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authorjtg <jtg>1999-08-19 00:55:39 +0000
committerjtg <jtg>1999-08-19 00:55:39 +0000
commitafb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch)
tree59d65b4da12fb5379224cf5f6b808fde91523c7f /progs/demos/stex3d.c
parentf2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff)
Initial revision
Diffstat (limited to 'progs/demos/stex3d.c')
-rw-r--r--progs/demos/stex3d.c578
1 files changed, 578 insertions, 0 deletions
diff --git a/progs/demos/stex3d.c b/progs/demos/stex3d.c
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+/* $Id: stex3d.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
+
+/*-----------------------------
+ * 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
+ *
+ * Converted to GLUT by brianp on 1/1/98
+ *
+ *
+ * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm
+ *
+ *---------------------------- */
+
+/*
+ * $Log: stex3d.c,v $
+ * Revision 1.1 1999/08/19 00:55:40 jtg
+ * Initial revision
+ *
+ * Revision 3.1 1998/06/09 01:53:49 brianp
+ * main() should return an int
+ *
+ * Revision 3.0 1998/02/14 18:42:29 brianp
+ * initial rev
+ *
+ */
+
+
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+/* function declarations */
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+void init(void),
+ printHelp(void),
+ create3Dtexture(void),
+ setDefaults(void),
+ drawScene(void),
+ resize(int w, int h),
+ buildFigure(void),
+ initNoise(void);
+float turbulence(float point[3], float lofreq, float hifreq);
+
+int isExtSupported(char *ext);
+void KeyHandler( unsigned char key, int x, int y );
+GLenum parseCmdLine(int argc, char **argv);
+float noise3(float vec[3]);
+
+/* global variables */
+GLenum rgb, doubleBuffer, directRender, windType; /* visualization state*/
+float tex_width,tex_height,tex_depth; /* texture volume dimensions */
+unsigned char *voxels; /* texture data ptr */
+int angx,angy,angz;
+GLuint figure;
+
+/*function definitions */
+int main(int argc, char **argv)
+{
+
+ if (parseCmdLine(argc, argv) == GL_FALSE) {
+ exit(0);
+ }
+
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(400, 400);
+ windType = (rgb) ? GLUT_RGB : GLUT_INDEX;
+ windType |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
+ windType |= GLUT_DEPTH;
+ glutInitDisplayMode(windType);
+
+ if (glutCreateWindow("stex3d") <= 0) {
+ exit(0);
+ }
+ /* init all */
+ init();
+
+ glutReshapeFunc(resize);
+ glutKeyboardFunc(KeyHandler);
+ glutDisplayFunc(drawScene);
+ glutMainLoop();
+ return 0;
+}
+
+void init()
+{
+ /* init light */
+ GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat mat_shininess[] = { 25.0 };
+ GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 };
+ GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 };
+ GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 };
+
+ 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);
+
+ /* create torus for texturing */
+ figure=glGenLists(1);
+ buildFigure();
+/* tkSolidTorus(figure,0.3,1.2);*/
+
+ /* start the noise function variables */
+ initNoise();
+
+ /* see if the texture 3d extention is supported */
+ if (!isExtSupported("GL_EXT_texture3D")) {
+ printf("Sorry this GL implementation (%s) does not support 3d texture extentions\n",
+ (char *)(glGetString(GL_RENDERER)));
+/* tkQuit();*/
+ }
+
+ /* if texture is supported then generate the texture */
+ create3Dtexture();
+
+ glEnable(GL_TEXTURE_3D_EXT);
+ /*
+ glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ */
+ glEnable(GL_DEPTH_TEST);
+
+ glShadeModel(GL_FLAT);
+ glColor3f(0.6,0.7,0.8);
+}
+
+void buildFigure(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=0.4;
+ float outerRadius=0.8;
+ float scalFac;
+
+ rings = 8;
+ sides = 10;
+ scalFac=1/(outerRadius*2);
+
+ glNewList(figure, 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();
+}
+
+void create3Dtexture()
+{
+ int i,j,k;
+ unsigned char *vp;
+ float vec[3];
+ int tmp;
+
+ printf("creating 3d textures...\n");
+ voxels = (unsigned char *) malloc((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");
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+
+ glTexImage3DEXT(GL_TEXTURE_3D_EXT, 0, GL_RGBA,
+ tex_width, tex_height, tex_depth,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);
+
+ printf("finished setting up 3d texture image...\n");
+}
+
+int isExtSupported(char *ext)
+{
+ /* routine to find whether a specified OpenGL extension is supported */
+
+ char *c;
+ int len;
+ char *allext = (char *)(glGetString(GL_EXTENSIONS));
+
+ len = strlen(ext);
+ if (len <= 0) return 0;
+
+ c = allext;
+ while (c) {
+ if (!strncmp(c,ext,len)) return 1;
+ c = strchr(c+1,'G');
+ }
+ return 0;
+}
+
+void printHelp()
+{
+ printf("\nUsage: stex3d <cmd line options>\n");
+ printf(" cmd line options:\n");
+ printf(" -help print this help!\n");
+ printf(" -rgb RGBA mode. (Default)\n");
+ printf(" -ci Color index mode.\n");
+ printf(" -sb Single buffer mode. (Default)\n");
+ printf(" -db Double buffer mode. \n");
+ printf(" -dr Direct render mode.\n");
+ printf(" -ir Indirect render mode. (Default)\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(" 1 Object Texture coordinates (Default)\n");
+ printf(" 2 Eye Texture coordinates \n");
+ printf(" x rotate around x clockwise\n");
+ printf(" X rotate around x counter clockwise\n");
+ printf(" y rotate around y clockwise\n");
+ printf(" Y rotate around y counter clockwise\n");
+ printf(" z rotate around z clockwise\n");
+ printf(" Z rotate around z counter clockwise\n");
+ printf(" t enable 3-D texuring (Default)\n");
+ printf(" T disable 3-D texuring\n");
+ printf(" s smooth shading \n");
+ printf(" S flat shading (Default)\n");
+}
+
+void setDefaults()
+{
+ /* visualization defaults */
+ rgb = GL_TRUE;
+ doubleBuffer = GL_FALSE;
+ directRender = GL_TRUE;
+ angx=130;
+ angy=30;
+ angz=0;
+ /* texture values */
+ tex_width=64;
+ tex_height=64;
+ tex_depth=64;
+}
+
+GLenum parseCmdLine(int argc, char **argv)
+{
+ GLint i;
+
+ setDefaults();
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-ci") == 0) {
+ rgb = GL_FALSE;
+ } else if (strcmp(argv[i], "-rgb") == 0) {
+ rgb = GL_TRUE;
+ } else if (strcmp(argv[i], "-sb") == 0) {
+ doubleBuffer = GL_FALSE;
+ } else if (strcmp(argv[i], "-db") == 0) {
+ doubleBuffer = GL_TRUE;
+ } else if (strcmp(argv[i], "-dr") == 0) {
+ directRender = GL_TRUE;
+ } else if (strcmp(argv[i], "-ir") == 0) {
+ directRender = GL_FALSE;
+ } else 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;
+}
+
+void drawScene()
+{
+ /* clear background, z buffer etc */
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glPushMatrix();
+ glRotatef(angx,1.0,0.0,0.0);
+ glRotatef(angy,0.0,1.0,0.0);
+ glRotatef(angz,0.0,0.0,1.0);
+
+ glCallList(figure);
+ glPopMatrix();
+ glFlush();
+ if(doubleBuffer)
+ glutSwapBuffers();
+ ;
+}
+
+void resize(int w, int h)
+{
+ glViewport(0, 0, (GLint)w, (GLint)h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-2,2,-2,2,-5,10);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0,0,-5);
+}
+
+void cleanEverything(void)
+{
+/* free(voxels); */
+}
+
+
+void KeyHandler( unsigned char key, int x, int y )
+{
+ switch(key) {
+ case 27:
+ case 'q':
+ case 'Q': /* quit game. */
+ cleanEverything();
+ exit(0);
+ break;
+ case 'x':
+ angx+=10;
+ break;
+ case 'X':
+ angx-=10;
+ break;
+ case 'y':
+ angy+=10;
+ break;
+ case 'Y':
+ angy-=10;
+ break;
+ case 'z':
+ angz+=10;
+ break;
+ case 'Z':
+ angz-=10;
+ break;
+ case 't':
+ glEnable(GL_TEXTURE_3D_EXT);
+ break;
+ case 'T':
+ glDisable(GL_TEXTURE_3D_EXT);
+ break;
+ case 's':
+ glShadeModel(GL_SMOOTH);
+ break;
+ case 'S':
+ glShadeModel(GL_FLAT);
+ break;
+ case '1':
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_TEXTURE_GEN_R);
+ break;
+ case '2':
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+ break;
+ default:
+ break;
+ }
+ glutPostRedisplay();
+}
+
+/*--------------------------------------------------------------------
+ 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 256
+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.;
+
+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 */
+}
+
+void initNoise()
+{
+ /*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];
+ }
+}
+
+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 */
+}
+