Merge branch 'mesa_7_5_branch'
[mesa.git] / progs / demos / gloss.c
1
2 /*
3 * Specular reflection demo. The specular highlight is modulated by
4 * a sphere-mapped texture. The result is a high-gloss surface.
5 * NOTE: you really need hardware acceleration for this.
6 * Also note, this technique can't be implemented with multi-texture
7 * and separate specular color interpolation because there's no way
8 * to indicate that the second texture unit (the reflection map)
9 * should modulate the specular color and not the base color.
10 * A future multi-texture extension could fix that.
11 *
12 * Command line options:
13 * -info print GL implementation information
14 *
15 *
16 * Brian Paul October 22, 1999 This program is in the public domain.
17 */
18
19
20 #include <assert.h>
21 #include <stdio.h>
22 #include <stdlib.h>
23 #include <math.h>
24 #include <string.h>
25 #include <GL/glew.h>
26 #include <GL/glut.h>
27
28 #include "readtex.h"
29 #include "trackball.h"
30
31
32 #define SPECULAR_TEXTURE_FILE "../images/reflect.rgb"
33 #define BASE_TEXTURE_FILE "../images/tile.rgb"
34
35 /* Menu items */
36 #define DO_SPEC_TEXTURE 1
37 #define OBJECT 2
38 #define ANIMATE 3
39 #define QUIT 100
40
41 /* for convolution */
42 #define FILTER_SIZE 7
43
44 static GLint WinWidth = 500, WinHeight = 500;
45 static GLuint CylinderObj = 0;
46 static GLuint TeapotObj = 0;
47 static GLuint Object = 0;
48 static GLboolean Animate = GL_TRUE;
49
50 static float CurQuat[4] = { 0, 0, 0, 1 };
51
52 static GLfloat Black[4] = { 0, 0, 0, 0 };
53 static GLfloat White[4] = { 1, 1, 1, 1 };
54 static GLfloat Diffuse[4] = { .3, .3, 1.0, 1.0 }; /* blue */
55 static GLfloat Shininess = 6;
56
57 static GLuint BaseTexture, SpecularTexture;
58 static GLboolean DoSpecTexture = GL_TRUE;
59
60 static GLboolean ButtonDown = GL_FALSE;
61 static GLint ButtonX, ButtonY;
62
63
64 /* performance info */
65 static GLint T0 = 0;
66 static GLint Frames = 0;
67
68
69 static void Idle( void )
70 {
71 static const float yAxis[3] = {0, 1, 0};
72 static double t0 = -1.;
73 float quat[4];
74 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
75 if (t0 < 0.0)
76 t0 = t;
77 dt = t - t0;
78 t0 = t;
79
80 axis_to_quat(yAxis, 2.0 * dt, quat);
81 add_quats(quat, CurQuat, CurQuat);
82
83 glutPostRedisplay();
84 }
85
86
87 static void Display( void )
88 {
89 GLfloat rot[4][4];
90
91 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
92
93 glPushMatrix();
94 build_rotmatrix(rot, CurQuat);
95 glMultMatrixf(&rot[0][0]);
96
97 /* First pass: diffuse lighting with base texture */
98 glMaterialfv(GL_FRONT, GL_DIFFUSE, Diffuse);
99 glMaterialfv(GL_FRONT, GL_SPECULAR, Black);
100 glEnable(GL_TEXTURE_2D);
101 glBindTexture(GL_TEXTURE_2D, BaseTexture);
102 glCallList(Object);
103
104 /* Second pass: specular lighting with reflection texture */
105 glEnable(GL_POLYGON_OFFSET_FILL);
106 glBlendFunc(GL_ONE, GL_ONE); /* add */
107 glEnable(GL_BLEND);
108 glMaterialfv(GL_FRONT, GL_DIFFUSE, Black);
109 glMaterialfv(GL_FRONT, GL_SPECULAR, White);
110 if (DoSpecTexture) {
111 glBindTexture(GL_TEXTURE_2D, SpecularTexture);
112 glEnable(GL_TEXTURE_GEN_S);
113 glEnable(GL_TEXTURE_GEN_T);
114 }
115 else {
116 glDisable(GL_TEXTURE_2D);
117 }
118 glCallList(Object);
119 glDisable(GL_TEXTURE_GEN_S);
120 glDisable(GL_TEXTURE_GEN_T);
121 glDisable(GL_BLEND);
122 glDisable(GL_POLYGON_OFFSET_FILL);
123
124 glPopMatrix();
125
126 glutSwapBuffers();
127
128 if (Animate) {
129 GLint t = glutGet(GLUT_ELAPSED_TIME);
130 Frames++;
131 if (t - T0 >= 5000) {
132 GLfloat seconds = (t - T0) / 1000.0;
133 GLfloat fps = Frames / seconds;
134 printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
135 fflush(stdout);
136 T0 = t;
137 Frames = 0;
138 }
139 }
140 }
141
142
143 static void Reshape( int width, int height )
144 {
145 GLfloat h = 30.0;
146 GLfloat w = h * width / height;
147 WinWidth = width;
148 WinHeight = height;
149 glViewport( 0, 0, width, height );
150 glMatrixMode( GL_PROJECTION );
151 glLoadIdentity();
152 glFrustum( -w, w, -h, h, 150.0, 500.0 );
153 glMatrixMode( GL_MODELVIEW );
154 glLoadIdentity();
155 glTranslatef( 0.0, 0.0, -380.0 );
156 }
157
158
159 static void ToggleAnimate(void)
160 {
161 Animate = !Animate;
162 if (Animate) {
163 glutIdleFunc( Idle );
164 T0 = glutGet(GLUT_ELAPSED_TIME);
165 Frames = 0;
166 }
167 else {
168 glutIdleFunc( NULL );
169 }
170 }
171
172
173 static void ModeMenu(int entry)
174 {
175 if (entry==ANIMATE) {
176 ToggleAnimate();
177 }
178 else if (entry==DO_SPEC_TEXTURE) {
179 DoSpecTexture = !DoSpecTexture;
180 }
181 else if (entry==OBJECT) {
182 if (Object == TeapotObj)
183 Object = CylinderObj;
184 else
185 Object = TeapotObj;
186 }
187 else if (entry==QUIT) {
188 exit(0);
189 }
190 glutPostRedisplay();
191 }
192
193
194 static void Key( unsigned char key, int x, int y )
195 {
196 (void) x;
197 (void) y;
198 switch (key) {
199 case 's':
200 Shininess--;
201 if (Shininess < 0.0)
202 Shininess = 0.0;
203 glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
204 printf("Shininess = %g\n", Shininess);
205 break;
206 case 'S':
207 Shininess++;
208 if (Shininess > 128.0)
209 Shininess = 128.0;
210 glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
211 printf("Shininess = %g\n", Shininess);
212 break;
213 case 'a':
214 case ' ':
215 ToggleAnimate();
216 break;
217 case 27:
218 exit(0);
219 break;
220 }
221 glutPostRedisplay();
222 }
223
224
225 static void
226 MouseMotion(int x, int y)
227 {
228 if (ButtonDown) {
229 float x0 = (2.0 * ButtonX - WinWidth) / WinWidth;
230 float y0 = (WinHeight - 2.0 * ButtonY) / WinHeight;
231 float x1 = (2.0 * x - WinWidth) / WinWidth;
232 float y1 = (WinHeight - 2.0 * y) / WinHeight;
233 float q[4];
234
235 trackball(q, x0, y0, x1, y1);
236 ButtonX = x;
237 ButtonY = y;
238 add_quats(q, CurQuat, CurQuat);
239
240 glutPostRedisplay();
241 }
242 }
243
244
245 static void
246 MouseButton(int button, int state, int x, int y)
247 {
248 if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
249 ButtonDown = GL_TRUE;
250 ButtonX = x;
251 ButtonY = y;
252 }
253 else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
254 ButtonDown = GL_FALSE;
255 }
256 }
257
258
259 static void Init( int argc, char *argv[] )
260 {
261 GLboolean convolve = GL_FALSE;
262 GLboolean fullscreen = GL_FALSE;
263 int i;
264
265 for (i = 1; i < argc; i++) {
266 if (strcmp(argv[i], "-info")==0) {
267 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
268 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
269 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
270 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
271 }
272 else if (strcmp(argv[i], "-c")==0) {
273 convolve = GL_TRUE;
274 }
275 else if (strcmp(argv[i], "-f")==0) {
276 fullscreen = GL_TRUE;
277 }
278 }
279
280 if (fullscreen)
281 glutFullScreen();
282
283 /* Cylinder object */
284 {
285 static GLfloat height = 100.0;
286 static GLfloat radius = 40.0;
287 static GLint slices = 24; /* pie slices around Z axis */
288 static GLint stacks = 10; /* subdivisions along length of cylinder */
289 static GLint rings = 4; /* rings in the end disks */
290 GLUquadricObj *q = gluNewQuadric();
291 assert(q);
292 gluQuadricTexture(q, GL_TRUE);
293
294 CylinderObj = glGenLists(1);
295 glNewList(CylinderObj, GL_COMPILE);
296
297 glPushMatrix();
298 glTranslatef(0.0, 0.0, -0.5 * height);
299
300 glMatrixMode(GL_TEXTURE);
301 glLoadIdentity();
302 /*glScalef(8.0, 4.0, 2.0);*/
303 glMatrixMode(GL_MODELVIEW);
304
305 /* cylinder */
306 gluQuadricNormals(q, GL_SMOOTH);
307 gluQuadricTexture(q, GL_TRUE);
308 gluCylinder(q, radius, radius, height, slices, stacks);
309
310 /* end cap */
311 glMatrixMode(GL_TEXTURE);
312 glLoadIdentity();
313 glScalef(3.0, 3.0, 1.0);
314 glMatrixMode(GL_MODELVIEW);
315
316 glTranslatef(0.0, 0.0, height);
317 gluDisk(q, 0.0, radius, slices, rings);
318
319 /* other end cap */
320 glTranslatef(0.0, 0.0, -height);
321 gluQuadricOrientation(q, GLU_INSIDE);
322 gluDisk(q, 0.0, radius, slices, rings);
323
324 glPopMatrix();
325
326 glMatrixMode(GL_TEXTURE);
327 glLoadIdentity();
328 glMatrixMode(GL_MODELVIEW);
329
330 glEndList();
331 gluDeleteQuadric(q);
332 }
333
334 /* Teapot */
335 {
336 TeapotObj = glGenLists(1);
337 glNewList(TeapotObj, GL_COMPILE);
338
339 glFrontFace(GL_CW);
340 glutSolidTeapot(40.0);
341 glFrontFace(GL_CCW);
342
343 glEndList();
344 }
345
346 /* show cylinder by default */
347 Object = CylinderObj;
348
349
350 /* lighting */
351 glEnable(GL_LIGHTING);
352 {
353 GLfloat pos[4] = { 3, 3, 3, 1 };
354 glLightfv(GL_LIGHT0, GL_AMBIENT, Black);
355 glLightfv(GL_LIGHT0, GL_DIFFUSE, White);
356 glLightfv(GL_LIGHT0, GL_SPECULAR, White);
357 glLightfv(GL_LIGHT0, GL_POSITION, pos);
358 glEnable(GL_LIGHT0);
359 glMaterialfv(GL_FRONT, GL_AMBIENT, Black);
360 glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
361 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
362 }
363
364 /* Base texture */
365 glGenTextures(1, &BaseTexture);
366 glBindTexture(GL_TEXTURE_2D, BaseTexture);
367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
369 if (!LoadRGBMipmaps(BASE_TEXTURE_FILE, GL_RGB)) {
370 printf("Error: couldn't load texture image file %s\n", BASE_TEXTURE_FILE);
371 exit(1);
372 }
373
374 /* Specular texture */
375 glGenTextures(1, &SpecularTexture);
376 glBindTexture(GL_TEXTURE_2D, SpecularTexture);
377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
379 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
380 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
381 if (convolve) {
382 /* use convolution to blur the texture to simulate a dull finish
383 * on the object.
384 */
385 GLubyte *img;
386 GLenum format;
387 GLint w, h;
388 GLfloat filter[FILTER_SIZE][FILTER_SIZE][4];
389
390 for (h = 0; h < FILTER_SIZE; h++) {
391 for (w = 0; w < FILTER_SIZE; w++) {
392 const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE);
393 filter[h][w][0] = k;
394 filter[h][w][1] = k;
395 filter[h][w][2] = k;
396 filter[h][w][3] = k;
397 }
398 }
399
400 glEnable(GL_CONVOLUTION_2D);
401 glConvolutionParameteri(GL_CONVOLUTION_2D,
402 GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER);
403 glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA,
404 FILTER_SIZE, FILTER_SIZE,
405 GL_RGBA, GL_FLOAT, filter);
406
407 img = LoadRGBImage(SPECULAR_TEXTURE_FILE, &w, &h, &format);
408 if (!img) {
409 printf("Error: couldn't load texture image file %s\n",
410 SPECULAR_TEXTURE_FILE);
411 exit(1);
412 }
413
414 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
415 format, GL_UNSIGNED_BYTE, img);
416 free(img);
417 }
418 else {
419 /* regular path */
420 if (!LoadRGBMipmaps(SPECULAR_TEXTURE_FILE, GL_RGB)) {
421 printf("Error: couldn't load texture image file %s\n",
422 SPECULAR_TEXTURE_FILE);
423 exit(1);
424 }
425 }
426
427 /* misc */
428 glEnable(GL_CULL_FACE);
429 glEnable(GL_TEXTURE_2D);
430 glEnable(GL_DEPTH_TEST);
431 glEnable(GL_NORMALIZE);
432
433 glPolygonOffset( -1, -1 );
434 }
435
436
437 int main( int argc, char *argv[] )
438 {
439 glutInit( &argc, argv );
440 glutInitWindowSize(WinWidth, WinHeight);
441 glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
442 glutCreateWindow(argv[0] );
443 glewInit();
444 glutReshapeFunc( Reshape );
445 glutKeyboardFunc( Key );
446 glutDisplayFunc( Display );
447 glutMotionFunc(MouseMotion);
448 glutMouseFunc(MouseButton);
449 if (Animate)
450 glutIdleFunc( Idle );
451
452 glutCreateMenu(ModeMenu);
453 glutAddMenuEntry("Toggle Highlight", DO_SPEC_TEXTURE);
454 glutAddMenuEntry("Toggle Object", OBJECT);
455 glutAddMenuEntry("Toggle Animate", ANIMATE);
456 glutAddMenuEntry("Quit", QUIT);
457 glutAttachMenu(GLUT_RIGHT_BUTTON);
458
459 Init(argc, argv);
460
461 glutMainLoop();
462 return 0;
463 }