progs/util: Fix memory leak if malloc fails in tkRGBImageLoad.
[mesa.git] / progs / demos / reflect.c
1 /*
2 * Demo of a reflective, texture-mapped surface with OpenGL.
3 * Brian Paul August 14, 1995 This file is in the public domain.
4 *
5 * Hardware texture mapping is highly recommended!
6 *
7 * The basic steps are:
8 * 1. Render the reflective object (a polygon) from the normal viewpoint,
9 * setting the stencil planes = 1.
10 * 2. Render the scene from a special viewpoint: the viewpoint which
11 * is on the opposite side of the reflective plane. Only draw where
12 * stencil = 1. This draws the objects in the reflective surface.
13 * 3. Render the scene from the original viewpoint. This draws the
14 * objects in the normal fashion. Use blending when drawing
15 * the reflective, textured surface.
16 *
17 * This is a very crude demo. It could be much better.
18 */
19
20 /*
21 * Authors:
22 * Brian Paul
23 * Dirk Reiners (reiners@igd.fhg.de) made some modifications to this code.
24 * Mark Kilgard (April 1997)
25 * Brian Paul (April 2000 - added keyboard d/s options)
26 * Brian Paul (August 2005 - added multi window feature)
27 */
28
29
30 #include <assert.h>
31 #include <math.h>
32 #include <stdio.h>
33 #include <stdlib.h>
34 #include "GL/glut.h"
35 #include "showbuffer.h"
36 #include "readtex.h"
37
38
39 #define DEG2RAD (3.14159/180.0)
40 #define TABLE_TEXTURE "../images/tile.rgb"
41 #define MAX_OBJECTS 2
42 #define INIT_WIDTH 400
43 #define INIT_HEIGHT 300
44
45 #ifdef _WIN32
46 #undef CreateWindowA
47 #endif
48
49 struct window {
50 int id; /* returned by glutCreateWindow() */
51 int width, height;
52 GLboolean anim;
53 GLfloat xrot, yrot;
54 GLfloat spin;
55 GLenum showBuffer;
56 GLenum drawBuffer;
57 GLuint table_list;
58 GLuint objects_list[MAX_OBJECTS];
59 double t0;
60 struct window *next;
61 };
62
63
64 static struct window *FirstWindow = NULL;
65
66
67 static void
68 CreateWindow(void);
69
70
71 static struct window *
72 CurrentWindow(void)
73 {
74 int id = glutGetWindow();
75 struct window *w;
76 for (w = FirstWindow; w; w = w->next) {
77 if (w->id == id)
78 return w;
79 }
80 return NULL;
81 }
82
83
84 static GLboolean
85 AnyAnimating(void)
86 {
87 struct window *w;
88 for (w = FirstWindow; w; w = w->next) {
89 if (w->anim)
90 return 1;
91 }
92 return 0;
93 }
94
95
96 static void
97 KillWindow(struct window *w)
98 {
99 struct window *win, *prev = NULL;
100 for (win = FirstWindow; win; win = win->next) {
101 if (win == w) {
102 if (prev) {
103 prev->next = win->next;
104 }
105 else {
106 FirstWindow = win->next;
107 }
108 glutDestroyWindow(win->id);
109 win->next = NULL;
110 free(win);
111 return;
112 }
113 prev = win;
114 }
115 }
116
117
118 static void
119 KillAllWindows(void)
120 {
121 while (FirstWindow)
122 KillWindow(FirstWindow);
123 }
124
125
126 static GLuint
127 MakeTable(void)
128 {
129 static GLfloat table_mat[] = { 1.0, 1.0, 1.0, 0.6 };
130 static GLfloat gray[] = { 0.4, 0.4, 0.4, 1.0 };
131 GLuint table_list;
132
133 table_list = glGenLists(1);
134 glNewList( table_list, GL_COMPILE );
135
136 /* load table's texture */
137 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_mat );
138 /*glMaterialfv( GL_FRONT, GL_EMISSION, gray );*/
139 glMaterialfv( GL_FRONT, GL_DIFFUSE, table_mat );
140 glMaterialfv( GL_FRONT, GL_AMBIENT, gray );
141
142 /* draw textured square for the table */
143 glPushMatrix();
144 glScalef( 4.0, 4.0, 4.0 );
145 glBegin( GL_POLYGON );
146 glNormal3f( 0.0, 1.0, 0.0 );
147 glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, 0.0, 1.0 );
148 glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
149 glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, -1.0 );
150 glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 0.0, -1.0 );
151 glEnd();
152 glPopMatrix();
153
154 glDisable( GL_TEXTURE_2D );
155
156 glEndList();
157 return table_list;
158 }
159
160
161 static void
162 MakeObjects(GLuint *objects_list)
163 {
164 GLUquadricObj *q;
165
166 static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
167 static GLfloat green[] = { 0.2, 1.0, 0.2, 1.0 };
168 static GLfloat black[] = { 0.0, 0.0, 0.0, 0.0 };
169
170 q = gluNewQuadric();
171 gluQuadricDrawStyle( q, GLU_FILL );
172 gluQuadricNormals( q, GLU_SMOOTH );
173
174 objects_list[0] = glGenLists(1);
175 glNewList( objects_list[0], GL_COMPILE );
176 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cyan );
177 glMaterialfv( GL_FRONT, GL_EMISSION, black );
178 gluCylinder( q, 0.5, 0.5, 1.0, 15, 1 );
179 glEndList();
180
181 objects_list[1] = glGenLists(1);
182 glNewList( objects_list[1], GL_COMPILE );
183 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
184 glMaterialfv( GL_FRONT, GL_EMISSION, black );
185 gluCylinder( q, 1.5, 0.0, 2.5, 15, 1 );
186 glEndList();
187
188 gluDeleteQuadric(q);
189 }
190
191
192 static void
193 InitWindow(struct window *w)
194 {
195 GLint imgWidth, imgHeight;
196 GLenum imgFormat;
197 GLubyte *image = NULL;
198
199 w->table_list = MakeTable();
200 MakeObjects(w->objects_list);
201
202 image = LoadRGBImage( TABLE_TEXTURE, &imgWidth, &imgHeight, &imgFormat );
203 if (!image) {
204 printf("Couldn't read %s\n", TABLE_TEXTURE);
205 exit(0);
206 }
207
208 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
209 imgFormat, GL_UNSIGNED_BYTE, image);
210 free(image);
211
212 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
213 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
214 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
215 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
216
217 glShadeModel( GL_FLAT );
218
219 glEnable( GL_LIGHT0 );
220 glEnable( GL_LIGHTING );
221
222 glClearColor( 0.5, 0.5, 0.9, 0.0 );
223
224 glEnable( GL_NORMALIZE );
225 }
226
227
228 static void
229 Reshape(int width, int height)
230 {
231 struct window *w = CurrentWindow();
232 GLfloat yAspect = 2.5;
233 GLfloat xAspect = yAspect * (float) width / (float) height;
234 w->width = width;
235 w->height = height;
236 glViewport(0, 0, width, height);
237 glMatrixMode(GL_PROJECTION);
238 glLoadIdentity();
239 glFrustum( -xAspect, xAspect, -yAspect, yAspect, 10.0, 30.0 );
240 glMatrixMode(GL_MODELVIEW);
241 glLoadIdentity();
242 }
243
244
245 static void
246 DrawObjects(struct window *w, GLfloat eyex, GLfloat eyey, GLfloat eyez)
247 {
248 (void) eyex;
249 (void) eyey;
250 (void) eyez;
251 #ifndef USE_ZBUFFER
252 if (eyex<0.5) {
253 #endif
254 glPushMatrix();
255 glTranslatef( 1.0, 1.5, 0.0 );
256 glRotatef( w->spin, 1.0, 0.5, 0.0 );
257 glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
258 glCallList( w->objects_list[0] );
259 glPopMatrix();
260
261 glPushMatrix();
262 glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*w->spin) ), 0.0 );
263 glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
264 glRotatef( w->spin, 1.0, 0.5, 0.0 );
265 glScalef( 0.5, 0.5, 0.5 );
266 glCallList( w->objects_list[1] );
267 glPopMatrix();
268 #ifndef USE_ZBUFFER
269 }
270 else {
271 glPushMatrix();
272 glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*w->spin) ), 0.0 );
273 glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
274 glRotatef( w->spin, 1.0, 0.5, 0.0 );
275 glScalef( 0.5, 0.5, 0.5 );
276 glCallList( w->objects_list[1] );
277 glPopMatrix();
278
279 glPushMatrix();
280 glTranslatef( 1.0, 1.5, 0.0 );
281 glRotatef( w->spin, 1.0, 0.5, 0.0 );
282 glRotatef( 0.5*w->spin, 0.0, 0.5, 1.0 );
283 glCallList( w->objects_list[0] );
284 glPopMatrix();
285 }
286 #endif
287 }
288
289
290 static void
291 DrawTable(struct window *w)
292 {
293 glCallList(w->table_list);
294 }
295
296
297 static void
298 DrawWindow(void)
299 {
300 struct window *w = CurrentWindow();
301 static GLfloat light_pos[] = { 0.0, 20.0, 0.0, 1.0 };
302 GLfloat dist = 20.0;
303 GLfloat eyex, eyey, eyez;
304
305 if (w->drawBuffer == GL_NONE) {
306 glDrawBuffer(GL_BACK);
307 glReadBuffer(GL_BACK);
308 }
309 else {
310 glDrawBuffer(w->drawBuffer);
311 glReadBuffer(w->drawBuffer);
312 }
313
314 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
315
316 if (w->drawBuffer == GL_NONE) {
317 glDrawBuffer(GL_NONE);
318 }
319
320 eyex = dist * cos(w->yrot * DEG2RAD) * cos(w->xrot * DEG2RAD);
321 eyez = dist * sin(w->yrot * DEG2RAD) * cos(w->xrot * DEG2RAD);
322 eyey = dist * sin(w->xrot * DEG2RAD);
323
324 /* view from top */
325 glPushMatrix();
326 gluLookAt( eyex, eyey, eyez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
327
328 glLightfv( GL_LIGHT0, GL_POSITION, light_pos );
329
330 /* draw table into stencil planes */
331 glDisable( GL_DEPTH_TEST );
332 glEnable( GL_STENCIL_TEST );
333 glStencilFunc( GL_ALWAYS, 1, 0xffffffff );
334 glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
335 glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
336 DrawTable(w);
337 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
338
339 glEnable( GL_DEPTH_TEST );
340
341 /* render view from below (reflected viewport) */
342 /* only draw where stencil==1 */
343 if (eyey>0.0) {
344 glPushMatrix();
345
346 glStencilFunc( GL_EQUAL, 1, 0xffffffff ); /* draw if ==1 */
347 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
348 glScalef( 1.0, -1.0, 1.0 );
349
350 /* Reposition light in reflected space. */
351 glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
352
353 DrawObjects(w, eyex, eyey, eyez);
354 glPopMatrix();
355
356 /* Restore light's original unreflected position. */
357 glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
358 }
359
360 glDisable( GL_STENCIL_TEST );
361
362 glEnable( GL_BLEND );
363 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
364
365 glEnable( GL_TEXTURE_2D );
366 DrawTable(w);
367 glDisable( GL_TEXTURE_2D );
368 glDisable( GL_BLEND );
369
370 /* view from top */
371 glPushMatrix();
372
373 DrawObjects(w, eyex, eyey, eyez);
374
375 glPopMatrix();
376
377 glPopMatrix();
378
379 if (w->showBuffer == GL_DEPTH) {
380 ShowDepthBuffer(w->width, w->height, 1.0, 0.0);
381 }
382 else if (w->showBuffer == GL_STENCIL) {
383 ShowStencilBuffer(w->width, w->height, 255.0, 0.0);
384 }
385 else if (w->showBuffer == GL_ALPHA) {
386 ShowAlphaBuffer(w->width, w->height);
387 }
388
389 if (w->drawBuffer == GL_FRONT)
390 glFinish();
391 else
392 glutSwapBuffers();
393
394 /* calc/show frame rate */
395 {
396 static GLint t0 = 0;
397 static GLint frames = 0;
398 GLint t = glutGet(GLUT_ELAPSED_TIME);
399 frames++;
400 if (t - t0 >= 5000) {
401 GLfloat seconds = (t - t0) / 1000.0;
402 GLfloat fps = frames / seconds;
403 printf("%d frames in %g seconds = %g FPS\n", frames, seconds, fps);
404 fflush(stdout);
405 t0 = t;
406 frames = 0;
407 }
408 }
409 }
410
411
412 static void
413 Idle(void)
414 {
415 double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
416 struct window *w;
417 for (w = FirstWindow; w; w = w->next) {
418 if (w->anim) {
419 double dt;
420 if (w->t0 < 0.0)
421 w->t0 = t;
422 dt = t - w->t0;
423 w->t0 = t;
424 w->spin += 60.0 * dt;
425 w->yrot += 90.0 * dt;
426 assert(w->id);
427 glutSetWindow(w->id);
428 glutPostRedisplay();
429 }
430 }
431 }
432
433
434 static void
435 UpdateIdleFunc(void)
436 {
437 if (AnyAnimating())
438 glutIdleFunc(Idle);
439 else
440 glutIdleFunc(NULL);
441 }
442
443 static void
444 Key(unsigned char key, int x, int y)
445 {
446 struct window *w = CurrentWindow();
447 (void) x;
448 (void) y;
449
450 switch (key) {
451 case 'd':
452 w->showBuffer = GL_DEPTH;
453 glutPostRedisplay();
454 break;
455 case 's':
456 w->showBuffer = GL_STENCIL;
457 glutPostRedisplay();
458 break;
459 case 'a':
460 w->showBuffer = GL_ALPHA;
461 glutPostRedisplay();
462 break;
463 case 'c':
464 w->showBuffer = GL_NONE;
465 glutPostRedisplay();
466 break;
467 case 'f':
468 if (w->drawBuffer == GL_FRONT)
469 w->drawBuffer = GL_BACK;
470 else
471 w->drawBuffer = GL_FRONT;
472 glutPostRedisplay();
473 break;
474 case '0':
475 w->drawBuffer = GL_NONE;
476 glutPostRedisplay();
477 break;
478 case ' ':
479 w->anim = !w->anim;
480 w->t0 = -1;
481 UpdateIdleFunc();
482 glutPostRedisplay();
483 break;
484 case 'n':
485 CreateWindow();
486 UpdateIdleFunc();
487 break;
488 case 'k':
489 KillWindow(w);
490 if (FirstWindow == NULL)
491 exit(0);
492 break;
493 case 27:
494 KillAllWindows();
495 exit(0);
496 break;
497 default:
498 ;
499 }
500 }
501
502
503 static void
504 SpecialKey(int key, int x, int y)
505 {
506 struct window *w = CurrentWindow();
507 (void) x;
508 (void) y;
509 switch (key) {
510 case GLUT_KEY_UP:
511 w->xrot += 3.0;
512 if (w->xrot > 85)
513 w->xrot = 85;
514 break;
515 case GLUT_KEY_DOWN:
516 w->xrot -= 3.0;
517 if (w->xrot < 5)
518 w->xrot = 5;
519 break;
520 case GLUT_KEY_LEFT:
521 w->yrot += 3.0;
522 break;
523 case GLUT_KEY_RIGHT:
524 w->yrot -= 3.0;
525 break;
526 }
527 glutPostRedisplay();
528 }
529
530
531 static void
532 CreateWindow(void)
533 {
534 char title[1000];
535 struct window *w = (struct window *) calloc(1, sizeof(struct window));
536
537 glutInitWindowSize(INIT_WIDTH, INIT_HEIGHT);
538 w->id = glutCreateWindow("foo");
539 sprintf(title, "reflect window %d", w->id);
540 glutSetWindowTitle(title);
541 assert(w->id);
542 w->width = INIT_WIDTH;
543 w->height = INIT_HEIGHT;
544 w->anim = GL_TRUE;
545 w->xrot = 30.0;
546 w->yrot = 50.0;
547 w->spin = 0.0;
548 w->showBuffer = GL_NONE;
549 w->drawBuffer = GL_BACK;
550
551 InitWindow(w);
552
553 glutReshapeFunc(Reshape);
554 glutDisplayFunc(DrawWindow);
555 glutKeyboardFunc(Key);
556 glutSpecialFunc(SpecialKey);
557
558 /* insert at head of list */
559 w->next = FirstWindow;
560 FirstWindow = w;
561 }
562
563
564 static void
565 Usage(void)
566 {
567 printf("Keys:\n");
568 printf(" a - show alpha buffer\n");
569 printf(" d - show depth buffer\n");
570 printf(" s - show stencil buffer\n");
571 printf(" c - show color buffer\n");
572 printf(" f - toggle rendering to front/back color buffer\n");
573 printf(" n - create new window\n");
574 printf(" k - kill window\n");
575 printf(" SPACE - toggle animation\n");
576 printf(" ARROWS - rotate scene\n");
577 }
578
579
580 int
581 main(int argc, char *argv[])
582 {
583 glutInit(&argc, argv);
584 glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH |
585 GLUT_STENCIL | GLUT_ALPHA);
586 CreateWindow();
587 glutIdleFunc(Idle);
588 Usage();
589 glutMainLoop();
590 return 0;
591 }