/* $Id: cubemap.c,v 1.3 2000/06/27 17:04:43 brianp Exp $ */ /* * GL_ARB_texture_cube_map demo * * Brian Paul * May 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. */ /* * This is a pretty minimalistic demo for now. Eventually, use some * interesting cube map textures and 3D objects. * For now, we use 6 checkerboard "walls" and a sphere (good for * verification purposes). */ #include #include #include #include #include "GL/glut.h" static GLfloat Xrot = 0, Yrot = 0; static void draw( void ) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glRotatef(Xrot, 1, 0, 0); glRotatef(Yrot, 0, 1, 0); glutSolidSphere(2.0, 20, 20); glMatrixMode(GL_MODELVIEW); glutSwapBuffers(); } static void idle(void) { Yrot += 5.0; glutPostRedisplay(); } static void set_mode(GLuint mode) { if (mode == 0) { glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); printf("GL_REFLECTION_MAP_ARB mode\n"); } else if (mode == 1) { glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB); printf("GL_NORMAL_MAP_ARB mode\n"); } glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); } static void key(unsigned char k, int x, int y) { static GLboolean anim = GL_TRUE; static GLuint mode = 0; (void) x; (void) y; switch (k) { case ' ': anim = !anim; if (anim) glutIdleFunc(idle); else glutIdleFunc(NULL); break; case 'm': mode = !mode; set_mode(mode); break; case 27: exit(0); } glutPostRedisplay(); } static void specialkey(int key, int x, int y) { GLfloat step = 10; (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(); } /* new window size or exposure */ static void reshape(int width, int height) { glViewport(0, 0, (GLint)width, (GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); 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 ) { #define CUBE_TEX_SIZE 64 GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3]; static const GLubyte colors[6][3] = { { 255, 0, 0 }, { 0, 255, 255 }, { 0, 255, 0 }, { 255, 0, 255 }, { 0, 0, 255 }, { 255, 255, 0 } }; static const GLenum targets[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB }; GLint i, j, f; /* 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); } } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* 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][1] = colors[f][1]; image[i][j][2] = colors[f][2]; } else { image[i][j][0] = 255; image[i][j][1] = 255; image[i][j][2] = 255; } } } glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, image); } #if 1 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #else glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif 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); glClearColor(.3, .3, .3, 0); glColor3f( 1.0, 1.0, 1.0 ); set_mode(0); } static void usage(void) { printf("keys:\n"); printf(" SPACE - toggle animation\n"); printf(" CURSOR KEYS - rotation\n"); printf(" m - toggle texgen reflection mode\n"); } int main( int argc, char *argv[] ) { glutInitWindowPosition(0, 0); glutInitWindowSize(300, 300); glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); glutCreateWindow("Texture Cube Maping"); init(); glutReshapeFunc( reshape ); glutKeyboardFunc( key ); glutSpecialFunc( specialkey ); glutIdleFunc( idle ); glutDisplayFunc( draw ); usage(); glutMainLoop(); return 0; }