--- /dev/null
+/* $Id: cubemap.c,v 1.1 2000/05/30 01:18:29 brianp Exp $ */
+
+/*
+ * GL_ARB_texture_cube_map demo
+ *
+ * Brian Paul
+ * May 2000
+ *
+ *
+ * Copyright (C) 2000 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/*
+ * This is a pretty minimalistic demo for now. Eventually, use some
+ * interesting cube map textures and 3D objects.
+ * For now, we use 6 checkerboard "walls" and a sphere (good for
+ * verification purposes).
+ */
+
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include "GL/glut.h"
+
+static GLfloat Xrot = 0, Yrot = 0;
+
+
+static void draw( void )
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glutSolidSphere(2.0, 20, 20);
+ glMatrixMode(GL_MODELVIEW);
+
+ glutSwapBuffers();
+}
+
+
+static void idle(void)
+{
+ Yrot += 5.0;
+ glutPostRedisplay();
+}
+
+
+static void set_mode(GLuint mode)
+{
+ if (mode == 0) {
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
+ printf("GL_REFLECTION_MAP_ARB mode\n");
+ }
+ else if (mode == 1) {
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
+ printf("GL_NORMAL_MAP_ARB mode\n");
+ }
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_GEN_R);
+}
+
+
+static void key(unsigned char k, int x, int y)
+{
+ static GLboolean anim = GL_TRUE;
+ static GLuint mode = 0;
+ (void) x;
+ (void) y;
+ switch (k) {
+ case ' ':
+ anim = !anim;
+ if (anim)
+ glutIdleFunc(idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'm':
+ mode = !mode;
+ set_mode(mode);
+ break;
+ case 27:
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+static void specialkey(int key, int x, int y)
+{
+ GLfloat step = 10;
+ (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();
+}
+
+
+/* new window size or exposure */
+static void reshape(int width, int height)
+{
+ glViewport(0, 0, (GLint)width, (GLint)height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum( -2.0, 2.0, -2.0, 2.0, 6.0, 20.0 );
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -8.0 );
+}
+
+
+static void init( void )
+{
+#define CUBE_TEX_SIZE 64
+ GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
+ static const GLubyte colors[6][3] = {
+ { 255, 0, 0 },
+ { 0, 255, 255 },
+ { 0, 255, 0 },
+ { 255, 0, 255 },
+ { 0, 0, 255 },
+ { 255, 255, 0 }
+ };
+ static const GLenum targets[6] = {
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
+ };
+
+ GLint i, j, f;
+
+ /* check for extension */
+ {
+ char *exten = (char *) glGetString(GL_EXTENSIONS);
+ if (!strstr(exten, "GL_ARB_texture_cube_map")) {
+ printf("Sorry, this demo requires GL_ARB_texture_cube_map\n");
+ exit(0);
+ }
+ }
+
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ /* make colored checkerboard cube faces */
+ for (f = 0; f < 6; f++) {
+ for (i = 0; i < CUBE_TEX_SIZE; i++) {
+ for (j = 0; j < CUBE_TEX_SIZE; j++) {
+ if ((i/4 + j/4) & 1) {
+ image[i][j][0] = colors[f][0];
+ image[i][j][1] = colors[f][1];
+ image[i][j][2] = colors[f][2];
+ }
+ else {
+ image[i][j][0] = 255;
+ image[i][j][1] = 255;
+ image[i][j][2] = 255;
+ }
+ }
+ }
+
+ glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, image);
+ }
+
+ /*
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ */
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glEnable(GL_TEXTURE_CUBE_MAP_ARB);
+
+ glClearColor(.3, .3, .3, 0);
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ set_mode(0);
+}
+
+
+static void usage(void)
+{
+ printf("keys:\n");
+ printf(" SPACE - toggle animation\n");
+ printf(" CURSOR KEYS - rotation\n");
+ printf(" m - toggle texgen reflection mode\n");
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(300, 300);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+ glutCreateWindow("Texture Cube Maping");
+ init();
+ glutReshapeFunc( reshape );
+ glutKeyboardFunc( key );
+ glutSpecialFunc( specialkey );
+ glutIdleFunc( idle );
+ glutDisplayFunc( draw );
+ usage();
+ glutMainLoop();
+ return 0;
+}