summaryrefslogtreecommitdiffstats
path: root/progs/demos/gloss.c
blob: b2126e32678416c86d239151316f564120d48d18 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462

/*
 * Specular reflection demo.  The specular highlight is modulated by
 * a sphere-mapped texture.  The result is a high-gloss surface.
 * NOTE: you really need hardware acceleration for this.
 * Also note, this technique can't be implemented with multi-texture
 * and separate specular color interpolation because there's no way
 * to indicate that the second texture unit (the reflection map)
 * should modulate the specular color and not the base color.
 * A future multi-texture extension could fix that.
 *
 * Command line options:
 *    -info      print GL implementation information
 *
 *
 * Brian Paul  October 22, 1999  This program is in the public domain.
 */


#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glut.h>

#include "readtex.h"
#include "trackball.h"


#define SPECULAR_TEXTURE_FILE "../images/reflect.rgb"
#define BASE_TEXTURE_FILE "../images/tile.rgb"

/* Menu items */
#define DO_SPEC_TEXTURE 1
#define OBJECT 2
#define ANIMATE 3
#define QUIT 100

/* for convolution */
#define FILTER_SIZE 7

static GLint WinWidth = 500, WinHeight = 500;
static GLuint CylinderObj = 0;
static GLuint TeapotObj = 0;
static GLuint Object = 0;
static GLboolean Animate = GL_TRUE;

static float CurQuat[4] = { 0, 0, 0, 1 };

static GLfloat Black[4] = { 0, 0, 0, 0 };
static GLfloat White[4] = { 1, 1, 1, 1 };
static GLfloat Diffuse[4] = { .3, .3, 1.0, 1.0 };  /* blue */
static GLfloat Shininess = 6;

static GLuint BaseTexture, SpecularTexture;
static GLboolean DoSpecTexture = GL_TRUE;

static GLboolean ButtonDown = GL_FALSE;
static GLint ButtonX, ButtonY;


/* performance info */
static GLint T0 = 0;
static GLint Frames = 0;


static void Idle( void )
{
   static const float yAxis[3] = {0, 1, 0};
   static double t0 = -1.;
   float quat[4];
   double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
   if (t0 < 0.0)
      t0 = t;
   dt = t - t0;
   t0 = t;

   axis_to_quat(yAxis, 2.0 * dt, quat);
   add_quats(quat, CurQuat, CurQuat);

   glutPostRedisplay();
}


static void Display( void )
{
   GLfloat rot[4][4];

   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

   glPushMatrix();
   build_rotmatrix(rot, CurQuat);
   glMultMatrixf(&rot[0][0]);

   /* First pass: diffuse lighting with base texture */
   glMaterialfv(GL_FRONT, GL_DIFFUSE, Diffuse);
   glMaterialfv(GL_FRONT, GL_SPECULAR, Black);
   glEnable(GL_TEXTURE_2D);
   glBindTexture(GL_TEXTURE_2D, BaseTexture);
   glCallList(Object);

   /* Second pass: specular lighting with reflection texture */
   glEnable(GL_POLYGON_OFFSET_FILL);
   glBlendFunc(GL_ONE, GL_ONE);  /* add */
   glEnable(GL_BLEND);
   glMaterialfv(GL_FRONT, GL_DIFFUSE, Black);
   glMaterialfv(GL_FRONT, GL_SPECULAR, White);
   if (DoSpecTexture) {
      glBindTexture(GL_TEXTURE_2D, SpecularTexture);
      glEnable(GL_TEXTURE_GEN_S);
      glEnable(GL_TEXTURE_GEN_T);
   }
   else {
      glDisable(GL_TEXTURE_2D);
   }
   glCallList(Object);
   glDisable(GL_TEXTURE_GEN_S);
   glDisable(GL_TEXTURE_GEN_T);
   glDisable(GL_BLEND);
   glDisable(GL_POLYGON_OFFSET_FILL);

   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 )
{
   GLfloat h = 30.0;
   GLfloat w = h * width / height;
   WinWidth = width;
   WinHeight = height;
   glViewport( 0, 0, width, height );
   glMatrixMode( GL_PROJECTION );
   glLoadIdentity();
   glFrustum( -w, w, -h, h, 150.0, 500.0 );
   glMatrixMode( GL_MODELVIEW );
   glLoadIdentity();
   glTranslatef( 0.0, 0.0, -380.0 );
}


static void ToggleAnimate(void)
{
   Animate = !Animate;
   if (Animate) {
      glutIdleFunc( Idle );
      T0 = glutGet(GLUT_ELAPSED_TIME);
      Frames = 0;
   }
   else {
      glutIdleFunc( NULL );
   }
}


static void ModeMenu(int entry)
{
   if (entry==ANIMATE) {
      ToggleAnimate();
   }
   else if (entry==DO_SPEC_TEXTURE) {
      DoSpecTexture = !DoSpecTexture;
   }
   else if (entry==OBJECT) {
      if (Object == TeapotObj)
         Object = CylinderObj;
      else
         Object = TeapotObj;
   }
   else if (entry==QUIT) {
      exit(0);
   }
   glutPostRedisplay();
}


static void Key( unsigned char key, int x, int y )
{
   (void) x;
   (void) y;
   switch (key) {
      case 's':
         Shininess--;
         if (Shininess < 0.0)
            Shininess = 0.0;
         glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
         printf("Shininess = %g\n", Shininess);
         break;
      case 'S':
         Shininess++;
         if (Shininess > 128.0)
            Shininess = 128.0;
         glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
         printf("Shininess = %g\n", Shininess);
         break;
      case 'a':
      case ' ':
         ToggleAnimate();
         break;
      case 27:
         exit(0);
         break;
   }
   glutPostRedisplay();
}


static void
MouseMotion(int x, int y)
{
   if (ButtonDown) {
      float x0 = (2.0 * ButtonX - WinWidth) / WinWidth;
      float y0 = (WinHeight - 2.0 * ButtonY) / WinHeight;
      float x1 = (2.0 * x - WinWidth) / WinWidth;
      float y1 = (WinHeight - 2.0 * y) / WinHeight;
      float q[4];

      trackball(q, x0, y0, x1, y1);
      ButtonX = x;
      ButtonY = y;
      add_quats(q, CurQuat, CurQuat);

      glutPostRedisplay();
   }
}


static void
MouseButton(int button, int state, int x, int y)
{
  if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
     ButtonDown = GL_TRUE;
     ButtonX = x;
     ButtonY = y;
  }
  else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
     ButtonDown = GL_FALSE;
  }
}


static void Init( int argc, char *argv[] )
{
   GLboolean convolve = GL_FALSE;
   GLboolean fullscreen = GL_FALSE;
   int i;

   for (i = 1; i < argc; i++) {
      if (strcmp(argv[i], "-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));
      }
      else if (strcmp(argv[i], "-c")==0) {
         convolve = GL_TRUE;
      }
      else if (strcmp(argv[i], "-f")==0) {
         fullscreen = GL_TRUE;
      }
   }

   if (fullscreen)
      glutFullScreen();

   /* Cylinder object */
   {
      static GLfloat height = 100.0;
      static GLfloat radius = 40.0;
      static GLint slices = 24;  /* pie slices around Z axis */
      static GLint stacks = 10;  /* subdivisions along length of cylinder */
      static GLint rings = 4;    /* rings in the end disks */
      GLUquadricObj *q = gluNewQuadric();
      assert(q);
      gluQuadricTexture(q, GL_TRUE);

      CylinderObj = glGenLists(1);
      glNewList(CylinderObj, GL_COMPILE);

      glPushMatrix();
      glTranslatef(0.0, 0.0, -0.5 * height);

      glMatrixMode(GL_TEXTURE);
      glLoadIdentity();
      /*glScalef(8.0, 4.0, 2.0);*/
      glMatrixMode(GL_MODELVIEW);

      /* cylinder */
      gluQuadricNormals(q, GL_SMOOTH);
      gluQuadricTexture(q, GL_TRUE);
      gluCylinder(q, radius, radius, height, slices, stacks);

      /* end cap */
      glMatrixMode(GL_TEXTURE);
      glLoadIdentity();
      glScalef(3.0, 3.0, 1.0);
      glMatrixMode(GL_MODELVIEW);

      glTranslatef(0.0, 0.0, height);
      gluDisk(q, 0.0, radius, slices, rings);

      /* other end cap */
      glTranslatef(0.0, 0.0, -height);
      gluQuadricOrientation(q, GLU_INSIDE);
      gluDisk(q, 0.0, radius, slices, rings);

      glPopMatrix();

      glMatrixMode(GL_TEXTURE);
      glLoadIdentity();
      glMatrixMode(GL_MODELVIEW);

      glEndList();
      gluDeleteQuadric(q);
   }

   /* Teapot */
   {
      TeapotObj = glGenLists(1);
      glNewList(TeapotObj, GL_COMPILE);

      glFrontFace(GL_CW);
      glutSolidTeapot(40.0);
      glFrontFace(GL_CCW);

      glEndList();
   }

   /* show cylinder by default */
   Object = CylinderObj;


   /* lighting */
   glEnable(GL_LIGHTING);
   {
      GLfloat pos[4] = { 3, 3, 3, 1 };
      glLightfv(GL_LIGHT0, GL_AMBIENT, Black);
      glLightfv(GL_LIGHT0, GL_DIFFUSE, White);
      glLightfv(GL_LIGHT0, GL_SPECULAR, White);
      glLightfv(GL_LIGHT0, GL_POSITION, pos);
      glEnable(GL_LIGHT0);
      glMaterialfv(GL_FRONT, GL_AMBIENT, Black);
      glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
      glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
   }

   /* Base texture */
   glGenTextures(1, &BaseTexture);
   glBindTexture(GL_TEXTURE_2D, BaseTexture);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   if (!LoadRGBMipmaps(BASE_TEXTURE_FILE, GL_RGB)) {
      printf("Error: couldn't load texture image file %s\n", BASE_TEXTURE_FILE);
      exit(1);
   }

   /* Specular texture */
   glGenTextures(1, &SpecularTexture);
   glBindTexture(GL_TEXTURE_2D, SpecularTexture);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   if (convolve) {
      /* use convolution to blur the texture to simulate a dull finish
       * on the object.
       */
      GLubyte *img;
      GLenum format;
      GLint w, h;
      GLfloat filter[FILTER_SIZE][FILTER_SIZE][4];

      for (h = 0; h < FILTER_SIZE; h++) {
         for (w = 0; w < FILTER_SIZE; w++) {
            const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE);
            filter[h][w][0] = k;
            filter[h][w][1] = k;
            filter[h][w][2] = k;
            filter[h][w][3] = k;
         }
      }

      glEnable(GL_CONVOLUTION_2D);
      glConvolutionParameteri(GL_CONVOLUTION_2D,
                              GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER);
      glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA,
                            FILTER_SIZE, FILTER_SIZE,
                            GL_RGBA, GL_FLOAT, filter);

      img = LoadRGBImage(SPECULAR_TEXTURE_FILE, &w, &h, &format);
      if (!img) {
         printf("Error: couldn't load texture image file %s\n",
                SPECULAR_TEXTURE_FILE);
         exit(1);
      }

      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
                   format, GL_UNSIGNED_BYTE, img);
      free(img);
   }
   else {
      /* regular path */
      if (!LoadRGBMipmaps(SPECULAR_TEXTURE_FILE, GL_RGB)) {
         printf("Error: couldn't load texture image file %s\n",
                SPECULAR_TEXTURE_FILE);
         exit(1);
      }
   }

   /* misc */
   glEnable(GL_CULL_FACE);
   glEnable(GL_TEXTURE_2D);
   glEnable(GL_DEPTH_TEST);
   glEnable(GL_NORMALIZE);

   glPolygonOffset( -1, -1 );
}


int main( int argc, char *argv[] )
{
   glutInit( &argc, argv );
   glutInitWindowSize(WinWidth, WinHeight);
   glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
   glutCreateWindow(argv[0] );
   glewInit();
   glutReshapeFunc( Reshape );
   glutKeyboardFunc( Key );
   glutDisplayFunc( Display );
   glutMotionFunc(MouseMotion);
   glutMouseFunc(MouseButton);
   if (Animate)
      glutIdleFunc( Idle );

   glutCreateMenu(ModeMenu);
   glutAddMenuEntry("Toggle Highlight", DO_SPEC_TEXTURE);
   glutAddMenuEntry("Toggle Object", OBJECT);
   glutAddMenuEntry("Toggle Animate", ANIMATE);
   glutAddMenuEntry("Quit", QUIT);
   glutAttachMenu(GLUT_RIGHT_BUTTON);

   Init(argc, argv);

   glutMainLoop();
   return 0;
}