radeon/r200/r300: cleanup some of the renderbuffer code
[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 T0 = t;
136 Frames = 0;
137 }
138 }
139 }
140
141
142 static void Reshape( int width, int height )
143 {
144 GLfloat h = 30.0;
145 GLfloat w = h * width / height;
146 WinWidth = width;
147 WinHeight = height;
148 glViewport( 0, 0, width, height );
149 glMatrixMode( GL_PROJECTION );
150 glLoadIdentity();
151 glFrustum( -w, w, -h, h, 150.0, 500.0 );
152 glMatrixMode( GL_MODELVIEW );
153 glLoadIdentity();
154 glTranslatef( 0.0, 0.0, -380.0 );
155 }
156
157
158 static void ToggleAnimate(void)
159 {
160 Animate = !Animate;
161 if (Animate) {
162 glutIdleFunc( Idle );
163 T0 = glutGet(GLUT_ELAPSED_TIME);
164 Frames = 0;
165 }
166 else {
167 glutIdleFunc( NULL );
168 }
169 }
170
171
172 static void ModeMenu(int entry)
173 {
174 if (entry==ANIMATE) {
175 ToggleAnimate();
176 }
177 else if (entry==DO_SPEC_TEXTURE) {
178 DoSpecTexture = !DoSpecTexture;
179 }
180 else if (entry==OBJECT) {
181 if (Object == TeapotObj)
182 Object = CylinderObj;
183 else
184 Object = TeapotObj;
185 }
186 else if (entry==QUIT) {
187 exit(0);
188 }
189 glutPostRedisplay();
190 }
191
192
193 static void Key( unsigned char key, int x, int y )
194 {
195 (void) x;
196 (void) y;
197 switch (key) {
198 case 's':
199 Shininess--;
200 if (Shininess < 0.0)
201 Shininess = 0.0;
202 glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
203 printf("Shininess = %g\n", Shininess);
204 break;
205 case 'S':
206 Shininess++;
207 if (Shininess > 128.0)
208 Shininess = 128.0;
209 glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
210 printf("Shininess = %g\n", Shininess);
211 break;
212 case 'a':
213 case ' ':
214 ToggleAnimate();
215 break;
216 case 27:
217 exit(0);
218 break;
219 }
220 glutPostRedisplay();
221 }
222
223
224 static void
225 MouseMotion(int x, int y)
226 {
227 if (ButtonDown) {
228 float x0 = (2.0 * ButtonX - WinWidth) / WinWidth;
229 float y0 = (WinHeight - 2.0 * ButtonY) / WinHeight;
230 float x1 = (2.0 * x - WinWidth) / WinWidth;
231 float y1 = (WinHeight - 2.0 * y) / WinHeight;
232 float q[4];
233
234 trackball(q, x0, y0, x1, y1);
235 ButtonX = x;
236 ButtonY = y;
237 add_quats(q, CurQuat, CurQuat);
238
239 glutPostRedisplay();
240 }
241 }
242
243
244 static void
245 MouseButton(int button, int state, int x, int y)
246 {
247 if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
248 ButtonDown = GL_TRUE;
249 ButtonX = x;
250 ButtonY = y;
251 }
252 else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
253 ButtonDown = GL_FALSE;
254 }
255 }
256
257
258 static void Init( int argc, char *argv[] )
259 {
260 GLboolean convolve = GL_FALSE;
261 GLboolean fullscreen = GL_FALSE;
262 int i;
263
264 for (i = 1; i < argc; i++) {
265 if (strcmp(argv[i], "-info")==0) {
266 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
267 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
268 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
269 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
270 }
271 else if (strcmp(argv[i], "-c")==0) {
272 convolve = GL_TRUE;
273 }
274 else if (strcmp(argv[i], "-f")==0) {
275 fullscreen = GL_TRUE;
276 }
277 }
278
279 if (fullscreen)
280 glutFullScreen();
281
282 /* Cylinder object */
283 {
284 static GLfloat height = 100.0;
285 static GLfloat radius = 40.0;
286 static GLint slices = 24; /* pie slices around Z axis */
287 static GLint stacks = 10; /* subdivisions along length of cylinder */
288 static GLint rings = 4; /* rings in the end disks */
289 GLUquadricObj *q = gluNewQuadric();
290 assert(q);
291 gluQuadricTexture(q, GL_TRUE);
292
293 CylinderObj = glGenLists(1);
294 glNewList(CylinderObj, GL_COMPILE);
295
296 glPushMatrix();
297 glTranslatef(0.0, 0.0, -0.5 * height);
298
299 glMatrixMode(GL_TEXTURE);
300 glLoadIdentity();
301 /*glScalef(8.0, 4.0, 2.0);*/
302 glMatrixMode(GL_MODELVIEW);
303
304 /* cylinder */
305 gluQuadricNormals(q, GL_SMOOTH);
306 gluQuadricTexture(q, GL_TRUE);
307 gluCylinder(q, radius, radius, height, slices, stacks);
308
309 /* end cap */
310 glMatrixMode(GL_TEXTURE);
311 glLoadIdentity();
312 glScalef(3.0, 3.0, 1.0);
313 glMatrixMode(GL_MODELVIEW);
314
315 glTranslatef(0.0, 0.0, height);
316 gluDisk(q, 0.0, radius, slices, rings);
317
318 /* other end cap */
319 glTranslatef(0.0, 0.0, -height);
320 gluQuadricOrientation(q, GLU_INSIDE);
321 gluDisk(q, 0.0, radius, slices, rings);
322
323 glPopMatrix();
324
325 glMatrixMode(GL_TEXTURE);
326 glLoadIdentity();
327 glMatrixMode(GL_MODELVIEW);
328
329 glEndList();
330 gluDeleteQuadric(q);
331 }
332
333 /* Teapot */
334 {
335 TeapotObj = glGenLists(1);
336 glNewList(TeapotObj, GL_COMPILE);
337
338 glFrontFace(GL_CW);
339 glutSolidTeapot(40.0);
340 glFrontFace(GL_CCW);
341
342 glEndList();
343 }
344
345 /* show cylinder by default */
346 Object = CylinderObj;
347
348
349 /* lighting */
350 glEnable(GL_LIGHTING);
351 {
352 GLfloat pos[4] = { 3, 3, 3, 1 };
353 glLightfv(GL_LIGHT0, GL_AMBIENT, Black);
354 glLightfv(GL_LIGHT0, GL_DIFFUSE, White);
355 glLightfv(GL_LIGHT0, GL_SPECULAR, White);
356 glLightfv(GL_LIGHT0, GL_POSITION, pos);
357 glEnable(GL_LIGHT0);
358 glMaterialfv(GL_FRONT, GL_AMBIENT, Black);
359 glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
360 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
361 }
362
363 /* Base texture */
364 glGenTextures(1, &BaseTexture);
365 glBindTexture(GL_TEXTURE_2D, BaseTexture);
366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
368 if (!LoadRGBMipmaps(BASE_TEXTURE_FILE, GL_RGB)) {
369 printf("Error: couldn't load texture image file %s\n", BASE_TEXTURE_FILE);
370 exit(1);
371 }
372
373 /* Specular texture */
374 glGenTextures(1, &SpecularTexture);
375 glBindTexture(GL_TEXTURE_2D, SpecularTexture);
376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
378 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
379 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
380 if (convolve) {
381 /* use convolution to blur the texture to simulate a dull finish
382 * on the object.
383 */
384 GLubyte *img;
385 GLenum format;
386 GLint w, h;
387 GLfloat filter[FILTER_SIZE][FILTER_SIZE][4];
388
389 for (h = 0; h < FILTER_SIZE; h++) {
390 for (w = 0; w < FILTER_SIZE; w++) {
391 const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE);
392 filter[h][w][0] = k;
393 filter[h][w][1] = k;
394 filter[h][w][2] = k;
395 filter[h][w][3] = k;
396 }
397 }
398
399 glEnable(GL_CONVOLUTION_2D);
400 glConvolutionParameteri(GL_CONVOLUTION_2D,
401 GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER);
402 glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA,
403 FILTER_SIZE, FILTER_SIZE,
404 GL_RGBA, GL_FLOAT, filter);
405
406 img = LoadRGBImage(SPECULAR_TEXTURE_FILE, &w, &h, &format);
407 if (!img) {
408 printf("Error: couldn't load texture image file %s\n",
409 SPECULAR_TEXTURE_FILE);
410 exit(1);
411 }
412
413 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
414 format, GL_UNSIGNED_BYTE, img);
415 free(img);
416 }
417 else {
418 /* regular path */
419 if (!LoadRGBMipmaps(SPECULAR_TEXTURE_FILE, GL_RGB)) {
420 printf("Error: couldn't load texture image file %s\n",
421 SPECULAR_TEXTURE_FILE);
422 exit(1);
423 }
424 }
425
426 /* misc */
427 glEnable(GL_CULL_FACE);
428 glEnable(GL_TEXTURE_2D);
429 glEnable(GL_DEPTH_TEST);
430 glEnable(GL_NORMALIZE);
431
432 glPolygonOffset( -1, -1 );
433 }
434
435
436 int main( int argc, char *argv[] )
437 {
438 glutInit( &argc, argv );
439 glutInitWindowSize(WinWidth, WinHeight);
440 glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
441 glutCreateWindow(argv[0] );
442 glewInit();
443 glutReshapeFunc( Reshape );
444 glutKeyboardFunc( Key );
445 glutDisplayFunc( Display );
446 glutMotionFunc(MouseMotion);
447 glutMouseFunc(MouseButton);
448 if (Animate)
449 glutIdleFunc( Idle );
450
451 glutCreateMenu(ModeMenu);
452 glutAddMenuEntry("Toggle Highlight", DO_SPEC_TEXTURE);
453 glutAddMenuEntry("Toggle Object", OBJECT);
454 glutAddMenuEntry("Toggle Animate", ANIMATE);
455 glutAddMenuEntry("Quit", QUIT);
456 glutAttachMenu(GLUT_RIGHT_BUTTON);
457
458 Init(argc, argv);
459
460 glutMainLoop();
461 return 0;
462 }