xenocara/dist/Mesa/progs/redbook/cubemap.c

206 lines
6.9 KiB
C

/*
* Copyright (c) 1993-2003, Silicon Graphics, Inc.
* All Rights Reserved
*
* Permission to use, copy, modify, and distribute this software for any
* purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright
* notice and this permission notice appear in supporting documentation,
* and that the name of Silicon Graphics, Inc. not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" AND
* WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
* OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF
* PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD
* PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF
* THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE
* OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor clauses
* in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
* reserved under the copyright laws of the United States.
*
* Contractor/manufacturer is:
* Silicon Graphics, Inc.
* 1500 Crittenden Lane
* Mountain View, CA 94043
* United State of America
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
/* cubemap.c
*
* This program demonstrates cube map textures.
* Six different colored checker board textures are
* created and applied to a lit sphere.
*
* Pressing the 'f' and 'b' keys translate the viewer
* forward and backward.
*/
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#define imageSize 4
static GLubyte image1[imageSize][imageSize][4];
static GLubyte image2[imageSize][imageSize][4];
static GLubyte image3[imageSize][imageSize][4];
static GLubyte image4[imageSize][imageSize][4];
static GLubyte image5[imageSize][imageSize][4];
static GLubyte image6[imageSize][imageSize][4];
static GLdouble ztrans = 0.0;
static void makeImages(void)
{
int i, j, c;
for (i = 0; i < imageSize; i++) {
for (j = 0; j < imageSize; j++) {
c = ( ((i & 0x1) == 0) ^ ((j & 0x1) == 0) ) * 255;
image1[i][j][0] = (GLubyte) c;
image1[i][j][1] = (GLubyte) c;
image1[i][j][2] = (GLubyte) c;
image1[i][j][3] = (GLubyte) 255;
image2[i][j][0] = (GLubyte) c;
image2[i][j][1] = (GLubyte) c;
image2[i][j][2] = (GLubyte) 0;
image2[i][j][3] = (GLubyte) 255;
image3[i][j][0] = (GLubyte) c;
image3[i][j][1] = (GLubyte) 0;
image3[i][j][2] = (GLubyte) c;
image3[i][j][3] = (GLubyte) 255;
image4[i][j][0] = (GLubyte) 0;
image4[i][j][1] = (GLubyte) c;
image4[i][j][2] = (GLubyte) c;
image4[i][j][3] = (GLubyte) 255;
image5[i][j][0] = (GLubyte) 255;
image5[i][j][1] = (GLubyte) c;
image5[i][j][2] = (GLubyte) c;
image5[i][j][3] = (GLubyte) 255;
image6[i][j][0] = (GLubyte) c;
image6[i][j][1] = (GLubyte) c;
image6[i][j][2] = (GLubyte) 255;
image6[i][j][3] = (GLubyte) 255;
}
}
}
static void init(void)
{
GLfloat diffuse[4] = {1.0, 1.0, 1.0, 1.0};
glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
makeImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image4);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image5);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT, 0, GL_RGBA, imageSize,
imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image6);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_CUBE_MAP_EXT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glMaterialfv (GL_FRONT, GL_DIFFUSE, diffuse);
}
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glTranslatef (0.0, 0.0, ztrans);
glutSolidSphere (5.0, 20, 10);
glPopMatrix ();
glutSwapBuffers();
}
static void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 300.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -20.0);
}
static void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 'f':
ztrans = ztrans - 0.2;
glutPostRedisplay();
break;
case 'b':
ztrans = ztrans + 0.2;
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
glutInitWindowPosition(100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}