xenocara/dist/Mesa/progs/demos/reflect.c

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2006-11-25 11:56:37 -07:00
/*
* Demo of a reflective, texture-mapped surface with OpenGL.
* Brian Paul August 14, 1995 This file is in the public domain.
*
* Hardware texture mapping is highly recommended!
*
* The basic steps are:
* 1. Render the reflective object (a polygon) from the normal viewpoint,
* setting the stencil planes = 1.
* 2. Render the scene from a special viewpoint: the viewpoint which
* is on the opposite side of the reflective plane. Only draw where
* stencil = 1. This draws the objects in the reflective surface.
* 3. Render the scene from the original viewpoint. This draws the
* objects in the normal fashion. Use blending when drawing
* the reflective, textured surface.
*
* This is a very crude demo. It could be much better.
*/
/*
* Authors:
* Brian Paul
* Dirk Reiners (reiners@igd.fhg.de) made some modifications to this code.
* Mark Kilgard (April 1997)
* Brian Paul (April 2000 - added keyboard d/s options)
* Brian Paul (August 2005 - added multi window feature)
*/
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "GL/glut.h"
#include "showbuffer.h"
#include "readtex.h"
#define DEG2RAD (3.14159/180.0)
#define TABLE_TEXTURE "../images/tile.rgb"
#define MAX_OBJECTS 2
#define INIT_WIDTH 400
#define INIT_HEIGHT 300
#ifdef _WIN32
#undef CreateWindowA
#endif
struct window {
int id; /* returned by glutCreateWindow() */
int width, height;
GLboolean anim;
GLfloat xrot, yrot;
GLfloat spin;
GLenum showBuffer;
GLenum drawBuffer;
GLuint table_list;
GLuint objects_list[MAX_OBJECTS];
double t0;
struct window *next;
};
static struct window *FirstWindow = NULL;
static void
CreateWindow(void);
static struct window *
CurrentWindow(void)
{
int id = glutGetWindow();
struct window *w;
for (w = FirstWindow; w; w = w->next) {
if (w->id == id)
return w;
}
return NULL;
}
static GLboolean
AnyAnimating(void)
{
struct window *w;
for (w = FirstWindow; w; w = w->next) {
if (w->anim)
return 1;
}
return 0;
}
static void
KillWindow(struct window *w)
{
struct window *win, *prev = NULL;
for (win = FirstWindow; win; win = win->next) {
if (win == w) {
if (prev) {
prev->next = win->next;
}
else {
FirstWindow = win->next;
}
glutDestroyWindow(win->id);
win->next = NULL;
free(win);
return;
}
prev = win;
}
}
static void
KillAllWindows(void)
{
while (FirstWindow)
KillWindow(FirstWindow);
}
static GLuint
MakeTable(void)
{
static GLfloat table_mat[] = { 1.0, 1.0, 1.0, 0.6 };
static GLfloat gray[] = { 0.4, 0.4, 0.4, 1.0 };
GLuint table_list;
table_list = glGenLists(1);
glNewList( table_list, GL_COMPILE );
/* load table's texture */
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_mat );
/*glMaterialfv( GL_FRONT, GL_EMISSION, gray );*/
glMaterialfv( GL_FRONT, GL_DIFFUSE, table_mat );
glMaterialfv( GL_FRONT, GL_AMBIENT, gray );
/* draw textured square for the table */
glPushMatrix();
glScalef( 4.0, 4.0, 4.0 );
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, 0.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 0.0, -1.0 );
glEnd();
glPopMatrix();
glDisable( GL_TEXTURE_2D );
glEndList();
return table_list;
}
static void
MakeObjects(GLuint *objects_list)
{
GLUquadricObj *q;
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat green[] = { 0.2, 1.0, 0.2, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 0.0 };
q = gluNewQuadric();
gluQuadricDrawStyle( q, GLU_FILL );
gluQuadricNormals( q, GLU_SMOOTH );
objects_list[0] = glGenLists(1);
glNewList( objects_list[0], GL_COMPILE );
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cyan );
glMaterialfv( GL_FRONT, GL_EMISSION, black );
gluCylinder( q, 0.5, 0.5, 1.0, 15, 1 );
glEndList();
objects_list[1] = glGenLists(1);
glNewList( objects_list[1], GL_COMPILE );
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
glMaterialfv( GL_FRONT, GL_EMISSION, black );
gluCylinder( q, 1.5, 0.0, 2.5, 15, 1 );
glEndList();
gluDeleteQuadric(q);
}
static void
InitWindow(struct window *w)
{
GLint imgWidth, imgHeight;
GLenum imgFormat;
GLubyte *image = NULL;
w->table_list = MakeTable();
MakeObjects(w->objects_list);
image = LoadRGBImage( TABLE_TEXTURE, &imgWidth, &imgHeight, &imgFormat );
if (!image) {
printf("Couldn't read %s\n", TABLE_TEXTURE);
exit(0);
}
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
imgFormat, GL_UNSIGNED_BYTE, image);
free(image);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glShadeModel( GL_FLAT );
glEnable( GL_LIGHT0 );
glEnable( GL_LIGHTING );
glClearColor( 0.5, 0.5, 0.9, 0.0 );
glEnable( GL_NORMALIZE );
}
static void
Reshape(int width, int height)
{
struct window *w = CurrentWindow();
GLfloat yAspect = 2.5;
GLfloat xAspect = yAspect * (float) width / (float) height;
w->width = width;
w->height = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -xAspect, xAspect, -yAspect, yAspect, 10.0, 30.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
DrawObjects(struct window *w, GLfloat eyex, GLfloat eyey, GLfloat eyez)
{
(void) eyex;
(void) eyey;
(void) eyez;
#ifndef USE_ZBUFFER
if (eyex<0.5) {
#endif
glPushMatrix();
glTranslatef( 1.0, 1.5, 0.0 );
glRotatef( w->spin, 1.0, 0.5, 0.0 );
glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
glCallList( w->objects_list[0] );
glPopMatrix();
glPushMatrix();
glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*w->spin) ), 0.0 );
glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
glRotatef( w->spin, 1.0, 0.5, 0.0 );
glScalef( 0.5, 0.5, 0.5 );
glCallList( w->objects_list[1] );
glPopMatrix();
#ifndef USE_ZBUFFER
}
else {
glPushMatrix();
glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*w->spin) ), 0.0 );
glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
glRotatef( w->spin, 1.0, 0.5, 0.0 );
glScalef( 0.5, 0.5, 0.5 );
glCallList( w->objects_list[1] );
glPopMatrix();
glPushMatrix();
glTranslatef( 1.0, 1.5, 0.0 );
glRotatef( w->spin, 1.0, 0.5, 0.0 );
glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
glCallList( w->objects_list[0] );
glPopMatrix();
}
#endif
}
static void
DrawTable(struct window *w)
{
glCallList(w->table_list);
}
static void
DrawWindow(void)
{
struct window *w = CurrentWindow();
static GLfloat light_pos[] = { 0.0, 20.0, 0.0, 1.0 };
GLfloat dist = 20.0;
GLfloat eyex, eyey, eyez;
if (w->drawBuffer == GL_NONE) {
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
}
else {
glDrawBuffer(w->drawBuffer);
glReadBuffer(w->drawBuffer);
}
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (w->drawBuffer == GL_NONE) {
glDrawBuffer(GL_NONE);
}
eyex = dist * cos(w->yrot * DEG2RAD) * cos(w->xrot * DEG2RAD);
eyez = dist * sin(w->yrot * DEG2RAD) * cos(w->xrot * DEG2RAD);
eyey = dist * sin(w->xrot * DEG2RAD);
/* view from top */
glPushMatrix();
gluLookAt( eyex, eyey, eyez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
glLightfv( GL_LIGHT0, GL_POSITION, light_pos );
/* draw table into stencil planes */
glDisable( GL_DEPTH_TEST );
glEnable( GL_STENCIL_TEST );
glStencilFunc( GL_ALWAYS, 1, 0xffffffff );
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
DrawTable(w);
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glEnable( GL_DEPTH_TEST );
/* render view from below (reflected viewport) */
/* only draw where stencil==1 */
if (eyey>0.0) {
glPushMatrix();
glStencilFunc( GL_EQUAL, 1, 0xffffffff ); /* draw if ==1 */
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
glScalef( 1.0, -1.0, 1.0 );
/* Reposition light in reflected space. */
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
DrawObjects(w, eyex, eyey, eyez);
glPopMatrix();
/* Restore light's original unreflected position. */
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
}
glDisable( GL_STENCIL_TEST );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_TEXTURE_2D );
DrawTable(w);
glDisable( GL_TEXTURE_2D );
glDisable( GL_BLEND );
/* view from top */
glPushMatrix();
DrawObjects(w, eyex, eyey, eyez);
glPopMatrix();
glPopMatrix();
if (w->showBuffer == GL_DEPTH) {
ShowDepthBuffer(w->width, w->height, 1.0, 0.0);
}
else if (w->showBuffer == GL_STENCIL) {
ShowStencilBuffer(w->width, w->height, 255.0, 0.0);
}
else if (w->showBuffer == GL_ALPHA) {
ShowAlphaBuffer(w->width, w->height);
}
if (w->drawBuffer == GL_FRONT)
glFinish();
else
glutSwapBuffers();
/* calc/show frame rate */
{
static GLint t0 = 0;
static GLint frames = 0;
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
Idle(void)
{
double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
struct window *w;
for (w = FirstWindow; w; w = w->next) {
if (w->anim) {
double dt;
if (w->t0 < 0.0)
w->t0 = t;
dt = t - w->t0;
w->t0 = t;
w->spin += 60.0 * dt;
w->yrot += 90.0 * dt;
assert(w->id);
glutSetWindow(w->id);
glutPostRedisplay();
}
}
}
static void
UpdateIdleFunc(void)
{
if (AnyAnimating())
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
}
static void
Key(unsigned char key, int x, int y)
{
struct window *w = CurrentWindow();
(void) x;
(void) y;
switch (key) {
case 'd':
w->showBuffer = GL_DEPTH;
glutPostRedisplay();
break;
case 's':
w->showBuffer = GL_STENCIL;
glutPostRedisplay();
break;
case 'a':
w->showBuffer = GL_ALPHA;
glutPostRedisplay();
break;
case 'c':
w->showBuffer = GL_NONE;
glutPostRedisplay();
break;
case 'f':
if (w->drawBuffer == GL_FRONT)
w->drawBuffer = GL_BACK;
else
w->drawBuffer = GL_FRONT;
glutPostRedisplay();
break;
case '0':
w->drawBuffer = GL_NONE;
glutPostRedisplay();
break;
case ' ':
w->anim = !w->anim;
w->t0 = -1;
UpdateIdleFunc();
glutPostRedisplay();
break;
case 'n':
CreateWindow();
UpdateIdleFunc();
break;
case 'k':
KillWindow(w);
if (FirstWindow == NULL)
exit(0);
break;
case 27:
KillAllWindows();
exit(0);
break;
default:
;
}
}
static void
SpecialKey(int key, int x, int y)
{
struct window *w = CurrentWindow();
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
w->xrot += 3.0;
if (w->xrot > 85)
w->xrot = 85;
break;
case GLUT_KEY_DOWN:
w->xrot -= 3.0;
if (w->xrot < 5)
w->xrot = 5;
break;
case GLUT_KEY_LEFT:
w->yrot += 3.0;
break;
case GLUT_KEY_RIGHT:
w->yrot -= 3.0;
break;
}
glutPostRedisplay();
}
static void
CreateWindow(void)
{
char title[1000];
struct window *w = (struct window *) calloc(1, sizeof(struct window));
glutInitWindowSize(INIT_WIDTH, INIT_HEIGHT);
w->id = glutCreateWindow("foo");
sprintf(title, "reflect window %d", w->id);
glutSetWindowTitle(title);
assert(w->id);
w->width = INIT_WIDTH;
w->height = INIT_HEIGHT;
w->anim = GL_TRUE;
w->xrot = 30.0;
w->yrot = 50.0;
w->spin = 0.0;
w->showBuffer = GL_NONE;
w->drawBuffer = GL_BACK;
InitWindow(w);
glutReshapeFunc(Reshape);
glutDisplayFunc(DrawWindow);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
/* insert at head of list */
w->next = FirstWindow;
FirstWindow = w;
}
static void
Usage(void)
{
printf("Keys:\n");
printf(" a - show alpha buffer\n");
printf(" d - show depth buffer\n");
printf(" s - show stencil buffer\n");
printf(" c - show color buffer\n");
printf(" f - toggle rendering to front/back color buffer\n");
printf(" n - create new window\n");
printf(" k - kill window\n");
printf(" SPACE - toggle animation\n");
printf(" ARROWS - rotate scene\n");
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH |
GLUT_STENCIL | GLUT_ALPHA);
CreateWindow();
glutIdleFunc(Idle);
Usage();
glutMainLoop();
return 0;
}