diff options
Diffstat (limited to 'nx-X11/extras/Mesa_6.4.1/progs/demos/stex3d.c')
-rw-r--r-- | nx-X11/extras/Mesa_6.4.1/progs/demos/stex3d.c | 678 |
1 files changed, 678 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa_6.4.1/progs/demos/stex3d.c b/nx-X11/extras/Mesa_6.4.1/progs/demos/stex3d.c new file mode 100644 index 000000000..e4554d071 --- /dev/null +++ b/nx-X11/extras/Mesa_6.4.1/progs/demos/stex3d.c @@ -0,0 +1,678 @@ +/*----------------------------- + * stex3d.c GL example of the mesa 3d-texture extention to simulate procedural + * texturing, it uses a perlin noise and turbulence functions. + * + * Author: Daniel Barrero + * barrero@irit.fr + * dbarrero@pegasus.uniandes.edu.co + * + * Converted to GLUT by brianp on 1/1/98 + * Massive clean-up on 2002/10/23 by brianp + * + * + * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm + * + *---------------------------- */ + +#include <string.h> +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/gl.h> +#include <GL/glut.h> + + +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + +#define NOISE_TEXTURE 1 +#define GRADIENT_TEXTURE 2 + +#define TORUS 1 +#define SPHERE 2 + +static int tex_width=64, tex_height=64, tex_depth=64; +static float angx=0, angy=0, angz=0; +static int texgen = 2, animate = 1, smooth = 1, wireframe = 0; +static int CurTexture = NOISE_TEXTURE, CurObject = TORUS; + + +static void +BuildTorus(void) +{ + GLint i, j; + float theta1, phi1, theta2, phi2, rings, sides; + float v0[03], v1[3], v2[3], v3[3]; + float t0[03], t1[3], t2[3], t3[3]; + float n0[3], n1[3], n2[3], n3[3]; + float innerRadius = 0.25; + float outerRadius = 0.5; + float scalFac; + + rings = 16; + sides = 12; + scalFac = 1 / (outerRadius * 2); + + glNewList(TORUS, GL_COMPILE); + for (i = 0; i < rings; i++) { + theta1 = (float) i *2.0 * M_PI / rings; + theta2 = (float) (i + 1) * 2.0 * M_PI / rings; + for (j = 0; j < sides; j++) { + phi1 = (float) j *2.0 * M_PI / sides; + phi2 = (float) (j + 1) * 2.0 * M_PI / sides; + + v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1)); + v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1)); + v0[2] = innerRadius * sin(phi1); + + v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1)); + v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1)); + v1[2] = innerRadius * sin(phi1); + v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2)); + v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2)); + v2[2] = innerRadius * sin(phi2); + + v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2)); + v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2)); + v3[2] = innerRadius * sin(phi2); + + n0[0] = cos(theta1) * (cos(phi1)); + n0[1] = -sin(theta1) * (cos(phi1)); + n0[2] = sin(phi1); + + n1[0] = cos(theta2) * (cos(phi1)); + n1[1] = -sin(theta2) * (cos(phi1)); + n1[2] = sin(phi1); + + n2[0] = cos(theta2) * (cos(phi2)); + n2[1] = -sin(theta2) * (cos(phi2)); + n2[2] = sin(phi2); + + n3[0] = cos(theta1) * (cos(phi2)); + n3[1] = -sin(theta1) * (cos(phi2)); + n3[2] = sin(phi2); + + t0[0] = v0[0] * scalFac + 0.5; + t0[1] = v0[1] * scalFac + 0.5; + t0[2] = v0[2] * scalFac + 0.5; + + t1[0] = v1[0] * scalFac + 0.5; + t1[1] = v1[1] * scalFac + 0.5; + t1[2] = v1[2] * scalFac + 0.5; + + t2[0] = v2[0] * scalFac + 0.5; + t2[1] = v2[1] * scalFac + 0.5; + t2[2] = v2[2] * scalFac + 0.5; + + t3[0] = v3[0] * scalFac + 0.5; + t3[1] = v3[1] * scalFac + 0.5; + t3[2] = v3[2] * scalFac + 0.5; + + glBegin(GL_POLYGON); + glNormal3fv(n3); + glTexCoord3fv(t3); + glVertex3fv(v3); + glNormal3fv(n2); + glTexCoord3fv(t2); + glVertex3fv(v2); + glNormal3fv(n1); + glTexCoord3fv(t1); + glVertex3fv(v1); + glNormal3fv(n0); + glTexCoord3fv(t0); + glVertex3fv(v0); + glEnd(); + } + } + glEndList(); +} + + +/*-------------------------------------------------------------------- + noise function over R3 - implemented by a pseudorandom tricubic spline + EXCERPTED FROM SIGGRAPH 92, COURSE 23 + PROCEDURAL MODELING + Ken Perlin + New York University +----------------------------------------------------------------------*/ + + +#define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2]) +#define B 128 +static int p[B + B + 2]; +static float g[B + B + 2][3]; +#define setup(i,b0,b1,r0,r1) \ + t = vec[i] + 10000.; \ + b0 = ((int)t) & (B-1); \ + b1 = (b0+1) & (B-1); \ + r0 = t - (int)t; \ + r1 = r0 - 1.; + +static float +noise3(float vec[3]) +{ + int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; + float rx0, rx1, ry0, ry1, rz0, rz1, *q, sx, sy, sz, a, b, c, d, t, u, v; + register int i, j; + + setup(0, bx0, bx1, rx0, rx1); + setup(1, by0, by1, ry0, ry1); + setup(2, bz0, bz1, rz0, rz1); + + i = p[bx0]; + j = p[bx1]; + + b00 = p[i + by0]; + b10 = p[j + by0]; + b01 = p[i + by1]; + b11 = p[j + by1]; + +#define at(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) +#define surve(t) ( t * t * (3. - 2. * t) ) +#define lerp(t, a, b) ( a + t * (b - a) ) + + sx = surve(rx0); + sy = surve(ry0); + sz = surve(rz0); + + q = g[b00 + bz0]; + u = at(rx0, ry0, rz0); + q = g[b10 + bz0]; + v = at(rx1, ry0, rz0); + a = lerp(sx, u, v); + + q = g[b01 + bz0]; + u = at(rx0, ry1, rz0); + q = g[b11 + bz0]; + v = at(rx1, ry1, rz0); + b = lerp(sx, u, v); + + c = lerp(sy, a, b); /* interpolate in y at lo x */ + + q = g[b00 + bz1]; + u = at(rx0, ry0, rz1); + q = g[b10 + bz1]; + v = at(rx1, ry0, rz1); + a = lerp(sx, u, v); + + q = g[b01 + bz1]; + u = at(rx0, ry1, rz1); + q = g[b11 + bz1]; + v = at(rx1, ry1, rz1); + b = lerp(sx, u, v); + + d = lerp(sy, a, b); /* interpolate in y at hi x */ + + return 1.5 * lerp(sz, c, d); /* interpolate in z */ +} + +static void +initNoise(void) +{ + /*long random(); */ + int i, j, k; + float v[3], s; + + /* Create an array of random gradient vectors uniformly on the unit sphere */ + /*srandom(1); */ + srand(1); + for (i = 0; i < B; i++) { + do { /* Choose uniformly in a cube */ + for (j = 0; j < 3; j++) + v[j] = (float) ((rand() % (B + B)) - B) / B; + s = DOT(v, v); + } while (s > 1.0); /* If not in sphere try again */ + s = sqrt(s); + for (j = 0; j < 3; j++) /* Else normalize */ + g[i][j] = v[j] / s; + } + + /* Create a pseudorandom permutation of [1..B] */ + for (i = 0; i < B; i++) + p[i] = i; + for (i = B; i > 0; i -= 2) { + k = p[i]; + p[i] = p[j = rand() % B]; + p[j] = k; + } + + /* Extend g and p arrays to allow for faster indexing */ + for (i = 0; i < B + 2; i++) { + p[B + i] = p[i]; + for (j = 0; j < 3; j++) + g[B + i][j] = g[i][j]; + } +} + + +static float +turbulence(float point[3], float lofreq, float hifreq) +{ + float freq, t, p[3]; + + p[0] = point[0] + 123.456; + p[1] = point[1]; + p[2] = point[2]; + + t = 0; + for (freq = lofreq; freq < hifreq; freq *= 2.) { + t += fabs(noise3(p)) / freq; + p[0] *= 2.; + p[1] *= 2.; + p[2] *= 2.; + } + return t - 0.3; /* readjust to make mean value = 0.0 */ +} + + +static void +create3Dtexture(void) +{ + unsigned char *voxels = NULL; + int i, j, k; + unsigned char *vp; + float vec[3]; + int tmp; + + printf("creating 3d textures...\n"); + voxels = + (unsigned char *) + malloc((size_t) (4 * tex_width * tex_height * tex_depth)); + vp = voxels; + for (i = 0; i < tex_width; i++) { + vec[0] = i; + for (j = 0; j < tex_height; j++) { + vec[1] = j; + for (k = 0; k < tex_depth; k++) { + vec[2] = k; + tmp = (sin(k * i * j + turbulence(vec, 0.01, 1)) + 1) * 127.5; + *vp++ = 0; + *vp++ = 0; + *vp++ = tmp; + *vp++ = tmp + 128; + } + } + } + + printf("setting up 3d texture...\n"); + + glBindTexture(GL_TEXTURE_3D, NOISE_TEXTURE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, + tex_width, tex_height, tex_depth, + 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels); + + free(voxels); + + printf("finished setting up 3d texture image.\n"); +} + + +static void +printHelp(void) +{ + printf("\nUsage: stex3d <cmd line options>\n"); + printf(" cmd line options:\n"); + printf(" -wxxx Width of the texture (Default=64)\n"); + printf(" -hxxx Height of the texture (Default=64)\n"); + printf(" -dxxx Depth of the texture (Default=64)\n"); + printf(" Keyboard Options:\n"); + printf(" up/down rotate around X\n"); + printf(" left/right rotate around Y\n"); + printf(" z/Z rotate around Z\n"); + printf(" a toggle animation\n"); + printf(" s toggle smooth shading\n"); + printf(" t toggle texgen mode\n"); + printf(" o toggle object: torus/sphere\n"); + printf(" i toggle texture image: noise/gradient\n"); +} + + +static GLenum +parseCmdLine(int argc, char **argv) +{ + GLint i; + + for (i = 1; i < argc; i++) { + if (strstr(argv[i], "-w") == 0) { + tex_width = atoi((argv[i]) + 2); + } + else if (strstr(argv[i], "-h") == 0) { + tex_height = atoi((argv[i]) + 2); + } + else if (strstr(argv[i], "-d") == 0) { + tex_depth = atoi((argv[i]) + 2); + } + else if (strcmp(argv[i], "-help") == 0) { + printHelp(); + return GL_FALSE; + } + else { + printf("%s (Bad option).\n", argv[i]); + printHelp(); + return GL_FALSE; + } + } + if (tex_width == 0 || tex_height == 0 || tex_depth == 0) { + printf("%s (Bad option).\n", "size parameters can't be 0"); + printHelp(); + return GL_FALSE; + } + return GL_TRUE; +} + + +static void +drawScene(void) +{ + static const GLfloat sPlane[4] = { 0.5, 0, 0, -.5 }; + static const GLfloat tPlane[4] = { 0, 0.5, 0, -.5 }; + static const GLfloat rPlane[4] = { 0, 0, 0.5, -.5 }; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glPushMatrix(); + if (texgen == 2) { + glTexGenfv(GL_S, GL_EYE_PLANE, sPlane); + glTexGenfv(GL_T, GL_EYE_PLANE, tPlane); + glTexGenfv(GL_R, GL_EYE_PLANE, rPlane); + } + + glRotatef(angx, 1.0, 0.0, 0.0); + glRotatef(angy, 0.0, 1.0, 0.0); + glRotatef(angz, 0.0, 0.0, 1.0); + + if (texgen == 1) { + glTexGenfv(GL_S, GL_EYE_PLANE, sPlane); + glTexGenfv(GL_T, GL_EYE_PLANE, tPlane); + glTexGenfv(GL_R, GL_EYE_PLANE, rPlane); + } + + if (texgen) { + glEnable(GL_TEXTURE_GEN_S); + glEnable(GL_TEXTURE_GEN_T); + glEnable(GL_TEXTURE_GEN_R); + } + else { + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + glDisable(GL_TEXTURE_GEN_R); + } + + glCallList(CurObject); + glPopMatrix(); + + glutSwapBuffers(); +} + + +static void +resize(int w, int h) +{ + float ar = (float) w / (float) h; + float ax = 0.6 * ar; + float ay = 0.6; + glViewport(0, 0, (GLint) w, (GLint) h); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-ax, ax, -ay, ay, 2, 20); + /*glOrtho(-2, 2, -2, 2, -10, 10);*/ + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0, 0, -4); +} + + +static void +Idle(void) +{ + float t = glutGet(GLUT_ELAPSED_TIME); + angx = 0.01 * t; + angy = 0.03 * t; + angz += 0; + glutPostRedisplay(); +} + + +static void +SpecialKey(int k, int x, int y) +{ + switch (k) { + case GLUT_KEY_UP: + angx += 5.0; + break; + case GLUT_KEY_DOWN: + angx -= 5.0; + break; + case GLUT_KEY_LEFT: + angy += 5.0; + break; + case GLUT_KEY_RIGHT: + angy -= 5.0; + break; + default: + return; + } + glutPostRedisplay(); +} + + +static void +KeyHandler(unsigned char key, int x, int y) +{ + static const char *mode[] = { + "glTexCoord3f (no texgen)", + "texgen fixed to object coords", + "texgen fixed to eye coords" + }; + (void) x; + (void) y; + switch (key) { + case 27: + case 'q': + case 'Q': /* quit game. */ + exit(0); + break; + case 'z': + angz += 10; + break; + case 'Z': + angz -= 10; + break; + case 's': + smooth = !smooth; + if (smooth) + glShadeModel(GL_SMOOTH); + else + glShadeModel(GL_FLAT); + break; + case 't': + texgen++; + if (texgen > 2) + texgen = 0; + printf("Texgen: %s\n", mode[texgen]); + break; + case 'o': + if (CurObject == TORUS) + CurObject = SPHERE; + else + CurObject = TORUS; + break; + case 'i': + if (CurTexture == NOISE_TEXTURE) + CurTexture = GRADIENT_TEXTURE; + else + CurTexture = NOISE_TEXTURE; + glBindTexture(GL_TEXTURE_3D, CurTexture); + break; + case 'a': + animate = !animate; + if (animate) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'w': + wireframe = !wireframe; + if (wireframe) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + else + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + break; + default: + break; + } + glutPostRedisplay(); +} + + +static void +create3Dgradient(void) +{ + unsigned char *v; + int i, j, k; + unsigned char *voxels = NULL; + + voxels = (unsigned char *) malloc(4 * tex_width * tex_height * tex_depth); + v = voxels; + + for (i = 0; i < tex_depth; i++) { + for (j = 0; j < tex_height; j++) { + for (k = 0; k < tex_width; k++) { + GLint r = (255 * i) / (tex_depth - 1); + GLint g = (255 * j) / (tex_height - 1); + GLint b = (255 * k) / (tex_width - 1); + *v++ = r; + *v++ = g; + *v++ = b; + *v++ = 255; + } + } + } + + + glBindTexture(GL_TEXTURE_3D, GRADIENT_TEXTURE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, + tex_width, tex_height, tex_depth, + 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels); + + free(voxels); +} + + + +static void +init(void) +{ + static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; + static const GLfloat mat_shininess[] = { 25.0 }; + static const GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 }; + static const GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 }; + static const GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 }; + + int max; + + /* see if we have OpenGL 1.2 or later, for 3D texturing */ + { + const char *version = (const char *) glGetString(GL_VERSION); + if (strncmp(version, "1.0", 3) == 0 || strncmp(version, "1.1", 3) == 0) { + printf("Sorry, OpenGL 1.2 or later is required\n"); + exit(1); + } + } + printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER)); + glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max); + printf("GL_MAX_3D_TEXTURE_SIZE: %d\n", max); + printf("Current 3D texture size: %d x %d x %d\n", + tex_width, tex_height, tex_depth); + + /* init light */ + glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); + glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); + glLightfv(GL_LIGHT1, GL_POSITION, light_position); + glLightfv(GL_LIGHT1, GL_AMBIENT, gray); + glLightfv(GL_LIGHT1, GL_DIFFUSE, white); + glLightfv(GL_LIGHT1, GL_SPECULAR, white); + glColorMaterial(GL_FRONT, GL_DIFFUSE); + glEnable(GL_COLOR_MATERIAL); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT1); + + glClearColor(.5, .5, .5, 0); + + { + GLUquadricObj *q; + q = gluNewQuadric(); + gluQuadricTexture( q, GL_TRUE ); + glNewList(SPHERE, GL_COMPILE); + gluSphere( q, 0.95, 30, 15 ); + glEndList(); + gluDeleteQuadric(q); + } + + BuildTorus(); + + + create3Dgradient(); + + initNoise(); + create3Dtexture(); + + glEnable(GL_TEXTURE_3D); + + /* + glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA); + glEnable(GL_BLEND); + */ + glEnable(GL_DEPTH_TEST); + + glColor3f(0.6, 0.7, 0.8); +} + + +int +main(int argc, char **argv) +{ + glutInit(&argc, argv); + + if (parseCmdLine(argc, argv) == GL_FALSE) { + exit(0); + } + + glutInitWindowPosition(0, 0); + glutInitWindowSize(400, 400); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + + if (glutCreateWindow("stex3d") <= 0) { + exit(0); + } + + init(); + + printHelp(); + + glutReshapeFunc(resize); + glutKeyboardFunc(KeyHandler); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(drawScene); + if (animate) + glutIdleFunc(Idle); + glutMainLoop(); + return 0; +} + |