demos: remove OSMESA stuff from Makefile
[mesa.git] / progs / demos / teapot.c
index 4769139ed98db7c90861cda41e8d741ca840a43d..38ede7ac3e16c40fe053f52c38e4480be39faa0c 100644 (file)
 #include <stdlib.h>
 #include <math.h>
 #include <time.h>
+#include <string.h>
 
 #ifdef WIN32
 #include <windows.h>
 #endif
 
 #include <GL/glut.h>
-#include "../util/readtex.c"
-#include "shadow.c"
+#include "readtex.h"
 
 #ifdef XMESA
 #include "GL/xmesa.h"
@@ -66,6 +66,84 @@ static int joyactive=0;
 static GLuint t1id,t2id;
 static GLuint teapotdlist,basedlist,lightdlist;
 
+
+
+/******************** begin shadow code ********************/
+
+/* Taken from the projshadow.c - by Tom McReynolds, SGI */
+
+/* Modified by David Bucciarelli */
+
+enum {
+  X, Y, Z, W
+};
+enum {
+  A, B, C, D
+};
+
+/* create a matrix that will project the desired shadow */
+void
+shadowmatrix(GLfloat shadowMat[4][4],
+  GLfloat groundplane[4],
+  GLfloat lightpos[4])
+{
+  GLfloat dot;
+
+  /* find dot product between light position vector and ground plane normal */
+  dot = groundplane[X] * lightpos[X] +
+    groundplane[Y] * lightpos[Y] +
+    groundplane[Z] * lightpos[Z] +
+    groundplane[W] * lightpos[W];
+
+  shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
+  shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
+  shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
+  shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
+
+  shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
+  shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
+  shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
+  shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
+
+  shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
+  shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
+  shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
+  shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
+
+  shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
+  shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
+  shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
+  shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
+
+}
+
+/* find the plane equation given 3 points */
+void
+findplane(GLfloat plane[4],
+  GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
+{
+  GLfloat vec0[3], vec1[3];
+
+  /* need 2 vectors to find cross product */
+  vec0[X] = v1[X] - v0[X];
+  vec0[Y] = v1[Y] - v0[Y];
+  vec0[Z] = v1[Z] - v0[Z];
+
+  vec1[X] = v2[X] - v0[X];
+  vec1[Y] = v2[Y] - v0[Y];
+  vec1[Z] = v2[Z] - v0[Z];
+
+  /* find cross product to get A, B, and C of plane equation */
+  plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
+  plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
+  plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
+
+  plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
+}
+
+/******************** end shadow code ********************/
+
+
 static void calcposobs(void)
 {
   dir[0]=sin(alpha*M_PI/180.0);
@@ -172,13 +250,13 @@ static void printhelp(void)
   printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
 
   glRasterPos2i(60,390);
-  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Togle Help");
+  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Toggle Help");
   glRasterPos2i(60,360);
-  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Togle Textures");
+  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"t - Toggle Textures");
   glRasterPos2i(60,330);
-  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Togle Fog");
+  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Toggle Fog");
   glRasterPos2i(60,300);
-  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Togle Back face culling");
+  printstring(GLUT_BITMAP_TIMES_ROMAN_24,"b - Toggle Back face culling");
   glRasterPos2i(60,270);
   printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
   glRasterPos2i(60,240);
@@ -188,18 +266,22 @@ static void printhelp(void)
 
   glRasterPos2i(60,180);
   if(joyavailable)
-    printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Togle jostick control (Joystick control available)");
+    printstring(GLUT_BITMAP_TIMES_ROMAN_24,"j - Toggle jostick control (Joystick control available)");
   else
     printstring(GLUT_BITMAP_TIMES_ROMAN_24,"(No Joystick control available)");
 }
 
 static void drawbase(void)
 {
+  static const GLfloat amb[4] = { 1, .5, 0.2, 1 };
+  static const GLfloat diff[4] = { 1, .4, 0.2, 1 };
   int i,j;
   float x,y,dx,dy;
 
   glBindTexture(GL_TEXTURE_2D,t1id);
 
+  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
   dx=BASESIZE/BASERES;
   dy=-BASESIZE/BASERES;
   for(y=BASESIZE/2.0,j=0;j<BASERES;y+=dy,j++) {
@@ -219,9 +301,14 @@ static void drawbase(void)
 
 static void drawteapot(void)
 {
+  static const GLfloat amb[4] = {  0.2, 0.2, 0.2, 1 };
+  static const GLfloat diff[4] = { 0.8, 0.3, 0.5, 1 };
   static float xrot=0.0;
   static float zrot=0.0;
 
+  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
+
   glPushMatrix();
   glRotatef(lightalpha,0.0,0.0,1.0);
   glMultMatrixf((GLfloat *)baseshadow);
@@ -421,11 +508,26 @@ static void inittextures(void)
   glGenTextures(1,&t2id);
   glBindTexture(GL_TEXTURE_2D,t2id);
 
+  glPixelTransferf(GL_RED_SCALE, 0.75);
+  glPixelTransferf(GL_RED_BIAS, 0.25);
+  glPixelTransferf(GL_GREEN_SCALE, 0.75);
+  glPixelTransferf(GL_GREEN_BIAS, 0.25);
+  glPixelTransferf(GL_BLUE_SCALE, 0.75);
+  glPixelTransferf(GL_BLUE_BIAS, 0.25);
+
   if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
     fprintf(stderr,"Error reading a texture.\n");
     exit(-1);
   }
 
+  glPixelTransferf(GL_RED_SCALE, 1.0);
+  glPixelTransferf(GL_RED_BIAS, 0.0);
+  glPixelTransferf(GL_GREEN_SCALE, 1.0);
+  glPixelTransferf(GL_GREEN_BIAS, 0.0);
+  glPixelTransferf(GL_BLUE_SCALE, 1.0);
+  glPixelTransferf(GL_BLUE_BIAS, 0.0);
+
+
   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
   
@@ -437,17 +539,26 @@ static void inittextures(void)
 
 static void initlight(void)
 {
-  float lamb[4]={0.2,0.2,0.2,1.0};
-  float lspec[4]={1.0,1.0,1.0,1.0};
+  float matamb[4] ={0.5, 0.5, 0.5, 1.0};
+  float matdiff[4]={0.9, 0.2, 0.2, 1.0};
+  float matspec[4]={1.0,1.0,1.0,1.0};
+
+  float lamb[4] ={1.5, 1.5, 1.5, 1.0};
+  float ldiff[4]={1.0, 1.0, 1.0, 1.0};
+  float lspec[4]={1.0, 1.0, 1.0, 1.0};
 
   glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,70.0);
   glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,20.0);
   glLightfv(GL_LIGHT0,GL_AMBIENT,lamb);
+  glLightfv(GL_LIGHT0,GL_DIFFUSE,ldiff);
   glLightfv(GL_LIGHT0,GL_SPECULAR,lspec);
 
-  glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,20.0);
-  glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,lspec);
+  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matdiff);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matspec);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matamb);
 
+  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lamb);
   glEnable(GL_LIGHT0);
 }