diff options
Diffstat (limited to 'nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c')
-rw-r--r-- | nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c | 475 |
1 files changed, 475 insertions, 0 deletions
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 new file mode 100644 index 000000000..0a59b9898 --- /dev/null +++ b/nx-X11/extras/Mesa_6.4.1/progs/demos/cubemap.c @@ -0,0 +1,475 @@ +/* + * 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; +} |