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authorftrapero <frantracer@gmail.com>2017-06-15 14:15:08 +0200
committerftrapero <frantracer@gmail.com>2017-06-15 14:15:08 +0200
commit459021c165c7023ee75f524060ca270985b547c1 (patch)
treeed3dfb281a1c00a9cf59ebf9d165e5a7a0f346bf /nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c
parent4f216e7cf7571885f2995433580c9a3ec068eef4 (diff)
parent8667d4d97a3e958a7f63c18c34a62469ba5d2079 (diff)
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Include mesa-6.4.1 project
Diffstat (limited to 'nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c')
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diff --git a/nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c b/nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c
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+/*
+ * 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 <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "GL/glut.h"
+#include "readtex.h"
+
+
+static GLfloat Xrot = 0, Yrot = 0;
+static GLfloat EyeDist = 10;
+static GLboolean use_vertex_arrays = GL_FALSE;
+static GLboolean anim = GL_TRUE;
+
+#define eps1 0.99
+#define br 20.0 /* box radius */
+
+static const GLfloat tex_coords[] = {
+ /* +X side */
+ 1.0, -eps1, -eps1,
+ 1.0, -eps1, eps1,
+ 1.0, eps1, eps1,
+ 1.0, eps1, -eps1,
+
+ /* -X side */
+ -1.0, eps1, -eps1,
+ -1.0, eps1, eps1,
+ -1.0, -eps1, eps1,
+ -1.0, -eps1, -eps1,
+
+ /* +Y side */
+ -eps1, 1.0, -eps1,
+ -eps1, 1.0, eps1,
+ eps1, 1.0, eps1,
+ eps1, 1.0, -eps1,
+
+ /* -Y side */
+ -eps1, -1.0, -eps1,
+ -eps1, -1.0, eps1,
+ eps1, -1.0, eps1,
+ eps1, -1.0, -eps1,
+
+ /* +Z side */
+ eps1, -eps1, 1.0,
+ -eps1, -eps1, 1.0,
+ -eps1, eps1, 1.0,
+ eps1, eps1, 1.0,
+
+ /* -Z side */
+ eps1, eps1, -1.0,
+ -eps1, eps1, -1.0,
+ -eps1, -eps1, -1.0,
+ eps1, -eps1, -1.0,
+};
+
+static const GLfloat vtx_coords[] = {
+ /* +X side */
+ br, -br, -br,
+ br, -br, br,
+ br, br, br,
+ br, br, -br,
+
+ /* -X side */
+ -br, br, -br,
+ -br, br, br,
+ -br, -br, br,
+ -br, -br, -br,
+
+ /* +Y side */
+ -br, br, -br,
+ -br, br, br,
+ br, br, br,
+ br, br, -br,
+
+ /* -Y side */
+ -br, -br, -br,
+ -br, -br, br,
+ br, -br, br,
+ br, -br, -br,
+
+ /* +Z side */
+ br, -br, br,
+ -br, -br, br,
+ -br, br, br,
+ br, br, br,
+
+ /* -Z side */
+ br, br, -br,
+ -br, br, -br,
+ -br, -br, -br,
+ br, -br, -br,
+};
+
+static void draw_skybox( void )
+{
+ if ( use_vertex_arrays ) {
+ glTexCoordPointer( 3, GL_FLOAT, 0, tex_coords );
+ glVertexPointer( 3, GL_FLOAT, 0, vtx_coords );
+
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ glEnableClientState( GL_VERTEX_ARRAY );
+
+ glDrawArrays( GL_QUADS, 0, 24 );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glDisableClientState( GL_VERTEX_ARRAY );
+ }
+ else {
+ unsigned i;
+
+ glBegin(GL_QUADS);
+ for ( i = 0 ; i < 24 ; i++ ) {
+ glTexCoord3fv( & tex_coords[ i * 3 ] );
+ glVertex3fv ( & vtx_coords[ i * 3 ] );
+ }
+ glEnd();
+ }
+}
+
+
+static void draw( void )
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix(); /*MODELVIEW*/
+ glTranslatef( 0.0, 0.0, -EyeDist );
+
+ /* skybox */
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ draw_skybox();
+ glPopMatrix();
+
+ /* sphere */
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glRotatef(-Yrot, 0, 1, 0);
+ glRotatef(-Xrot, 1, 0, 0);
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ glutSolidSphere(2.0, 20, 20);
+
+ glLoadIdentity(); /* texture */
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void idle(void)
+{
+ GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
+ Yrot = t;
+ 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");
+ }
+}
+
+
+static void key(unsigned char k, int x, int y)
+{
+ 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 'v':
+ use_vertex_arrays = ! use_vertex_arrays;
+ printf( "Vertex arrays are %sabled\n",
+ (use_vertex_arrays) ? "en" : "dis" );
+ break;
+ case 'z':
+ EyeDist -= 0.5;
+ if (EyeDist < 6.0)
+ EyeDist = 6.0;
+ break;
+ case 'Z':
+ EyeDist += 0.5;
+ if (EyeDist > 90.0)
+ EyeDist = 90;
+ break;
+ case 27:
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+static void specialkey(int key, int x, int y)
+{
+ GLfloat step = 5;
+ (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)
+{
+ GLfloat ar = (float) width / (float) height;
+ glViewport(0, 0, (GLint)width, (GLint)height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum( -2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0 );
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void init_checkers( void )
+{
+#define CUBE_TEX_SIZE 64
+ GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
+ static const GLubyte colors[6][3] = {
+ { 255, 0, 0 }, /* face 0 - red */
+ { 0, 255, 255 }, /* face 1 - cyan */
+ { 0, 255, 0 }, /* face 2 - green */
+ { 255, 0, 255 }, /* face 3 - purple */
+ { 0, 0, 255 }, /* face 4 - blue */
+ { 255, 255, 0 } /* face 5 - yellow */
+ };
+ 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;
+
+ 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);
+ }
+}
+
+
+static void load(GLenum target, const char *filename,
+ GLboolean flipTB, GLboolean flipLR)
+{
+ GLint w, h;
+ GLenum format;
+ GLubyte *img = LoadRGBImage( filename, &w, &h, &format );
+ if (!img) {
+ printf("Error: couldn't load texture image %s\n", filename);
+ exit(1);
+ }
+ assert(format == GL_RGB);
+
+ /* <sigh> the way the texture cube mapping works, we have to flip
+ * images to make things look right.
+ */
+ if (flipTB) {
+ const int stride = 3 * w;
+ GLubyte temp[3*1024];
+ int i;
+ for (i = 0; i < h / 2; i++) {
+ memcpy(temp, img + i * stride, stride);
+ memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
+ memcpy(img + (h - i - 1) * stride, temp, stride);
+ }
+ }
+ if (flipLR) {
+ const int stride = 3 * w;
+ GLubyte temp[3];
+ GLubyte *row;
+ int i, j;
+ for (i = 0; i < h; i++) {
+ row = img + i * stride;
+ for (j = 0; j < w / 2; j++) {
+ int k = w - j - 1;
+ temp[0] = row[j*3+0];
+ temp[1] = row[j*3+1];
+ temp[2] = row[j*3+2];
+ row[j*3+0] = row[k*3+0];
+ row[j*3+1] = row[k*3+1];
+ row[j*3+2] = row[k*3+2];
+ row[k*3+0] = temp[0];
+ row[k*3+1] = temp[1];
+ row[k*3+2] = temp[2];
+ }
+ }
+ }
+
+ gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
+ free(img);
+}
+
+
+static void load_envmaps(void)
+{
+ load(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
+ load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
+ load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
+ load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
+ load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
+ load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
+}
+
+
+static void init( GLboolean useImageFiles )
+{
+ GLenum filter;
+
+ /* 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);
+ }
+ }
+ 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);
+
+ 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");
+ printf(" z/Z - change viewing distance\n");
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(600, 500);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+ glutCreateWindow("Texture Cube Mapping");
+
+ if (argc > 1 && strcmp(argv[1] , "-i") == 0)
+ init( 1 );
+ else
+ init( 0 );
+ glutReshapeFunc( reshape );
+ glutKeyboardFunc( key );
+ glutSpecialFunc( specialkey );
+ glutDisplayFunc( draw );
+ if (anim)
+ glutIdleFunc(idle);
+ usage();
+ glutMainLoop();
+ return 0;
+}