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Diffstat (limited to 'progs/demos/stex3d.c')
-rw-r--r-- | progs/demos/stex3d.c | 687 |
1 files changed, 0 insertions, 687 deletions
diff --git a/progs/demos/stex3d.c b/progs/demos/stex3d.c deleted file mode 100644 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; -} - |