/* * Textured cylinder demo: lighting, texturing, reflection mapping. * * Command line options: * -info print GL implementation information * * * Brian Paul May 1997 This program is in the public domain. */ #include <stdio.h> #include <stdlib.h> #include <math.h> #include <GL/glut.h> #include "readtex.c" /* I know, this is a hack. */ #define TEXTURE_FILE "../images/reflect.rgb" #define LIT 1 #define TEXTURED 2 #define REFLECT 3 #define ANIMATE 10 #define POINT_FILTER 20 #define LINEAR_FILTER 21 #define QUIT 100 static GLuint CylinderObj = 0; static GLboolean Animate = GL_TRUE; static GLfloat Xrot = 0.0, Yrot = 0.0, Zrot = 0.0; static GLfloat DXrot = 1.0, DYrot = 2.5; /* performance info */ static GLint T0 = 0; static GLint Frames = 0; static void Idle( void ) { if (Animate) { Xrot += DXrot; Yrot += DYrot; glutPostRedisplay(); } } static void Display( void ) { glClear( GL_COLOR_BUFFER_BIT ); glPushMatrix(); glRotatef(Xrot, 1.0, 0.0, 0.0); glRotatef(Yrot, 0.0, 1.0, 0.0); glRotatef(Zrot, 0.0, 0.0, 1.0); glScalef(5.0, 5.0, 5.0); glCallList(CylinderObj); glPopMatrix(); glutSwapBuffers(); if (Animate) { GLint t = glutGet(GLUT_ELAPSED_TIME); Frames++; if (t - T0 >= 5000) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); T0 = t; Frames = 0; } } } static void Reshape( int width, int height ) { glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0, 0.0, -70.0 ); } static void SetMode(GLuint m) { /* disable everything */ glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); /* enable what's needed */ if (m==LIT) { glEnable(GL_LIGHTING); } else if (m==TEXTURED) { glEnable(GL_TEXTURE_2D); } else if (m==REFLECT) { glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } } static void ModeMenu(int entry) { if (entry==ANIMATE) { Animate = !Animate; if (Animate) glutIdleFunc(Idle); else glutIdleFunc(NULL); } else if (entry==POINT_FILTER) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } else if (entry==LINEAR_FILTER) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else if (entry==QUIT) { exit(0); } else { SetMode(entry); } glutPostRedisplay(); } static void Key( unsigned char key, int x, int y ) { (void) x; (void) y; switch (key) { case ' ': Animate = !Animate; if (Animate) glutIdleFunc(Idle); else glutIdleFunc(NULL); break; case 27: exit(0); break; } glutPostRedisplay(); } static void SpecialKey( int key, int x, int y ) { float step = 3.0; (void) x; (void) y; switch (key) { case GLUT_KEY_UP: Xrot += step; break; case GLUT_KEY_DOWN: Xrot -= step; break; case GLUT_KEY_LEFT: Yrot += step; break; case GLUT_KEY_RIGHT: Yrot -= step; break; } glutPostRedisplay(); } static void Init( int argc, char *argv[] ) { GLUquadricObj *q = gluNewQuadric(); CylinderObj = glGenLists(1); glNewList(CylinderObj, GL_COMPILE); glTranslatef(0.0, 0.0, -1.0); /* cylinder */ gluQuadricNormals(q, GL_SMOOTH); gluQuadricTexture(q, GL_TRUE); gluCylinder(q, 0.6, 0.6, 2.0, 24, 1); /* end cap */ glTranslatef(0.0, 0.0, 2.0); gluDisk(q, 0.0, 0.6, 24, 1); /* other end cap */ glTranslatef(0.0, 0.0, -2.0); gluQuadricOrientation(q, GLU_INSIDE); gluDisk(q, 0.0, 0.6, 24, 1); glEndList(); gluDeleteQuadric(q); /* lighting */ glEnable(GL_LIGHTING); { GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0}; GLfloat white[4] = {1.0, 1.0, 1.0, 1.0}; GLfloat teal[4] = { 0.0, 1.0, 0.8, 1.0 }; glMaterialfv(GL_FRONT, GL_DIFFUSE, teal); glLightfv(GL_LIGHT0, GL_AMBIENT, gray); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); glEnable(GL_LIGHT0); } /* fitering = nearest, initially */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) { printf("Error: couldn't load texture image\n"); exit(1); } glEnable(GL_CULL_FACE); /* don't need Z testing for convex objects */ SetMode(LIT); if (argc > 1 && strcmp(argv[1], "-info")==0) { printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); } } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowSize( 400, 400 ); glutInitWindowPosition( 0, 0 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); glutCreateWindow(argv[0] ); Init(argc, argv); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutSpecialFunc( SpecialKey ); glutDisplayFunc( Display ); glutIdleFunc( Idle ); glutCreateMenu(ModeMenu); glutAddMenuEntry("Lit", LIT); glutAddMenuEntry("Textured", TEXTURED); glutAddMenuEntry("Reflect", REFLECT); glutAddMenuEntry("Point Filtered", POINT_FILTER); glutAddMenuEntry("Linear Filtered", LINEAR_FILTER); glutAddMenuEntry("Toggle Animation", ANIMATE); glutAddMenuEntry("Quit", QUIT); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; }