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Diffstat (limited to 'progs/demos/stex3d.c')
-rw-r--r-- | progs/demos/stex3d.c | 578 |
1 files changed, 578 insertions, 0 deletions
diff --git a/progs/demos/stex3d.c b/progs/demos/stex3d.c new file mode 100644 index 00000000000..7c478c79b41 --- /dev/null +++ b/progs/demos/stex3d.c @@ -0,0 +1,578 @@ +/* $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 */ +} + |