int x, int y) +{ + const GLfloat step = 3.0; + (void) x; + (void) y; + switch (key) { + case 'a': + case ' ': + Anim = !Anim; + if (Anim) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'b': + Blend = !Blend; + break; + case 'f': + Filter = (Filter + 1) % NUM_FILTERS; + SetTexParams(); + break; + case 'r': + Randomize(); + break; +#if TEST_CLAMP + case 'c': + Clamp = !Clamp; + SetTexParams(); + break; +#endif + case 'z': + Zrot -= step; + break; + case 'Z': + Zrot += step; + break; + case 27: + glutDestroyWindow(Win); + exit(0); + break; + } + + printf("Blend=%s Filter=%s\n", + Blend ? "Y" : "n", + FilterModes[Filter].name); + + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 3.0; + (void) x; + (void) y; + switch (key) { + case GLUT_KEY_UP: + Xrot -= step; + break; + case GLUT_KEY_DOWN: + Xrot += step; + break; + case GLUT_KEY_LEFT: + Yrot -= step; + break; + case GLUT_KEY_RIGHT: + Yrot += step; + break; + } + glutPostRedisplay(); +} + + +static void +LoadTextures(GLuint n, const char *files[]) +{ + GLuint i; + + NumTextures = n < MAX_TEXTURES ? n : MAX_TEXTURES; + + glGenTextures(n, Textures); + + SetTexParams(); + + for (i = 0; i < n; i++) { + GLint w, h; + glBindTexture(GL_TEXTURE_2D, Textures[i]); +#if TEST_MIPMAPS + { + static const GLubyte color[9][4] = { + {255, 0, 0}, + {0, 255, 0}, + {0, 0, 255}, + {0, 255, 255}, + {255, 0, 255}, + {255, 255, 0}, + {255, 128, 255}, + {128, 128, 128}, + {64, 64, 64} + }; + + GLubyte image[256*256*4]; + int i, level; + w = h = 256; + for (level = 0; level <= 8; level++) { + for (i = 0; i < w * h; i++) { + image[i*4+0] = color[level][0]; + image[i*4+1] = color[level][1]; + image[i*4+2] = color[level][2]; + image[i*4+3] = color[level][3]; + } + printf("Load level %d: %d x %d\n", level, w>>level, h>>level); + glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w>>level, h>>level, 0, + GL_RGBA, GL_UNSIGNED_BYTE, image); + } + } +#else + if (!LoadRGBMipmaps2(files[i], GL_TEXTURE_2D, GL_RGB, &w, &h)) { + printf("Error: couldn't load %s\n", files[i]); + exit(1); + } +#endif + TexAspect[i] = (float) w / (float) h; + printf("Loaded %s\n", files[i]); + } +} + + +static void +Init(int argc, const char *argv[]) +{ + if (argc == 1) + LoadTextures(4, DefaultFiles); + else + LoadTextures(argc - 1, argv + 1); + + Randomize(); + + glEnable(GL_TEXTURE_2D); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4f(1, 1, 1, 0.5); + +#if 0 + /* setup lighting, etc */ + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); +#endif +} + + +static void +Usage(void) +{ + printf("Usage:\n"); + printf(" textures [file.rgb] ...\n"); + printf("Keys:\n"); + printf(" a - toggle animation\n"); + printf(" b - toggle blending\n"); + printf(" f - change texture filter mode\n"); + printf(" r - randomize\n"); + printf(" ESC - exit\n"); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition(0, 0); + glutInitWindowSize(700, 700); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + Win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Draw); + if (Anim) + glutIdleFunc(Idle); + Init(argc, (const char **) argv); + Usage(); + glutMainLoop(); + return 0; +} diff --git a/progs/demos/tunnel.c b/progs/demos/tunnel.c index 6a240580e8..6981da3298 100644 --- a/progs/demos/tunnel.c +++ b/progs/demos/tunnel.c @@ -203,10 +203,18 @@ special(int k, int x, int y) } static void +cleanup(void) +{ + glDeleteTextures(1, &t1id); + glDeleteTextures(1, &t2id); +} + +static void key(unsigned char k, int x, int y) { switch (k) { case 27: + cleanup(); exit(0); break; @@ -531,5 +539,6 @@ main(int ac, char **av) glutMainLoop(); + cleanup(); return 0; } diff --git a/progs/demos/tunnel2.c b/progs/demos/tunnel2.c index 75a199af5d..0288ea0f8c 100644 --- a/progs/demos/tunnel2.c +++ b/progs/demos/tunnel2.c @@ -201,10 +201,20 @@ special(int k, int x, int y) } static void +cleanup(void) +{ + glDeleteTextures(1, &t1id); + glDeleteTextures(1, &t2id); +} + +static void key(unsigned char k, int x, int y) { switch (k) { case 27: + glutDestroyWindow(channel[0]); + glutDestroyWindow(channel[1]); + cleanup(); exit(0); break; @@ -600,6 +610,7 @@ main(int ac, char **av) calcposobs(); glutMainLoop(); + cleanup(); return 0; } diff --git a/progs/demos/vao_demo.c b/progs/demos/vao_demo.c index ce416712fe..206e06fc6c 100644 --- a/progs/demos/vao_demo.c +++ b/progs/demos/vao_demo.c @@ -260,6 +260,8 @@ static void Key( unsigned char key, int x, int y ) (void) y; switch (key) { case 27: + (*delete_vertex_arrays)( 1, & cube_array_obj ); + (*delete_vertex_arrays)( 1, & oct_array_obj ); glutDestroyWindow(Win); exit(0); break; diff --git a/progs/demos/winpos.c b/progs/demos/winpos.c index b58e330864..13a9c7e9a8 100644 --- a/progs/demos/winpos.c +++ b/progs/demos/winpos.c @@ -11,7 +11,7 @@ #ifdef _WIN32 #include <windows.h> #endif -#define GL_GLEXT_PROTOTYPES +#include "GL/glew.h" #include "GL/glut.h" #include "readtex.h" @@ -29,8 +29,7 @@ static GLubyte *Image; static int ImgWidth, ImgHeight; static GLenum ImgFormat; -typedef void (APIENTRY * PFNWINDOWPOSFUNC)(GLfloat x, GLfloat y); -static PFNWINDOWPOSFUNC WindowPosFunc; +static PFNGLWINDOWPOS2FPROC WindowPosFunc; static void draw( void ) { @@ -71,19 +70,16 @@ static void reshape( int width, int height ) static void init( void ) { -#ifdef GL_ARB_window_pos - if (glutExtensionSupported("GL_ARB_window_pos")) { + if (GLEW_ARB_window_pos) { printf("Using GL_ARB_window_pos\n"); - WindowPosFunc = &glWindowPos2fARB; + WindowPosFunc = glWindowPos2fARB; } else -#elif defined(GL_MESA_window_pos) - if (glutExtensionSupported("GL_MESA_window_pos")) { + if (GLEW_MESA_window_pos) { printf("Using GL_MESA_window_pos\n"); - WindowPosFunc = &glWindowPos2fMESA; + WindowPosFunc = glWindowPos2fMESA; } else -#endif { printf("Sorry, GL_ARB/MESA_window_pos extension not available.\n"); exit(1); @@ -109,6 +105,8 @@ int main( int argc, char *argv[] ) exit(0); } + glewInit(); + init(); glutReshapeFunc( reshape ); |