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

686 lines
15 KiB
C

/*
* This program is under the GNU GPL.
* Use at your own risk.
*
* written by David Bucciarelli (tech.hmw@plus.it)
* Humanware s.r.l.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <string.h>
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/glut.h>
#include "readtex.h"
#ifdef XMESA
#include "GL/xmesa.h"
static int fullscreen=1;
#endif
static int WIDTH=640;
static int HEIGHT=480;
static GLint T0 = 0;
static GLint Frames = 0;
#define BASESIZE 10.0
#define BASERES 12
#define TEAPOTRES 3
#ifndef M_PI
#define M_PI 3.1415926535
#endif
extern void shadowmatrix(GLfloat [4][4], GLfloat [4], GLfloat [4]);
extern void findplane(GLfloat [4], GLfloat [3], GLfloat [3], GLfloat [3]);
static int win=0;
static float obs[3]={5.0,0.0,1.0};
static float dir[3];
static float v=0.0;
static float alpha=-90.0;
static float beta=90.0;
static GLfloat baseshadow[4][4];
static GLfloat lightpos[4]={2.3,0.0,3.0,1.0};
static GLfloat lightdir[3]={-2.3,0.0,-3.0};
static GLfloat lightalpha=0.0;
static int fog=1;
static int bfcull=1;
static int usetex=1;
static int help=1;
static int joyavailable=0;
static int joyactive=0;
static GLuint t1id,t2id;
static GLuint teapotdlist,basedlist,lightdlist;
/******************** begin shadow code ********************/
/* Taken from the projshadow.c - by Tom McReynolds, SGI */
/* Modified by David Bucciarelli */
enum {
X, Y, Z, W
};
enum {
A, B, C, D
};
/* create a matrix that will project the desired shadow */
void
shadowmatrix(GLfloat shadowMat[4][4],
GLfloat groundplane[4],
GLfloat lightpos[4])
{
GLfloat dot;
/* find dot product between light position vector and ground plane normal */
dot = groundplane[X] * lightpos[X] +
groundplane[Y] * lightpos[Y] +
groundplane[Z] * lightpos[Z] +
groundplane[W] * lightpos[W];
shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
}
/* find the plane equation given 3 points */
void
findplane(GLfloat plane[4],
GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
{
GLfloat vec0[3], vec1[3];
/* need 2 vectors to find cross product */
vec0[X] = v1[X] - v0[X];
vec0[Y] = v1[Y] - v0[Y];
vec0[Z] = v1[Z] - v0[Z];
vec1[X] = v2[X] - v0[X];
vec1[Y] = v2[Y] - v0[Y];
vec1[Z] = v2[Z] - v0[Z];
/* find cross product to get A, B, and C of plane equation */
plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
}
/******************** end shadow code ********************/
static void calcposobs(void)
{
dir[0]=sin(alpha*M_PI/180.0);
dir[1]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
dir[2]=cos(beta*M_PI/180.0);
obs[0]+=v*dir[0];
obs[1]+=v*dir[1];
obs[2]+=v*dir[2];
}
static void special(int k, int x, int y)
{
switch(k) {
case GLUT_KEY_LEFT:
alpha-=2.0;
break;
case GLUT_KEY_RIGHT:
alpha+=2.0;
break;
case GLUT_KEY_DOWN:
beta-=2.0;
break;
case GLUT_KEY_UP:
beta+=2.0;
break;
}
}
static void cleanup(void)
{
glDeleteTextures(1, &t1id);
glDeleteTextures(1, &t2id);
glDeleteLists(teapotdlist, 1);
glDeleteLists(basedlist, 1);
glDeleteLists(lightdlist, 1);
}
static void key(unsigned char k, int x, int y)
{
switch(k) {
case 27:
cleanup();
exit(0);
break;
case 'a':
v+=0.005;
break;
case 'z':
v-=0.005;
break;
case 'j':
joyactive=(!joyactive);
break;
case 'h':
help=(!help);
break;
case 'f':
fog=(!fog);
break;
case 't':
usetex=(!usetex);
break;
case 'b':
if(bfcull) {
glDisable(GL_CULL_FACE);
bfcull=0;
} else {
glEnable(GL_CULL_FACE);
bfcull=1;
}
break;
#ifdef XMESA
case ' ':
XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
fullscreen=(!fullscreen);
break;
#endif
}
}
static void reshape(int w, int h)
{
WIDTH=w;
HEIGHT=h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,w/(float)h,0.2,40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0,0,w,h);
}
static void printstring(void *font, char *string)
{
int len,i;
len=(int)strlen(string);
for(i=0;i<len;i++)
glutBitmapCharacter(font,string[i]);
}
static void printhelp(void)
{
glEnable(GL_BLEND);
glColor4f(0.5,0.5,0.5,0.5);
glRecti(40,40,600,440);
glDisable(GL_BLEND);
glColor3f(1.0,0.0,0.0);
glRasterPos2i(300,420);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
glRasterPos2i(60,390);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
glRasterPos2i(60,360);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
glRasterPos2i(60,330);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
glRasterPos2i(60,300);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
glRasterPos2i(60,270);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
glRasterPos2i(60,240);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
glRasterPos2i(60,210);
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
glRasterPos2i(60,180);
if(joyavailable)
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Toggle jostick control (Joystick control available)");
else
printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
}
static void drawbase(void)
{
static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
int i,j;
float x,y,dx,dy;
glBindTexture(GL_TEXTURE_2D,t1id);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
dx=BASESIZE/BASERES;
dy=-BASESIZE/BASERES;
for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
glBegin(GL_QUAD_STRIP);
glColor3f(1.0,1.0,1.0);
glNormal3f(0.0,0.0,1.0);
for(x=-BASESIZE/2.0,i=0;i<BASERES;x+=dx,i++) {
glTexCoord2f(x,y);
glVertex3f(x,y,0.0);
glTexCoord2f(x,y+dy);
glVertex3f(x,y+dy,0.0);
}
glEnd();
}
}
static void drawteapot(void)
{
static const GLfloat amb[4] = { 0.2, 0.2, 0.2, 1 };
static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
static float xrot=0.0;
static float zrot=0.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
glPushMatrix();
glRotatef(lightalpha,0.0,0.0,1.0);
glMultMatrixf((GLfloat *)baseshadow);
glRotatef(-lightalpha,0.0,0.0,1.0);
glTranslatef(0.0,0.0,1.0);
glRotatef(xrot,1.0,0.0,0.0);
glRotatef(zrot,0.0,0.0,1.0);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3f(0.0,0.0,0.0);
glCallList(teapotdlist);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
if(usetex)
glEnable(GL_TEXTURE_2D);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0,0.0,1.0);
glRotatef(xrot,1.0,0.0,0.0);
glRotatef(zrot,0.0,0.0,1.0);
glCallList(teapotdlist);
glPopMatrix();
xrot+=2.0;
zrot+=1.0;
}
static void drawlight1(void)
{
glPushMatrix();
glRotatef(lightalpha,0.0,0.0,1.0);
glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,lightdir);
glPopMatrix();
}
static void drawlight2(void)
{
glPushMatrix();
glRotatef(lightalpha,0.0,0.0,1.0);
glTranslatef(lightpos[0],lightpos[1],lightpos[2]);
glDisable(GL_TEXTURE_2D);
glCallList(lightdlist);
if(usetex)
glEnable(GL_TEXTURE_2D);
glPopMatrix();
lightalpha+=1.0;
}
static void dojoy(void)
{
#ifdef WIN32
static UINT max[2]={0,0};
static UINT min[2]={0xffffffff,0xffffffff},center[2];
MMRESULT res;
JOYINFO joy;
res=joyGetPos(JOYSTICKID1,&joy);
if(res==JOYERR_NOERROR) {
joyavailable=1;
if(max[0]<joy.wXpos)
max[0]=joy.wXpos;
if(min[0]>joy.wXpos)
min[0]=joy.wXpos;
center[0]=(max[0]+min[0])/2;
if(max[1]<joy.wYpos)
max[1]=joy.wYpos;
if(min[1]>joy.wYpos)
min[1]=joy.wYpos;
center[1]=(max[1]+min[1])/2;
if(joyactive) {
if(fabs(center[0]-(float)joy.wXpos)>0.1*(max[0]-min[0]))
alpha-=2.5*(center[0]-(float)joy.wXpos)/(max[0]-min[0]);
if(fabs(center[1]-(float)joy.wYpos)>0.1*(max[1]-min[1]))
beta+=2.5*(center[1]-(float)joy.wYpos)/(max[1]-min[1]);
if(joy.wButtons & JOY_BUTTON1)
v+=0.005;
if(joy.wButtons & JOY_BUTTON2)
v-=0.005;
}
} else
joyavailable=0;
#endif
}
static void draw(void)
{
static char frbuf[80] = "";
dojoy();
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(usetex)
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
if(fog)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
glPushMatrix();
calcposobs();
gluLookAt(obs[0],obs[1],obs[2],
obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
0.0,0.0,1.0);
drawlight1();
glCallList(basedlist);
drawteapot();
drawlight2();
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glShadeModel(GL_FLAT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(1.0,0.0,0.0);
glRasterPos2i(10,10);
printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
glRasterPos2i(350,470);
printstring(GLUT_BITMAP_HELVETICA_10,"Teapot V1.2 Written by David Bucciarelli (tech.hmw@plus.it)");
if(help)
printhelp();
reshape(WIDTH,HEIGHT);
glutSwapBuffers();
Frames++;
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 2000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
sprintf(frbuf, "Frame rate: %f", fps);
T0 = t;
Frames = 0;
}
}
}
static void inittextures(void)
{
glGenTextures(1,&t1id);
glBindTexture(GL_TEXTURE_2D,t1id);
glPixelStorei(GL_UNPACK_ALIGNMENT,4);
if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
fprintf(stderr,"Error reading a texture.\n");
exit(-1);
}
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glGenTextures(1,&t2id);
glBindTexture(GL_TEXTURE_2D,t2id);
glPixelTransferf(GL_RED_SCALE, 0.75);
glPixelTransferf(GL_RED_BIAS, 0.25);
glPixelTransferf(GL_GREEN_SCALE, 0.75);
glPixelTransferf(GL_GREEN_BIAS, 0.25);
glPixelTransferf(GL_BLUE_SCALE, 0.75);
glPixelTransferf(GL_BLUE_BIAS, 0.25);
if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
fprintf(stderr,"Error reading a texture.\n");
exit(-1);
}
glPixelTransferf(GL_RED_SCALE, 1.0);
glPixelTransferf(GL_RED_BIAS, 0.0);
glPixelTransferf(GL_GREEN_SCALE, 1.0);
glPixelTransferf(GL_GREEN_BIAS, 0.0);
glPixelTransferf(GL_BLUE_SCALE, 1.0);
glPixelTransferf(GL_BLUE_BIAS, 0.0);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
}
static void initlight(void)
{
float matamb[4] ={0.5, 0.5, 0.5, 1.0};
float matdiff[4]={0.9, 0.2, 0.2, 1.0};
float matspec[4]={1.0,1.0,1.0,1.0};
float lamb[4] ={1.5, 1.5, 1.5, 1.0};
float ldiff[4]={1.0, 1.0, 1.0, 1.0};
float lspec[4]={1.0, 1.0, 1.0, 1.0};
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
glEnable(GL_LIGHT0);
}
static void initdlists(void)
{
GLUquadricObj *lcone,*lbase;
GLfloat plane[4];
GLfloat v0[3]={0.0,0.0,0.0};
GLfloat v1[3]={1.0,0.0,0.0};
GLfloat v2[3]={0.0,1.0,0.0};
findplane(plane,v0,v1,v2);
shadowmatrix(baseshadow,plane,lightpos);
teapotdlist=glGenLists(1);
glNewList(teapotdlist,GL_COMPILE);
glRotatef(90.0,1.0,0.0,0.0);
glCullFace(GL_FRONT);
glBindTexture(GL_TEXTURE_2D,t2id);
glutSolidTeapot(0.75);
glCullFace(GL_BACK);
glEndList();
basedlist=glGenLists(1);
glNewList(basedlist,GL_COMPILE);
drawbase();
glEndList();
lightdlist=glGenLists(1);
glNewList(lightdlist,GL_COMPILE);
glDisable(GL_LIGHTING);
lcone=gluNewQuadric();
lbase=gluNewQuadric();
glRotatef(45.0,0.0,1.0,0.0);
glColor3f(1.0,1.0,1.0);
glCullFace(GL_FRONT);
gluDisk(lbase,0.0,0.2,12.0,1.0);
glCullFace(GL_BACK);
glColor3f(0.5,0.0,0.0);
gluCylinder(lcone,0.2,0.0,0.5,12,1);
gluDeleteQuadric(lcone);
gluDeleteQuadric(lbase);
glEnable(GL_LIGHTING);
glEndList();
}
int main(int ac, char **av)
{
float fogcolor[4]={0.025,0.025,0.025,1.0};
fprintf(stderr,"Teapot V1.2\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
/*
if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
fprintf(stderr,"Error setting the process class.\n");
return 0;
}
if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
fprintf(stderr,"Error setting the process priority.\n");
return 0;
}
*/
glutInitWindowSize(WIDTH,HEIGHT);
glutInit(&ac,av);
glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
if(!(win=glutCreateWindow("Teapot"))) {
fprintf(stderr,"Error, couldn't open window\n");
return -1;
}
reshape(WIDTH,HEIGHT);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE,GL_EXP2);
glFogfv(GL_FOG_COLOR,fogcolor);
glFogf(GL_FOG_DENSITY,0.04);
glHint(GL_FOG_HINT,GL_NICEST);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
calcposobs();
inittextures();
initlight();
initdlists();
glClearColor(fogcolor[0],fogcolor[1],fogcolor[2],fogcolor[3]);
glutReshapeFunc(reshape);
glutDisplayFunc(draw);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutIdleFunc(draw);
glutMainLoop();
cleanup();
return 0;
}