2 * GL_ARB_texture_cube_map demo
8 * Copyright (C) 2000 Brian Paul All Rights Reserved.
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
24 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
30 * This is a pretty minimalistic demo for now. Eventually, use some
31 * interesting cube map textures and 3D objects.
32 * For now, we use 6 checkerboard "walls" and a sphere (good for
33 * verification purposes).
47 static GLfloat Xrot
= 0, Yrot
= 0;
48 static GLfloat EyeDist
= 10;
49 static GLboolean use_vertex_arrays
= GL_FALSE
;
50 static GLboolean anim
= GL_TRUE
;
51 static GLboolean NoClear
= GL_FALSE
;
52 static GLint FrameParity
= 0;
53 static GLenum FilterIndex
= 0;
54 static GLint ClampIndex
= 0;
55 static GLboolean supportFBO
= GL_FALSE
;
62 { GL_CLAMP_TO_EDGE
, "GL_CLAMP_TO_EDGE" },
63 { GL_CLAMP_TO_BORDER
, "GL_CLAMP_TO_BORDER" },
64 { GL_CLAMP
, "GL_CLAMP" },
65 { GL_REPEAT
, "GL_REPEAT" }
68 #define NUM_CLAMP_MODES (sizeof(ClampModes) / sizeof(ClampModes[0]))
72 GLenum mag_mode
, min_mode
;
75 { GL_NEAREST
, GL_NEAREST
, "GL_NEAREST, GL_NEAREST" },
76 { GL_NEAREST
, GL_LINEAR
, "GL_NEAREST, GL_LINEAR" },
77 { GL_NEAREST
, GL_NEAREST_MIPMAP_NEAREST
, "GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST" },
78 { GL_NEAREST
, GL_NEAREST_MIPMAP_LINEAR
, "GL_NEAREST, GL_NEAREST_MIPMAP_LINEAR" },
79 { GL_NEAREST
, GL_LINEAR_MIPMAP_NEAREST
, "GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST" },
80 { GL_NEAREST
, GL_LINEAR_MIPMAP_LINEAR
, "GL_NEAREST, GL_LINEAR_MIPMAP_LINEAR" },
82 { GL_LINEAR
, GL_NEAREST
, "GL_LINEAR, GL_NEAREST" },
83 { GL_LINEAR
, GL_LINEAR
, "GL_LINEAR, GL_LINEAR" },
84 { GL_LINEAR
, GL_NEAREST_MIPMAP_NEAREST
, "GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST" },
85 { GL_LINEAR
, GL_NEAREST_MIPMAP_LINEAR
, "GL_LINEAR, GL_NEAREST_MIPMAP_LINEAR" },
86 { GL_LINEAR
, GL_LINEAR_MIPMAP_NEAREST
, "GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST" },
87 { GL_LINEAR
, GL_LINEAR_MIPMAP_LINEAR
, "GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR" }
90 #define NUM_FILTER_MODES (sizeof(FilterModes) / sizeof(FilterModes[0]))
95 #define br 20.0 /* box radius */
97 static const GLfloat tex_coords
[] = {
135 static const GLfloat vtx_coords
[] = {
173 static void draw_skybox( void )
175 if ( use_vertex_arrays
) {
176 glTexCoordPointer( 3, GL_FLOAT
, 0, tex_coords
);
177 glVertexPointer( 3, GL_FLOAT
, 0, vtx_coords
);
179 glEnableClientState( GL_TEXTURE_COORD_ARRAY
);
180 glEnableClientState( GL_VERTEX_ARRAY
);
182 glDrawArrays( GL_QUADS
, 0, 24 );
184 glDisableClientState( GL_TEXTURE_COORD_ARRAY
);
185 glDisableClientState( GL_VERTEX_ARRAY
);
191 for ( i
= 0 ; i
< 24 ; i
++ ) {
192 glTexCoord3fv( & tex_coords
[ i
* 3 ] );
193 glVertex3fv ( & vtx_coords
[ i
* 3 ] );
200 static void draw( void )
205 /* This demonstrates how we can avoid calling glClear.
206 * This method only works if every pixel in the window is painted for
208 * We can simply skip clearing of the color buffer in this case.
209 * For the depth buffer, we alternately use a different subrange of
210 * the depth buffer for each frame. For the odd frame use the range
211 * [0, 0.5] with GL_LESS. For the even frames, use the range [1, 0.5]
214 FrameParity
= 1 - FrameParity
;
216 glDepthRange(0.0, 0.5);
217 glDepthFunc(GL_LESS
);
220 glDepthRange(1.0, 0.5);
221 glDepthFunc(GL_GREATER
);
225 /* ordinary clearing */
226 glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
229 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MIN_FILTER
,
230 FilterModes
[FilterIndex
].min_mode
);
231 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MAG_FILTER
,
232 FilterModes
[FilterIndex
].mag_mode
);
234 wrap
= ClampModes
[ClampIndex
].mode
;
235 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_WRAP_S
, wrap
);
236 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_WRAP_T
, wrap
);
237 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_WRAP_R
, wrap
);
239 glPushMatrix(); /*MODELVIEW*/
240 glTranslatef( 0.0, 0.0, -EyeDist
);
243 glDisable(GL_TEXTURE_GEN_S
);
244 glDisable(GL_TEXTURE_GEN_T
);
245 glDisable(GL_TEXTURE_GEN_R
);
247 glMatrixMode(GL_MODELVIEW
);
249 glRotatef(Xrot
, 1, 0, 0);
250 glRotatef(Yrot
, 0, 1, 0);
255 glMatrixMode(GL_TEXTURE
);
257 glRotatef(-Yrot
, 0, 1, 0);
258 glRotatef(-Xrot
, 1, 0, 0);
260 glEnable(GL_TEXTURE_GEN_S
);
261 glEnable(GL_TEXTURE_GEN_T
);
262 glEnable(GL_TEXTURE_GEN_R
);
263 glutSolidSphere(2.0, 20, 20);
265 glLoadIdentity(); /* texture */
267 glMatrixMode(GL_MODELVIEW
);
274 static void idle(void)
276 GLfloat t
= 0.05 * glutGet(GLUT_ELAPSED_TIME
);
282 static void set_mode(GLuint mode
)
285 glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_ARB
);
286 glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_ARB
);
287 glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_ARB
);
288 printf("GL_REFLECTION_MAP_ARB mode\n");
290 else if (mode
== 1) {
291 glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_ARB
);
292 glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_ARB
);
293 glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_ARB
);
294 printf("GL_NORMAL_MAP_ARB mode\n");
299 static void key(unsigned char k
, int x
, int y
)
301 static GLuint mode
= 0;
313 FilterIndex
= (FilterIndex
+ 1) % NUM_FILTER_MODES
;
314 printf("Tex filter: %s\n", FilterModes
[FilterIndex
].name
);
317 ClampIndex
= (ClampIndex
+ 1) % NUM_CLAMP_MODES
;
318 printf("Tex wrap mode: %s\n", ClampModes
[ClampIndex
].name
);
325 use_vertex_arrays
= ! use_vertex_arrays
;
326 printf( "Vertex arrays are %sabled\n",
327 (use_vertex_arrays
) ? "en" : "dis" );
346 static void specialkey(int key
, int x
, int y
)
369 /* new window size or exposure */
370 static void reshape(int width
, int height
)
372 GLfloat ar
= (float) width
/ (float) height
;
373 glViewport(0, 0, (GLint
)width
, (GLint
)height
);
374 glMatrixMode(GL_PROJECTION
);
376 glFrustum( -2.0*ar
, 2.0*ar
, -2.0, 2.0, 4.0, 100.0 );
377 glMatrixMode(GL_MODELVIEW
);
382 static void init_checkers( void )
384 #define CUBE_TEX_SIZE 64
385 GLubyte image
[CUBE_TEX_SIZE
][CUBE_TEX_SIZE
][4];
386 static const GLubyte colors
[6][3] = {
387 { 255, 0, 0 }, /* face 0 - red */
388 { 0, 255, 255 }, /* face 1 - cyan */
389 { 0, 255, 0 }, /* face 2 - green */
390 { 255, 0, 255 }, /* face 3 - purple */
391 { 0, 0, 255 }, /* face 4 - blue */
392 { 255, 255, 0 } /* face 5 - yellow */
394 static const GLenum targets
[6] = {
395 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
396 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
,
397 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
,
398 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
,
399 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
,
400 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
405 glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
408 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_GENERATE_MIPMAP_SGIS
, GL_TRUE
);
411 /* make colored checkerboard cube faces */
412 for (f
= 0; f
< 6; f
++) {
413 for (i
= 0; i
< CUBE_TEX_SIZE
; i
++) {
414 for (j
= 0; j
< CUBE_TEX_SIZE
; j
++) {
415 if ((i
/4 + j
/4) & 1) {
416 image
[i
][j
][0] = colors
[f
][2];
417 image
[i
][j
][1] = colors
[f
][1];
418 image
[i
][j
][2] = colors
[f
][0];
419 image
[i
][j
][3] = 255;
422 image
[i
][j
][0] = 255;
423 image
[i
][j
][1] = 255;
424 image
[i
][j
][2] = 255;
425 image
[i
][j
][3] = 255;
430 glTexImage2D(targets
[f
], 0, GL_RGBA8
, CUBE_TEX_SIZE
, CUBE_TEX_SIZE
, 0,
431 GL_BGRA
, GL_UNSIGNED_BYTE
, image
);
435 glGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP_ARB
);
439 static void load(GLenum target
, const char *filename
,
440 GLboolean flipTB
, GLboolean flipLR
)
444 GLubyte
*img
= LoadRGBImage( filename
, &w
, &h
, &format
);
446 printf("Error: couldn't load texture image %s\n", filename
);
449 assert(format
== GL_RGB
);
451 /* <sigh> the way the texture cube mapping works, we have to flip
452 * images to make things look right.
455 const int stride
= 3 * w
;
456 GLubyte temp
[3*1024];
458 for (i
= 0; i
< h
/ 2; i
++) {
459 memcpy(temp
, img
+ i
* stride
, stride
);
460 memcpy(img
+ i
* stride
, img
+ (h
- i
- 1) * stride
, stride
);
461 memcpy(img
+ (h
- i
- 1) * stride
, temp
, stride
);
465 const int stride
= 3 * w
;
469 for (i
= 0; i
< h
; i
++) {
470 row
= img
+ i
* stride
;
471 for (j
= 0; j
< w
/ 2; j
++) {
473 temp
[0] = row
[j
*3+0];
474 temp
[1] = row
[j
*3+1];
475 temp
[2] = row
[j
*3+2];
476 row
[j
*3+0] = row
[k
*3+0];
477 row
[j
*3+1] = row
[k
*3+1];
478 row
[j
*3+2] = row
[k
*3+2];
479 row
[k
*3+0] = temp
[0];
480 row
[k
*3+1] = temp
[1];
481 row
[k
*3+2] = temp
[2];
486 gluBuild2DMipmaps(target
, GL_RGB
, w
, h
, format
, GL_UNSIGNED_BYTE
, img
);
491 static void load_envmaps(void)
493 load(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, "right.rgb", GL_TRUE
, GL_FALSE
);
494 load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
, "left.rgb", GL_TRUE
, GL_FALSE
);
495 load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
, "top.rgb", GL_FALSE
, GL_TRUE
);
496 load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
, "bottom.rgb", GL_FALSE
, GL_TRUE
);
497 load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
, "front.rgb", GL_TRUE
, GL_FALSE
);
498 load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
, "back.rgb", GL_TRUE
, GL_FALSE
);
502 static void init( GLboolean useImageFiles
)
504 /* check for extensions */
506 char *exten
= (char *) glGetString(GL_EXTENSIONS
);
507 if (!strstr(exten
, "GL_ARB_texture_cube_map")) {
508 printf("Sorry, this demo requires GL_ARB_texture_cube_map\n");
512 /* Needed for glGenerateMipmapEXT / auto mipmapping
514 if (strstr(exten
, "GL_EXT_framebuffer_object")) {
515 supportFBO
= GL_TRUE
;
517 else if (!strstr(exten
, "GL_SGIS_generate_mipmap")) {
518 printf("Sorry, this demo requires GL_EXT_framebuffer_object or GL_SGIS_generate_mipmap\n");
522 printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER
));
531 glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
532 glEnable(GL_DEPTH_TEST
);
534 glClearColor(.3, .3, .3, 0);
535 glColor3f( 1.0, 1.0, 1.0 );
541 static void usage(void)
544 printf(" SPACE - toggle animation\n");
545 printf(" CURSOR KEYS - rotation\n");
546 printf(" c - toggle texture clamp/wrap mode\n");
547 printf(" f - toggle texture filter mode\n");
548 printf(" m - toggle texgen reflection mode\n");
549 printf(" z/Z - change viewing distance\n");
553 static void parse_args(int argc
, char *argv
[])
558 for (i
= 1; i
< argc
; i
++) {
559 if (strcmp(argv
[i
], "-i") == 0)
561 else if (strcmp(argv
[i
], "--noclear") == 0)
564 fprintf(stderr
, "Bad option: %s\n", argv
[i
]);
571 int main( int argc
, char *argv
[] )
573 glutInit(&argc
, argv
);
574 glutInitWindowPosition(0, 0);
575 glutInitWindowSize(600, 500);
576 glutInitDisplayMode( GLUT_RGB
| GLUT_DEPTH
| GLUT_DOUBLE
);
577 glutCreateWindow("Texture Cube Mapping");
579 glutReshapeFunc( reshape
);
580 glutKeyboardFunc( key
);
581 glutSpecialFunc( specialkey
);
582 glutDisplayFunc( draw
);
585 parse_args(argc
, argv
);