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-rw-r--r--progs/demos/stex3d.c687
1 files changed, 0 insertions, 687 deletions
diff --git a/progs/demos/stex3d.c b/progs/demos/stex3d.c
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index de18480c25e..00000000000
--- a/progs/demos/stex3d.c
+++ /dev/null
@@ -1,687 +0,0 @@
-/*-----------------------------
- * 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
- * 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/glew.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 GLenum Filter = GL_LINEAR;
-
-
-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_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 (strcmp(argv[i], "-help") == 0) {
- printHelp();
- return GL_FALSE;
- }
- else if (strstr(argv[i], "-w") != NULL) {
- tex_width = atoi((argv[i]) + 2);
- }
- else if (strstr(argv[i], "-h") != NULL) {
- tex_height = atoi((argv[i]) + 2);
- }
- else if (strstr(argv[i], "-d") != NULL) {
- tex_depth = atoi((argv[i]) + 2);
- }
- 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);
- }
-
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, Filter);
-
- 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 'f':
- if (Filter == GL_LINEAR)
- Filter = GL_NEAREST;
- else
- Filter = GL_LINEAR;
- break;
- case 'i':
- if (CurTexture == NOISE_TEXTURE)
- CurTexture = GRADIENT_TEXTURE;
- else
- CurTexture = NOISE_TEXTURE;
- glBindTexture(GL_TEXTURE_3D, CurTexture);
- break;
- case 'a':
- case ' ':
- 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_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);
- }
-
- glewInit();
-
- init();
-
- printHelp();
-
- glutReshapeFunc(resize);
- glutKeyboardFunc(KeyHandler);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(drawScene);
- if (animate)
- glutIdleFunc(Idle);
- glutMainLoop();
- return 0;
-}
-