diff options
author | Eric Anholt <[email protected]> | 2010-05-21 09:32:38 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2010-05-21 12:20:39 -0700 |
commit | 68fc4b415e322f6744299e39864fbc377c6eff74 (patch) | |
tree | 4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/demos/projtex.c | |
parent | e4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff) |
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build
environment for to make the build system or are unit tests that should
probably live next to their code instead. Hopefully people can bring
over the build for remaining pieces they care about.
Diffstat (limited to 'progs/demos/projtex.c')
-rw-r--r-- | progs/demos/projtex.c | 1031 |
1 files changed, 0 insertions, 1031 deletions
diff --git a/progs/demos/projtex.c b/progs/demos/projtex.c deleted file mode 100644 index d162568b9f0..00000000000 --- a/progs/demos/projtex.c +++ /dev/null @@ -1,1031 +0,0 @@ - -/* 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); - - free(texData3); - free(texData4); - free(image); - } -} - -/* 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) -{ - glutInitWindowSize(500,500); - glutInit(&argc, argv); - glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); - (void) glutCreateWindow("projtex"); - glewInit(); - - if (argc > 1) { - NumTextures = atoi(argv[1]); - } - assert(NumTextures <= MAX_TEX); - - 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. */ -} |