i965: Fix ENDLOOP to only patch up this loop's BREAK and CONT.
[mesa.git] / progs / demos / stex3d.c
1 /*-----------------------------
2 * stex3d.c GL example of the mesa 3d-texture extention to simulate procedural
3 * texturing, it uses a perlin noise and turbulence functions.
4 *
5 * Author: Daniel Barrero
6 * barrero@irit.fr
7 * dbarrero@pegasus.uniandes.edu.co
8 *
9 * Converted to GLUT by brianp on 1/1/98
10 * Massive clean-up on 2002/10/23 by brianp
11 *
12 *
13 * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm
14 *
15 *---------------------------- */
16
17 #include <string.h>
18 #include <stdio.h>
19 #include <stdlib.h>
20 #include <math.h>
21 #include <GL/glew.h>
22 #include <GL/glut.h>
23
24
25 #ifndef M_PI
26 #define M_PI 3.14159265358979323846
27 #endif
28
29 #define NOISE_TEXTURE 1
30 #define GRADIENT_TEXTURE 2
31
32 #define TORUS 1
33 #define SPHERE 2
34
35 static int tex_width=64, tex_height=64, tex_depth=64;
36 static float angx=0, angy=0, angz=0;
37 static int texgen = 2, animate = 1, smooth = 1, wireframe = 0;
38 static int CurTexture = NOISE_TEXTURE, CurObject = TORUS;
39
40
41 static void
42 BuildTorus(void)
43 {
44 GLint i, j;
45 float theta1, phi1, theta2, phi2, rings, sides;
46 float v0[03], v1[3], v2[3], v3[3];
47 float t0[03], t1[3], t2[3], t3[3];
48 float n0[3], n1[3], n2[3], n3[3];
49 float innerRadius = 0.25;
50 float outerRadius = 0.5;
51 float scalFac;
52
53 rings = 16;
54 sides = 12;
55 scalFac = 1 / (outerRadius * 2);
56
57 glNewList(TORUS, GL_COMPILE);
58 for (i = 0; i < rings; i++) {
59 theta1 = (float) i *2.0 * M_PI / rings;
60 theta2 = (float) (i + 1) * 2.0 * M_PI / rings;
61 for (j = 0; j < sides; j++) {
62 phi1 = (float) j *2.0 * M_PI / sides;
63 phi2 = (float) (j + 1) * 2.0 * M_PI / sides;
64
65 v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1));
66 v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1));
67 v0[2] = innerRadius * sin(phi1);
68
69 v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1));
70 v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1));
71 v1[2] = innerRadius * sin(phi1);
72 v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2));
73 v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2));
74 v2[2] = innerRadius * sin(phi2);
75
76 v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2));
77 v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2));
78 v3[2] = innerRadius * sin(phi2);
79
80 n0[0] = cos(theta1) * (cos(phi1));
81 n0[1] = -sin(theta1) * (cos(phi1));
82 n0[2] = sin(phi1);
83
84 n1[0] = cos(theta2) * (cos(phi1));
85 n1[1] = -sin(theta2) * (cos(phi1));
86 n1[2] = sin(phi1);
87
88 n2[0] = cos(theta2) * (cos(phi2));
89 n2[1] = -sin(theta2) * (cos(phi2));
90 n2[2] = sin(phi2);
91
92 n3[0] = cos(theta1) * (cos(phi2));
93 n3[1] = -sin(theta1) * (cos(phi2));
94 n3[2] = sin(phi2);
95
96 t0[0] = v0[0] * scalFac + 0.5;
97 t0[1] = v0[1] * scalFac + 0.5;
98 t0[2] = v0[2] * scalFac + 0.5;
99
100 t1[0] = v1[0] * scalFac + 0.5;
101 t1[1] = v1[1] * scalFac + 0.5;
102 t1[2] = v1[2] * scalFac + 0.5;
103
104 t2[0] = v2[0] * scalFac + 0.5;
105 t2[1] = v2[1] * scalFac + 0.5;
106 t2[2] = v2[2] * scalFac + 0.5;
107
108 t3[0] = v3[0] * scalFac + 0.5;
109 t3[1] = v3[1] * scalFac + 0.5;
110 t3[2] = v3[2] * scalFac + 0.5;
111
112 glBegin(GL_POLYGON);
113 glNormal3fv(n3);
114 glTexCoord3fv(t3);
115 glVertex3fv(v3);
116 glNormal3fv(n2);
117 glTexCoord3fv(t2);
118 glVertex3fv(v2);
119 glNormal3fv(n1);
120 glTexCoord3fv(t1);
121 glVertex3fv(v1);
122 glNormal3fv(n0);
123 glTexCoord3fv(t0);
124 glVertex3fv(v0);
125 glEnd();
126 }
127 }
128 glEndList();
129 }
130
131
132 /*--------------------------------------------------------------------
133 noise function over R3 - implemented by a pseudorandom tricubic spline
134 EXCERPTED FROM SIGGRAPH 92, COURSE 23
135 PROCEDURAL MODELING
136 Ken Perlin
137 New York University
138 ----------------------------------------------------------------------*/
139
140
141 #define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2])
142 #define B 128
143 static int p[B + B + 2];
144 static float g[B + B + 2][3];
145 #define setup(i,b0,b1,r0,r1) \
146 t = vec[i] + 10000.; \
147 b0 = ((int)t) & (B-1); \
148 b1 = (b0+1) & (B-1); \
149 r0 = t - (int)t; \
150 r1 = r0 - 1.;
151
152 static float
153 noise3(float vec[3])
154 {
155 int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
156 float rx0, rx1, ry0, ry1, rz0, rz1, *q, sx, sy, sz, a, b, c, d, t, u, v;
157 register int i, j;
158
159 setup(0, bx0, bx1, rx0, rx1);
160 setup(1, by0, by1, ry0, ry1);
161 setup(2, bz0, bz1, rz0, rz1);
162
163 i = p[bx0];
164 j = p[bx1];
165
166 b00 = p[i + by0];
167 b10 = p[j + by0];
168 b01 = p[i + by1];
169 b11 = p[j + by1];
170
171 #define at(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
172 #define surve(t) ( t * t * (3. - 2. * t) )
173 #define lerp(t, a, b) ( a + t * (b - a) )
174
175 sx = surve(rx0);
176 sy = surve(ry0);
177 sz = surve(rz0);
178
179 q = g[b00 + bz0];
180 u = at(rx0, ry0, rz0);
181 q = g[b10 + bz0];
182 v = at(rx1, ry0, rz0);
183 a = lerp(sx, u, v);
184
185 q = g[b01 + bz0];
186 u = at(rx0, ry1, rz0);
187 q = g[b11 + bz0];
188 v = at(rx1, ry1, rz0);
189 b = lerp(sx, u, v);
190
191 c = lerp(sy, a, b); /* interpolate in y at lo x */
192
193 q = g[b00 + bz1];
194 u = at(rx0, ry0, rz1);
195 q = g[b10 + bz1];
196 v = at(rx1, ry0, rz1);
197 a = lerp(sx, u, v);
198
199 q = g[b01 + bz1];
200 u = at(rx0, ry1, rz1);
201 q = g[b11 + bz1];
202 v = at(rx1, ry1, rz1);
203 b = lerp(sx, u, v);
204
205 d = lerp(sy, a, b); /* interpolate in y at hi x */
206
207 return 1.5 * lerp(sz, c, d); /* interpolate in z */
208 }
209
210 static void
211 initNoise(void)
212 {
213 /*long random(); */
214 int i, j, k;
215 float v[3], s;
216
217 /* Create an array of random gradient vectors uniformly on the unit sphere */
218 /*srandom(1); */
219 srand(1);
220 for (i = 0; i < B; i++) {
221 do { /* Choose uniformly in a cube */
222 for (j = 0; j < 3; j++)
223 v[j] = (float) ((rand() % (B + B)) - B) / B;
224 s = DOT(v, v);
225 } while (s > 1.0); /* If not in sphere try again */
226 s = sqrt(s);
227 for (j = 0; j < 3; j++) /* Else normalize */
228 g[i][j] = v[j] / s;
229 }
230
231 /* Create a pseudorandom permutation of [1..B] */
232 for (i = 0; i < B; i++)
233 p[i] = i;
234 for (i = B; i > 0; i -= 2) {
235 k = p[i];
236 p[i] = p[j = rand() % B];
237 p[j] = k;
238 }
239
240 /* Extend g and p arrays to allow for faster indexing */
241 for (i = 0; i < B + 2; i++) {
242 p[B + i] = p[i];
243 for (j = 0; j < 3; j++)
244 g[B + i][j] = g[i][j];
245 }
246 }
247
248
249 static float
250 turbulence(float point[3], float lofreq, float hifreq)
251 {
252 float freq, t, p[3];
253
254 p[0] = point[0] + 123.456;
255 p[1] = point[1];
256 p[2] = point[2];
257
258 t = 0;
259 for (freq = lofreq; freq < hifreq; freq *= 2.) {
260 t += fabs(noise3(p)) / freq;
261 p[0] *= 2.;
262 p[1] *= 2.;
263 p[2] *= 2.;
264 }
265 return t - 0.3; /* readjust to make mean value = 0.0 */
266 }
267
268
269 static void
270 create3Dtexture(void)
271 {
272 unsigned char *voxels = NULL;
273 int i, j, k;
274 unsigned char *vp;
275 float vec[3];
276 int tmp;
277
278 printf("creating 3d textures...\n");
279 voxels =
280 (unsigned char *)
281 malloc((size_t) (4 * tex_width * tex_height * tex_depth));
282 vp = voxels;
283 for (i = 0; i < tex_width; i++) {
284 vec[0] = i;
285 for (j = 0; j < tex_height; j++) {
286 vec[1] = j;
287 for (k = 0; k < tex_depth; k++) {
288 vec[2] = k;
289 tmp = (sin(k * i * j + turbulence(vec, 0.01, 1)) + 1) * 127.5;
290 *vp++ = 0;
291 *vp++ = 0;
292 *vp++ = tmp;
293 *vp++ = tmp + 128;
294 }
295 }
296 }
297
298 printf("setting up 3d texture...\n");
299
300 glBindTexture(GL_TEXTURE_3D, NOISE_TEXTURE);
301 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
302 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
303 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
304 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
305 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
306 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
307
308 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
309 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
310 tex_width, tex_height, tex_depth,
311 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);
312
313 free(voxels);
314
315 printf("finished setting up 3d texture image.\n");
316 }
317
318
319 static void
320 printHelp(void)
321 {
322 printf("\nUsage: stex3d <cmd line options>\n");
323 printf(" cmd line options:\n");
324 printf(" -wxxx Width of the texture (Default=64)\n");
325 printf(" -hxxx Height of the texture (Default=64)\n");
326 printf(" -dxxx Depth of the texture (Default=64)\n");
327 printf(" Keyboard Options:\n");
328 printf(" up/down rotate around X\n");
329 printf(" left/right rotate around Y\n");
330 printf(" z/Z rotate around Z\n");
331 printf(" a toggle animation\n");
332 printf(" s toggle smooth shading\n");
333 printf(" t toggle texgen mode\n");
334 printf(" o toggle object: torus/sphere\n");
335 printf(" i toggle texture image: noise/gradient\n");
336 }
337
338
339 static GLenum
340 parseCmdLine(int argc, char **argv)
341 {
342 GLint i;
343
344 for (i = 1; i < argc; i++) {
345 if (strcmp(argv[i], "-help") == 0) {
346 printHelp();
347 return GL_FALSE;
348 }
349 else if (strstr(argv[i], "-w") != NULL) {
350 tex_width = atoi((argv[i]) + 2);
351 }
352 else if (strstr(argv[i], "-h") != NULL) {
353 tex_height = atoi((argv[i]) + 2);
354 }
355 else if (strstr(argv[i], "-d") != NULL) {
356 tex_depth = atoi((argv[i]) + 2);
357 }
358 else {
359 printf("%s (Bad option).\n", argv[i]);
360 printHelp();
361 return GL_FALSE;
362 }
363 }
364 if (tex_width == 0 || tex_height == 0 || tex_depth == 0) {
365 printf("%s (Bad option).\n", "size parameters can't be 0");
366 printHelp();
367 return GL_FALSE;
368 }
369 return GL_TRUE;
370 }
371
372
373 static void
374 drawScene(void)
375 {
376 static const GLfloat sPlane[4] = { 0.5, 0, 0, -.5 };
377 static const GLfloat tPlane[4] = { 0, 0.5, 0, -.5 };
378 static const GLfloat rPlane[4] = { 0, 0, 0.5, -.5 };
379
380 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
381 glPushMatrix();
382 if (texgen == 2) {
383 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
384 glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
385 glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
386 }
387
388 glRotatef(angx, 1.0, 0.0, 0.0);
389 glRotatef(angy, 0.0, 1.0, 0.0);
390 glRotatef(angz, 0.0, 0.0, 1.0);
391
392 if (texgen == 1) {
393 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
394 glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
395 glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
396 }
397
398 if (texgen) {
399 glEnable(GL_TEXTURE_GEN_S);
400 glEnable(GL_TEXTURE_GEN_T);
401 glEnable(GL_TEXTURE_GEN_R);
402 }
403 else {
404 glDisable(GL_TEXTURE_GEN_S);
405 glDisable(GL_TEXTURE_GEN_T);
406 glDisable(GL_TEXTURE_GEN_R);
407 }
408
409 glCallList(CurObject);
410 glPopMatrix();
411
412 glutSwapBuffers();
413 }
414
415
416 static void
417 resize(int w, int h)
418 {
419 float ar = (float) w / (float) h;
420 float ax = 0.6 * ar;
421 float ay = 0.6;
422 glViewport(0, 0, (GLint) w, (GLint) h);
423 glMatrixMode(GL_PROJECTION);
424 glLoadIdentity();
425 glFrustum(-ax, ax, -ay, ay, 2, 20);
426 /*glOrtho(-2, 2, -2, 2, -10, 10);*/
427 glMatrixMode(GL_MODELVIEW);
428 glLoadIdentity();
429 glTranslatef(0, 0, -4);
430 }
431
432
433 static void
434 Idle(void)
435 {
436 float t = glutGet(GLUT_ELAPSED_TIME);
437 angx = 0.01 * t;
438 angy = 0.03 * t;
439 angz += 0;
440 glutPostRedisplay();
441 }
442
443
444 static void
445 SpecialKey(int k, int x, int y)
446 {
447 switch (k) {
448 case GLUT_KEY_UP:
449 angx += 5.0;
450 break;
451 case GLUT_KEY_DOWN:
452 angx -= 5.0;
453 break;
454 case GLUT_KEY_LEFT:
455 angy += 5.0;
456 break;
457 case GLUT_KEY_RIGHT:
458 angy -= 5.0;
459 break;
460 default:
461 return;
462 }
463 glutPostRedisplay();
464 }
465
466
467 static void
468 KeyHandler(unsigned char key, int x, int y)
469 {
470 static const char *mode[] = {
471 "glTexCoord3f (no texgen)",
472 "texgen fixed to object coords",
473 "texgen fixed to eye coords"
474 };
475 (void) x;
476 (void) y;
477 switch (key) {
478 case 27:
479 case 'q':
480 case 'Q': /* quit game. */
481 exit(0);
482 break;
483 case 'z':
484 angz += 10;
485 break;
486 case 'Z':
487 angz -= 10;
488 break;
489 case 's':
490 smooth = !smooth;
491 if (smooth)
492 glShadeModel(GL_SMOOTH);
493 else
494 glShadeModel(GL_FLAT);
495 break;
496 case 't':
497 texgen++;
498 if (texgen > 2)
499 texgen = 0;
500 printf("Texgen: %s\n", mode[texgen]);
501 break;
502 case 'o':
503 if (CurObject == TORUS)
504 CurObject = SPHERE;
505 else
506 CurObject = TORUS;
507 break;
508 case 'i':
509 if (CurTexture == NOISE_TEXTURE)
510 CurTexture = GRADIENT_TEXTURE;
511 else
512 CurTexture = NOISE_TEXTURE;
513 glBindTexture(GL_TEXTURE_3D, CurTexture);
514 break;
515 case 'a':
516 animate = !animate;
517 if (animate)
518 glutIdleFunc(Idle);
519 else
520 glutIdleFunc(NULL);
521 break;
522 case 'w':
523 wireframe = !wireframe;
524 if (wireframe)
525 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
526 else
527 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
528 break;
529 default:
530 break;
531 }
532 glutPostRedisplay();
533 }
534
535
536 static void
537 create3Dgradient(void)
538 {
539 unsigned char *v;
540 int i, j, k;
541 unsigned char *voxels = NULL;
542
543 voxels = (unsigned char *) malloc(4 * tex_width * tex_height * tex_depth);
544 v = voxels;
545
546 for (i = 0; i < tex_depth; i++) {
547 for (j = 0; j < tex_height; j++) {
548 for (k = 0; k < tex_width; k++) {
549 GLint r = (255 * i) / (tex_depth - 1);
550 GLint g = (255 * j) / (tex_height - 1);
551 GLint b = (255 * k) / (tex_width - 1);
552 *v++ = r;
553 *v++ = g;
554 *v++ = b;
555 *v++ = 255;
556 }
557 }
558 }
559
560
561 glBindTexture(GL_TEXTURE_3D, GRADIENT_TEXTURE);
562 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
563 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
564 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
565 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
566 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
567 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
568
569 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
570 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
571 tex_width, tex_height, tex_depth,
572 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);
573
574 free(voxels);
575 }
576
577
578
579 static void
580 init(void)
581 {
582 static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
583 static const GLfloat mat_shininess[] = { 25.0 };
584 static const GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 };
585 static const GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 };
586 static const GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 };
587
588 int max;
589
590 /* see if we have OpenGL 1.2 or later, for 3D texturing */
591 {
592 const char *version = (const char *) glGetString(GL_VERSION);
593 if (strncmp(version, "1.0", 3) == 0 || strncmp(version, "1.1", 3) == 0) {
594 printf("Sorry, OpenGL 1.2 or later is required\n");
595 exit(1);
596 }
597 }
598 printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER));
599 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max);
600 printf("GL_MAX_3D_TEXTURE_SIZE: %d\n", max);
601 printf("Current 3D texture size: %d x %d x %d\n",
602 tex_width, tex_height, tex_depth);
603
604 /* init light */
605 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
606 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
607 glLightfv(GL_LIGHT1, GL_POSITION, light_position);
608 glLightfv(GL_LIGHT1, GL_AMBIENT, gray);
609 glLightfv(GL_LIGHT1, GL_DIFFUSE, white);
610 glLightfv(GL_LIGHT1, GL_SPECULAR, white);
611 glColorMaterial(GL_FRONT, GL_DIFFUSE);
612 glEnable(GL_COLOR_MATERIAL);
613 glEnable(GL_LIGHTING);
614 glEnable(GL_LIGHT1);
615
616 glClearColor(.5, .5, .5, 0);
617
618 {
619 GLUquadricObj *q;
620 q = gluNewQuadric();
621 gluQuadricTexture( q, GL_TRUE );
622 glNewList(SPHERE, GL_COMPILE);
623 gluSphere( q, 0.95, 30, 15 );
624 glEndList();
625 gluDeleteQuadric(q);
626 }
627
628 BuildTorus();
629
630
631 create3Dgradient();
632
633 initNoise();
634 create3Dtexture();
635
636 glEnable(GL_TEXTURE_3D);
637
638 /*
639 glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA);
640 glEnable(GL_BLEND);
641 */
642 glEnable(GL_DEPTH_TEST);
643
644 glColor3f(0.6, 0.7, 0.8);
645 }
646
647
648 int
649 main(int argc, char **argv)
650 {
651 glutInit(&argc, argv);
652
653 if (parseCmdLine(argc, argv) == GL_FALSE) {
654 exit(0);
655 }
656
657 glutInitWindowPosition(0, 0);
658 glutInitWindowSize(400, 400);
659 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
660
661 if (glutCreateWindow("stex3d") <= 0) {
662 exit(0);
663 }
664
665 glewInit();
666
667 init();
668
669 printHelp();
670
671 glutReshapeFunc(resize);
672 glutKeyboardFunc(KeyHandler);
673 glutSpecialFunc(SpecialKey);
674 glutDisplayFunc(drawScene);
675 if (animate)
676 glutIdleFunc(Idle);
677 glutMainLoop();
678 return 0;
679 }
680