--- /dev/null
+/* $Id: gloss.c,v 1.1 1999/10/22 20:34:57 brianp Exp $ */
+
+/*
+ * Specular reflection demo. The specular hightlight is modulated by
+ * a sphere-mapped texture. The result is a high-gloss surface.
+ * NOTE: you really need hardware acceleration for this.
+ *
+ * Command line options:
+ * -info print GL implementation information
+ *
+ *
+ * Brian Paul October 22, 1999 This program is in the public domain.
+ */
+
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+
+#include "../util/readtex.c" /* I know, this is a hack. */
+
+#define SPECULAR_TEXTURE_FILE "../images/reflect.rgb"
+#define BASE_TEXTURE_FILE "../images/tile.rgb"
+
+/* Menu items */
+#define DO_SPEC_TEXTURE 1
+#define OBJECT 2
+#define ANIMATE 3
+#define QUIT 100
+
+static GLuint CylinderObj = 0;
+static GLuint TeapotObj = 0;
+static GLuint Object = 0;
+static GLboolean Animate = GL_TRUE;
+
+static GLfloat Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
+static GLfloat DXrot = 1.0, DYrot = 2.5;
+
+static GLfloat Black[4] = { 0, 0, 0, 0 };
+static GLfloat White[4] = { 1, 1, 1, 1 };
+static GLfloat Diffuse[4] = { .3, .3, 1.0, 1.0 }; /* blue */
+static GLfloat Shininess = 15;
+
+static GLuint BaseTexture, SpecularTexture;
+static GLboolean DoSpecTexture = GL_TRUE;
+
+/* performance info */
+static GLint T0 = 0;
+static GLint Frames = 0;
+
+
+
+
+static void Idle( void )
+{
+ if (Animate) {
+ Xrot += DXrot;
+ Yrot += DYrot;
+ glutPostRedisplay();
+ }
+}
+
+
+static void Display( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glPushMatrix();
+ glRotatef(Xrot, 1.0, 0.0, 0.0);
+ glRotatef(Yrot, 0.0, 1.0, 0.0);
+ glRotatef(Zrot, 0.0, 0.0, 1.0);
+
+ /* First pass: diffuse lighting with base texture */
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, Diffuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, Black);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, BaseTexture);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glScalef(2.0, 2.0, 2.0);
+ glMatrixMode(GL_MODELVIEW);
+ glCallList(Object);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+
+ /* Second pass: specular lighting with reflection texture */
+ glBlendFunc(GL_ONE, GL_ONE); /* add */
+ glEnable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, Black);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, White);
+ if (DoSpecTexture) {
+ glBindTexture(GL_TEXTURE_2D, SpecularTexture);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ }
+ else {
+ glDisable(GL_TEXTURE_2D);
+ }
+ glCallList(Object);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LESS);
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+
+ if (Animate) {
+ GLint t = glutGet(GLUT_ELAPSED_TIME);
+ Frames++;
+ if (t - T0 >= 5000) {
+ GLfloat seconds = (t - T0) / 1000.0;
+ GLfloat fps = Frames / seconds;
+ printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
+ T0 = t;
+ Frames = 0;
+ }
+ }
+}
+
+
+static void Reshape( int width, int height )
+{
+ GLfloat h = 30.0;
+ GLfloat w = h * width / height;
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -w, w, -h, h, 150.0, 500.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -380.0 );
+}
+
+
+static void ToggleAnimate(void)
+{
+ Animate = !Animate;
+ if (Animate) {
+ glutIdleFunc( Idle );
+ T0 = glutGet(GLUT_ELAPSED_TIME);
+ Frames = 0;
+ }
+ else {
+ glutIdleFunc( NULL );
+ }
+}
+
+
+static void ModeMenu(int entry)
+{
+ if (entry==ANIMATE) {
+ ToggleAnimate();
+ }
+ else if (entry==DO_SPEC_TEXTURE) {
+ DoSpecTexture = !DoSpecTexture;
+ }
+ else if (entry==OBJECT) {
+ if (Object == TeapotObj)
+ Object = CylinderObj;
+ else
+ Object = TeapotObj;
+ }
+ else if (entry==QUIT) {
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 's':
+ Shininess--;
+ if (Shininess < 0.0)
+ Shininess = 0.0;
+ glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
+ printf("Shininess = %g\n", Shininess);
+ break;
+ case 'S':
+ Shininess++;
+ if (Shininess > 128.0)
+ Shininess = 128.0;
+ glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
+ printf("Shininess = %g\n", Shininess);
+ break;
+ case ' ':
+ ToggleAnimate();
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void SpecialKey( int key, int x, int y )
+{
+ float step = 3.0;
+ (void) x;
+ (void) y;
+
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot += step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot += step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot -= step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( int argc, char *argv[] )
+{
+ /* Cylinder object */
+ {
+ static GLfloat height = 100.0;
+ static GLfloat radius = 40.0;
+ GLUquadricObj *q = gluNewQuadric();
+ assert(q);
+ gluQuadricTexture(q, GL_TRUE);
+
+ CylinderObj = glGenLists(1);
+ glNewList(CylinderObj, GL_COMPILE);
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, -0.5 * height);
+
+ /* cylinder */
+ gluQuadricNormals(q, GL_SMOOTH);
+ gluQuadricTexture(q, GL_TRUE);
+ gluCylinder(q, radius, radius, height, 24, 10);
+
+ /* end cap */
+ glTranslatef(0.0, 0.0, height);
+ gluDisk(q, 0.0, radius, 24, 1);
+
+ /* other end cap */
+ glTranslatef(0.0, 0.0, -height);
+ gluQuadricOrientation(q, GLU_INSIDE);
+ gluDisk(q, 0.0, radius, 24, 1);
+
+ glPopMatrix();
+ glEndList();
+ gluDeleteQuadric(q);
+ }
+
+ /* Teapot */
+ {
+ TeapotObj = glGenLists(1);
+ glNewList(TeapotObj, GL_COMPILE);
+
+ glFrontFace(GL_CW);
+ glutSolidTeapot(40.0);
+ glFrontFace(GL_CCW);
+
+ glEndList();
+ }
+
+ /* show cylinder by default */
+ Object = CylinderObj;
+
+
+ /* lighting */
+ glEnable(GL_LIGHTING);
+ {
+ GLfloat pos[4] = { 3, 3, 3, 1 };
+ glLightfv(GL_LIGHT0, GL_AMBIENT, Black);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, White);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, White);
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glEnable(GL_LIGHT0);
+ glMaterialfv(GL_FRONT, GL_AMBIENT, Black);
+ glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
+ }
+
+ /* Base texture */
+ glGenTextures(1, &BaseTexture);
+ glBindTexture(GL_TEXTURE_2D, BaseTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (!LoadRGBMipmaps(BASE_TEXTURE_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image file %s\n", BASE_TEXTURE_FILE);
+ exit(1);
+ }
+
+ /* Specular texture */
+ glGenTextures(1, &SpecularTexture);
+ glBindTexture(GL_TEXTURE_2D, SpecularTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ if (!LoadRGBMipmaps(SPECULAR_TEXTURE_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image file %s\n", SPECULAR_TEXTURE_FILE);
+ exit(1);
+ }
+
+ /* misc */
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+
+ if (argc > 1 && strcmp(argv[1], "-info")==0) {
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+ }
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowSize( 500, 500 );
+
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+
+ glutCreateWindow(argv[0] );
+
+ Init(argc, argv);
+
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ glutIdleFunc( Idle );
+
+ glutCreateMenu(ModeMenu);
+ glutAddMenuEntry("Toggle Highlight", DO_SPEC_TEXTURE);
+ glutAddMenuEntry("Toggle Object", OBJECT);
+ glutAddMenuEntry("Toggle Animate", ANIMATE);
+ glutAddMenuEntry("Quit", QUIT);
+ glutAttachMenu(GLUT_RIGHT_BUTTON);
+
+ glutMainLoop();
+ return 0;
+}