Clone of mesa.
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ray.c 20KB

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  1. /*
  2. * This program is under the GNU GPL.
  3. * Use at your own risk.
  4. *
  5. * written by David Bucciarelli (tech.hmw@plus.it)
  6. * Humanware s.r.l.
  7. */
  8. #include <stdio.h>
  9. #include <stdlib.h>
  10. #include <string.h>
  11. #include <math.h>
  12. #ifdef WIN32
  13. #include <windows.h>
  14. #endif
  15. #include <GL/glut.h>
  16. #ifdef XMESA
  17. #include "GL/xmesa.h"
  18. static int fullscreen = 1;
  19. #endif
  20. static int WIDTH = 640;
  21. static int HEIGHT = 480;
  22. static GLint T0 = 0;
  23. static GLint Frames = 0;
  24. #define BASESIZE 7.5f
  25. #define SPHERE_RADIUS 0.75f
  26. #define TEX_CHECK_WIDTH 256
  27. #define TEX_CHECK_HEIGHT 256
  28. #define TEX_CHECK_SLOT_SIZE (TEX_CHECK_HEIGHT/16)
  29. #define TEX_CHECK_NUMSLOT (TEX_CHECK_HEIGHT/TEX_CHECK_SLOT_SIZE)
  30. #define TEX_REFLECT_WIDTH 256
  31. #define TEX_REFLECT_HEIGHT 256
  32. #define TEX_REFLECT_SLOT_SIZE (TEX_REFLECT_HEIGHT/16)
  33. #define TEX_REFLECT_NUMSLOT (TEX_REFLECT_HEIGHT/TEX_REFLECT_SLOT_SIZE)
  34. #ifndef M_PI
  35. #define M_PI 3.1415926535
  36. #endif
  37. #define EPSILON 0.0001
  38. #define clamp255(a) ( (a)<(0.0f) ? (0.0f) : ((a)>(255.0f) ? (255.0f) : (a)) )
  39. #ifndef fabs
  40. #define fabs(x) ((x)<0.0f?-(x):(x))
  41. #endif
  42. #define vequ(a,b) { (a)[0]=(b)[0]; (a)[1]=(b)[1]; (a)[2]=(b)[2]; }
  43. #define vsub(a,b,c) { (a)[0]=(b)[0]-(c)[0]; (a)[1]=(b)[1]-(c)[1]; (a)[2]=(b)[2]-(c)[2]; }
  44. #define dprod(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
  45. #define vnormalize(a,b) { \
  46. register float m_norm; \
  47. m_norm=sqrt((double)dprod((a),(a))); \
  48. (a)[0] /=m_norm; \
  49. (a)[1] /=m_norm; \
  50. (a)[2] /=m_norm; }
  51. static GLubyte checkmap[TEX_CHECK_HEIGHT][TEX_CHECK_WIDTH][3];
  52. static GLuint checkid;
  53. static int checkmap_currentslot = 0;
  54. static GLubyte reflectmap[TEX_REFLECT_HEIGHT][TEX_REFLECT_WIDTH][3];
  55. static GLuint reflectid;
  56. static int reflectmap_currentslot = 0;
  57. static GLuint lightdlist;
  58. static GLuint objdlist;
  59. static float lightpos[3] = { 2.1, 2.1, 2.8 };
  60. static float objpos[3] = { 0.0, 0.0, 1.0 };
  61. static float sphere_pos[TEX_CHECK_HEIGHT][TEX_REFLECT_WIDTH][3];
  62. static int win = 0;
  63. static float fogcolor[4] = { 0.05, 0.05, 0.05, 1.0 };
  64. static float obs[3] = { 7.0, 0.0, 2.0 };
  65. static float dir[3];
  66. static float v = 0.0;
  67. static float alpha = -90.0;
  68. static float beta = 90.0;
  69. static int fog = 1;
  70. static int bfcull = 1;
  71. static int poutline = 0;
  72. static int help = 1;
  73. static int showcheckmap = 1;
  74. static int showreflectmap = 1;
  75. static int joyavailable = 0;
  76. static int joyactive = 0;
  77. static void
  78. calcposobs(void)
  79. {
  80. dir[0] = sin(alpha * M_PI / 180.0);
  81. dir[1] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0);
  82. dir[2] = cos(beta * M_PI / 180.0);
  83. if (dir[0] < 1.0e-5 && dir[0] > -1.0e-5)
  84. dir[0] = 0;
  85. if (dir[1] < 1.0e-5 && dir[1] > -1.0e-5)
  86. dir[1] = 0;
  87. if (dir[2] < 1.0e-5 && dir[2] > -1.0e-5)
  88. dir[2] = 0;
  89. obs[0] += v * dir[0];
  90. obs[1] += v * dir[1];
  91. obs[2] += v * dir[2];
  92. }
  93. static void
  94. special(int k, int x, int y)
  95. {
  96. switch (k) {
  97. case GLUT_KEY_LEFT:
  98. alpha -= 2.0;
  99. break;
  100. case GLUT_KEY_RIGHT:
  101. alpha += 2.0;
  102. break;
  103. case GLUT_KEY_DOWN:
  104. beta -= 2.0;
  105. break;
  106. case GLUT_KEY_UP:
  107. beta += 2.0;
  108. break;
  109. }
  110. }
  111. static void
  112. key(unsigned char k, int x, int y)
  113. {
  114. switch (k) {
  115. case 27:
  116. exit(0);
  117. break;
  118. case 's':
  119. lightpos[1] -= 0.1;
  120. break;
  121. case 'd':
  122. lightpos[1] += 0.1;
  123. break;
  124. case 'e':
  125. lightpos[0] -= 0.1;
  126. break;
  127. case 'x':
  128. lightpos[0] += 0.1;
  129. break;
  130. case 'w':
  131. lightpos[2] -= 0.1;
  132. break;
  133. case 'r':
  134. lightpos[2] += 0.1;
  135. break;
  136. case 'j':
  137. objpos[1] -= 0.1;
  138. break;
  139. case 'k':
  140. objpos[1] += 0.1;
  141. break;
  142. case 'i':
  143. objpos[0] -= 0.1;
  144. break;
  145. case 'm':
  146. objpos[0] += 0.1;
  147. break;
  148. case 'u':
  149. objpos[2] -= 0.1;
  150. break;
  151. case 'o':
  152. objpos[2] += 0.1;
  153. break;
  154. case 'a':
  155. v += 0.005;
  156. break;
  157. case 'z':
  158. v -= 0.005;
  159. break;
  160. case 'g':
  161. joyactive = (!joyactive);
  162. break;
  163. case 'h':
  164. help = (!help);
  165. break;
  166. case 'f':
  167. fog = (!fog);
  168. break;
  169. case '1':
  170. showcheckmap = (!showcheckmap);
  171. break;
  172. case '2':
  173. showreflectmap = (!showreflectmap);
  174. break;
  175. case 'b':
  176. if (bfcull) {
  177. glDisable(GL_CULL_FACE);
  178. bfcull = 0;
  179. }
  180. else {
  181. glEnable(GL_CULL_FACE);
  182. bfcull = 1;
  183. }
  184. break;
  185. case 'p':
  186. if (poutline) {
  187. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  188. poutline = 0;
  189. }
  190. else {
  191. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  192. poutline = 1;
  193. }
  194. break;
  195. #ifdef XMESA
  196. case ' ':
  197. XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
  198. fullscreen = (!fullscreen);
  199. break;
  200. #endif
  201. }
  202. }
  203. static void
  204. reshape(int w, int h)
  205. {
  206. WIDTH = w;
  207. HEIGHT = h;
  208. glViewport(0, 0, w, h);
  209. glMatrixMode(GL_PROJECTION);
  210. glLoadIdentity();
  211. gluPerspective(45.0, w / (float) h, 0.8, 40.0);
  212. glMatrixMode(GL_MODELVIEW);
  213. glLoadIdentity();
  214. }
  215. static void
  216. printstring(void *font, char *string)
  217. {
  218. int len, i;
  219. len = (int) strlen(string);
  220. for (i = 0; i < len; i++)
  221. glutBitmapCharacter(font, string[i]);
  222. }
  223. static void
  224. printhelp(void)
  225. {
  226. glEnable(GL_BLEND);
  227. glColor4f(0.5, 0.5, 0.5, 0.5);
  228. glRecti(40, 40, 600, 440);
  229. glDisable(GL_BLEND);
  230. glColor3f(0.0, 0.0, 1.0);
  231. glRasterPos2i(300, 420);
  232. printstring(GLUT_BITMAP_HELVETICA_18, "Help");
  233. glRasterPos2i(60, 390);
  234. printstring(GLUT_BITMAP_HELVETICA_12, "h - Toggle Help");
  235. glRasterPos2i(60, 370);
  236. printstring(GLUT_BITMAP_HELVETICA_12, "f - Toggle Fog");
  237. glRasterPos2i(60, 350);
  238. printstring(GLUT_BITMAP_HELVETICA_12, "b - Toggle Back face culling");
  239. glRasterPos2i(60, 330);
  240. printstring(GLUT_BITMAP_HELVETICA_12, "p - Toggle Wire frame");
  241. glRasterPos2i(60, 310);
  242. printstring(GLUT_BITMAP_HELVETICA_12, "Arrow Keys - Rotate");
  243. glRasterPos2i(60, 290);
  244. printstring(GLUT_BITMAP_HELVETICA_12, "a - Increase velocity");
  245. glRasterPos2i(60, 270);
  246. printstring(GLUT_BITMAP_HELVETICA_12, "z - Decrease velocity");
  247. glRasterPos2i(60, 250);
  248. if (joyavailable)
  249. printstring(GLUT_BITMAP_HELVETICA_12,
  250. "j - Toggle jostick control (Joystick control available)");
  251. else
  252. printstring(GLUT_BITMAP_HELVETICA_12,
  253. "(No Joystick control available)");
  254. glRasterPos2i(60, 230);
  255. printstring(GLUT_BITMAP_HELVETICA_12,
  256. "To move the light source: s - left, d - right, e - far, x - near, w - down r - up");
  257. glRasterPos2i(60, 210);
  258. printstring(GLUT_BITMAP_HELVETICA_12,
  259. "To move the mirror sphere: j - left, k - right, i - far, m - near, u - down o - up");
  260. glRasterPos2i(60, 190);
  261. printstring(GLUT_BITMAP_HELVETICA_12,
  262. "1 - Toggle the plane texture map window");
  263. glRasterPos2i(60, 170);
  264. printstring(GLUT_BITMAP_HELVETICA_12,
  265. "2 - Toggle the sphere texture map window");
  266. }
  267. static GLboolean
  268. seelight(float p[3], float dir[3])
  269. {
  270. float c[3], b, a, d, t, dist[3];
  271. vsub(c, p, objpos);
  272. b = -dprod(c, dir);
  273. a = dprod(c, c) - SPHERE_RADIUS * SPHERE_RADIUS;
  274. if ((d = b * b - a) < 0.0 || (b < 0.0 && a > 0.0))
  275. return GL_FALSE;
  276. d = sqrt(d);
  277. t = b - d;
  278. if (t < EPSILON) {
  279. t = b + d;
  280. if (t < EPSILON)
  281. return GL_FALSE;
  282. }
  283. vsub(dist, lightpos, p);
  284. if (dprod(dist, dist) < t * t)
  285. return GL_FALSE;
  286. return GL_TRUE;
  287. }
  288. static int
  289. colorcheckmap(float ppos[3], float c[3])
  290. {
  291. static float norm[3] = { 0.0f, 0.0f, 1.0f };
  292. float ldir[3], vdir[3], h[3], dfact, kfact, r, g, b;
  293. int x, y;
  294. x = (int) ((ppos[0] + BASESIZE / 2) * (10.0f / BASESIZE));
  295. if ((x < 0) || (x > 10))
  296. return GL_FALSE;
  297. y = (int) ((ppos[1] + BASESIZE / 2) * (10.0f / BASESIZE));
  298. if ((y < 0) || (y > 10))
  299. return GL_FALSE;
  300. r = 255.0f;
  301. if (y & 1) {
  302. if (x & 1)
  303. g = 255.0f;
  304. else
  305. g = 0.0f;
  306. }
  307. else {
  308. if (x & 1)
  309. g = 0.0f;
  310. else
  311. g = 255.0f;
  312. }
  313. b = 0.0f;
  314. vsub(ldir, lightpos, ppos);
  315. vnormalize(ldir, ldir);
  316. if (seelight(ppos, ldir)) {
  317. c[0] = r * 0.05f;
  318. c[1] = g * 0.05f;
  319. c[2] = b * 0.05f;
  320. return GL_TRUE;
  321. }
  322. dfact = dprod(ldir, norm);
  323. if (dfact < 0.0f)
  324. dfact = 0.0f;
  325. vsub(vdir, obs, ppos);
  326. vnormalize(vdir, vdir);
  327. h[0] = 0.5f * (vdir[0] + ldir[0]);
  328. h[1] = 0.5f * (vdir[1] + ldir[1]);
  329. h[2] = 0.5f * (vdir[2] + ldir[2]);
  330. kfact = dprod(h, norm);
  331. kfact = pow(kfact, 6.0) * 7.0 * 255.0;
  332. r = r * dfact + kfact;
  333. g = g * dfact + kfact;
  334. b = b * dfact + kfact;
  335. c[0] = clamp255(r);
  336. c[1] = clamp255(g);
  337. c[2] = clamp255(b);
  338. return GL_TRUE;
  339. }
  340. static void
  341. updatecheckmap(int slot)
  342. {
  343. float c[3], ppos[3];
  344. int x, y;
  345. glBindTexture(GL_TEXTURE_2D, checkid);
  346. ppos[2] = 0.0f;
  347. for (y = slot * TEX_CHECK_SLOT_SIZE; y < (slot + 1) * TEX_CHECK_SLOT_SIZE;
  348. y++) {
  349. ppos[1] = (y / (float) TEX_CHECK_HEIGHT) * BASESIZE - BASESIZE / 2;
  350. for (x = 0; x < TEX_CHECK_WIDTH; x++) {
  351. ppos[0] = (x / (float) TEX_CHECK_WIDTH) * BASESIZE - BASESIZE / 2;
  352. colorcheckmap(ppos, c);
  353. checkmap[y][x][0] = (GLubyte) c[0];
  354. checkmap[y][x][1] = (GLubyte) c[1];
  355. checkmap[y][x][2] = (GLubyte) c[2];
  356. }
  357. }
  358. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, slot * TEX_CHECK_SLOT_SIZE,
  359. TEX_CHECK_WIDTH, TEX_CHECK_SLOT_SIZE, GL_RGB,
  360. GL_UNSIGNED_BYTE,
  361. &checkmap[slot * TEX_CHECK_SLOT_SIZE][0][0]);
  362. }
  363. static void
  364. updatereflectmap(int slot)
  365. {
  366. float rf, r, g, b, t, dfact, kfact, rdir[3];
  367. float rcol[3], ppos[3], norm[3], ldir[3], h[3], vdir[3], planepos[3];
  368. int x, y;
  369. glBindTexture(GL_TEXTURE_2D, reflectid);
  370. for (y = slot * TEX_REFLECT_SLOT_SIZE;
  371. y < (slot + 1) * TEX_REFLECT_SLOT_SIZE; y++)
  372. for (x = 0; x < TEX_REFLECT_WIDTH; x++) {
  373. ppos[0] = sphere_pos[y][x][0] + objpos[0];
  374. ppos[1] = sphere_pos[y][x][1] + objpos[1];
  375. ppos[2] = sphere_pos[y][x][2] + objpos[2];
  376. vsub(norm, ppos, objpos);
  377. vnormalize(norm, norm);
  378. vsub(ldir, lightpos, ppos);
  379. vnormalize(ldir, ldir);
  380. vsub(vdir, obs, ppos);
  381. vnormalize(vdir, vdir);
  382. rf = 2.0f * dprod(norm, vdir);
  383. if (rf > EPSILON) {
  384. rdir[0] = rf * norm[0] - vdir[0];
  385. rdir[1] = rf * norm[1] - vdir[1];
  386. rdir[2] = rf * norm[2] - vdir[2];
  387. t = -objpos[2] / rdir[2];
  388. if (t > EPSILON) {
  389. planepos[0] = objpos[0] + t * rdir[0];
  390. planepos[1] = objpos[1] + t * rdir[1];
  391. planepos[2] = 0.0f;
  392. if (!colorcheckmap(planepos, rcol))
  393. rcol[0] = rcol[1] = rcol[2] = 0.0f;
  394. }
  395. else
  396. rcol[0] = rcol[1] = rcol[2] = 0.0f;
  397. }
  398. else
  399. rcol[0] = rcol[1] = rcol[2] = 0.0f;
  400. dfact = 0.1f * dprod(ldir, norm);
  401. if (dfact < 0.0f) {
  402. dfact = 0.0f;
  403. kfact = 0.0f;
  404. }
  405. else {
  406. h[0] = 0.5f * (vdir[0] + ldir[0]);
  407. h[1] = 0.5f * (vdir[1] + ldir[1]);
  408. h[2] = 0.5f * (vdir[2] + ldir[2]);
  409. kfact = dprod(h, norm);
  410. kfact = pow(kfact, 4.0);
  411. if (kfact < 1.0e-10)
  412. kfact = 0.0;
  413. }
  414. r = dfact + kfact;
  415. g = dfact + kfact;
  416. b = dfact + kfact;
  417. r *= 255.0f;
  418. g *= 255.0f;
  419. b *= 255.0f;
  420. r += rcol[0];
  421. g += rcol[1];
  422. b += rcol[2];
  423. r = clamp255(r);
  424. g = clamp255(g);
  425. b = clamp255(b);
  426. reflectmap[y][x][0] = (GLubyte) r;
  427. reflectmap[y][x][1] = (GLubyte) g;
  428. reflectmap[y][x][2] = (GLubyte) b;
  429. }
  430. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, slot * TEX_REFLECT_SLOT_SIZE,
  431. TEX_REFLECT_WIDTH, TEX_REFLECT_SLOT_SIZE, GL_RGB,
  432. GL_UNSIGNED_BYTE,
  433. &reflectmap[slot * TEX_REFLECT_SLOT_SIZE][0][0]);
  434. }
  435. static void
  436. drawbase(void)
  437. {
  438. glColor3f(0.0, 0.0, 0.0);
  439. glBindTexture(GL_TEXTURE_2D, checkid);
  440. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  441. glBegin(GL_QUADS);
  442. glTexCoord2f(0.0f, 0.0f);
  443. glVertex3f(-BASESIZE / 2.0f, -BASESIZE / 2.0f, 0.0f);
  444. glTexCoord2f(1.0f, 0.0f);
  445. glVertex3f(BASESIZE / 2.0f, -BASESIZE / 2.0f, 0.0f);
  446. glTexCoord2f(1.0f, 1.0f);
  447. glVertex3f(BASESIZE / 2.0f, BASESIZE / 2.0f, 0.0f);
  448. glTexCoord2f(0.0f, 1.0f);
  449. glVertex3f(-BASESIZE / 2.0f, BASESIZE / 2.0f, 0.0f);
  450. glEnd();
  451. }
  452. static void
  453. drawobj(void)
  454. {
  455. glColor3f(0.0, 0.0, 0.0);
  456. glBindTexture(GL_TEXTURE_2D, reflectid);
  457. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  458. glPushMatrix();
  459. glTranslatef(objpos[0], objpos[1], objpos[2]);
  460. glCallList(objdlist);
  461. glPopMatrix();
  462. }
  463. static void
  464. dojoy(void)
  465. {
  466. #ifdef WIN32
  467. static UINT max[2] = { 0, 0 };
  468. static UINT min[2] = { 0xffffffff, 0xffffffff }, center[2];
  469. MMRESULT res;
  470. JOYINFO joy;
  471. res = joyGetPos(JOYSTICKID1, &joy);
  472. if (res == JOYERR_NOERROR) {
  473. joyavailable = 1;
  474. if (max[0] < joy.wXpos)
  475. max[0] = joy.wXpos;
  476. if (min[0] > joy.wXpos)
  477. min[0] = joy.wXpos;
  478. center[0] = (max[0] + min[0]) / 2;
  479. if (max[1] < joy.wYpos)
  480. max[1] = joy.wYpos;
  481. if (min[1] > joy.wYpos)
  482. min[1] = joy.wYpos;
  483. center[1] = (max[1] + min[1]) / 2;
  484. if (joyactive) {
  485. if (fabs(center[0] - (float) joy.wXpos) > 0.1 * (max[0] - min[0]))
  486. alpha -=
  487. 2.5 * (center[0] - (float) joy.wXpos) / (max[0] - min[0]);
  488. if (fabs(center[1] - (float) joy.wYpos) > 0.1 * (max[1] - min[1]))
  489. beta += 2.5 * (center[1] - (float) joy.wYpos) / (max[1] - min[1]);
  490. if (joy.wButtons & JOY_BUTTON1)
  491. v += 0.005;
  492. if (joy.wButtons & JOY_BUTTON2)
  493. v -= 0.005;
  494. }
  495. }
  496. else
  497. joyavailable = 0;
  498. #endif
  499. }
  500. static void
  501. updatemaps(void)
  502. {
  503. updatecheckmap(checkmap_currentslot);
  504. checkmap_currentslot = (checkmap_currentslot + 1) % TEX_CHECK_NUMSLOT;
  505. updatereflectmap(reflectmap_currentslot);
  506. reflectmap_currentslot =
  507. (reflectmap_currentslot + 1) % TEX_REFLECT_NUMSLOT;
  508. }
  509. static void
  510. draw(void)
  511. {
  512. static char frbuf[80] = "";
  513. dojoy();
  514. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  515. glEnable(GL_TEXTURE_2D);
  516. glEnable(GL_DEPTH_TEST);
  517. if (fog)
  518. glEnable(GL_FOG);
  519. else
  520. glDisable(GL_FOG);
  521. glPushMatrix();
  522. calcposobs();
  523. gluLookAt(obs[0], obs[1], obs[2],
  524. obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
  525. 0.0, 0.0, 1.0);
  526. drawbase();
  527. drawobj();
  528. glColor3f(1.0, 1.0, 1.0);
  529. glDisable(GL_TEXTURE_2D);
  530. glPushMatrix();
  531. glTranslatef(lightpos[0], lightpos[1], lightpos[2]);
  532. glCallList(lightdlist);
  533. glPopMatrix();
  534. glPopMatrix();
  535. glDisable(GL_DEPTH_TEST);
  536. glDisable(GL_FOG);
  537. glMatrixMode(GL_PROJECTION);
  538. glPushMatrix();
  539. glLoadIdentity();
  540. glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0);
  541. glMatrixMode(GL_MODELVIEW);
  542. glColor3f(0.0f, 0.3f, 1.0f);
  543. if (showcheckmap) {
  544. glEnable(GL_TEXTURE_2D);
  545. glBindTexture(GL_TEXTURE_2D, checkid);
  546. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  547. glBegin(GL_QUADS);
  548. glTexCoord2f(1.0f, 0.0f);
  549. glVertex2i(10, 30);
  550. glTexCoord2f(1.0f, 1.0f);
  551. glVertex2i(10 + 90, 30);
  552. glTexCoord2f(0.0f, 1.0f);
  553. glVertex2i(10 + 90, 30 + 90);
  554. glTexCoord2f(0.0f, 0.0f);
  555. glVertex2i(10, 30 + 90);
  556. glEnd();
  557. glDisable(GL_TEXTURE_2D);
  558. glBegin(GL_LINE_LOOP);
  559. glVertex2i(10, 30);
  560. glVertex2i(10 + 90, 30);
  561. glVertex2i(10 + 90, 30 + 90);
  562. glVertex2i(10, 30 + 90);
  563. glEnd();
  564. glRasterPos2i(105, 65);
  565. printstring(GLUT_BITMAP_HELVETICA_18, "Plane Texture Map");
  566. }
  567. if (showreflectmap) {
  568. glEnable(GL_TEXTURE_2D);
  569. glBindTexture(GL_TEXTURE_2D, reflectid);
  570. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  571. glBegin(GL_QUADS);
  572. glTexCoord2f(1.0f, 0.0f);
  573. glVertex2i(540, 30);
  574. glTexCoord2f(1.0f, 1.0f);
  575. glVertex2i(540 + 90, 30);
  576. glTexCoord2f(0.0f, 1.0f);
  577. glVertex2i(540 + 90, 30 + 90);
  578. glTexCoord2f(0.0f, 0.0f);
  579. glVertex2i(540, 30 + 90);
  580. glEnd();
  581. glDisable(GL_TEXTURE_2D);
  582. glBegin(GL_LINE_LOOP);
  583. glVertex2i(540, 30);
  584. glVertex2i(540 + 90, 30);
  585. glVertex2i(540 + 90, 30 + 90);
  586. glVertex2i(540, 30 + 90);
  587. glEnd();
  588. glRasterPos2i(360, 65);
  589. printstring(GLUT_BITMAP_HELVETICA_18, "Sphere Texture Map");
  590. }
  591. glDisable(GL_TEXTURE_2D);
  592. glRasterPos2i(10, 10);
  593. printstring(GLUT_BITMAP_HELVETICA_18, frbuf);
  594. glRasterPos2i(360, 470);
  595. printstring(GLUT_BITMAP_HELVETICA_10,
  596. "Ray V1.0 Written by David Bucciarelli (tech.hmw@plus.it)");
  597. if (help)
  598. printhelp();
  599. glMatrixMode(GL_PROJECTION);
  600. glPopMatrix();
  601. glMatrixMode(GL_MODELVIEW);
  602. updatemaps();
  603. glutSwapBuffers();
  604. Frames++;
  605. {
  606. GLint t = glutGet(GLUT_ELAPSED_TIME);
  607. if (t - T0 >= 2000) {
  608. GLfloat seconds = (t - T0) / 1000.0;
  609. GLfloat fps = Frames / seconds;
  610. sprintf(frbuf, "Frame rate: %f", fps);
  611. T0 = t;
  612. Frames = 0;
  613. }
  614. }
  615. }
  616. static void
  617. inittextures(void)
  618. {
  619. int y;
  620. glGenTextures(1, &checkid);
  621. glBindTexture(GL_TEXTURE_2D, checkid);
  622. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  623. glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_CHECK_WIDTH, TEX_CHECK_HEIGHT,
  624. 0, GL_RGB, GL_UNSIGNED_BYTE, checkmap);
  625. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  626. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  627. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  628. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  629. for (y = 0; y < TEX_CHECK_NUMSLOT; y++)
  630. updatecheckmap(y);
  631. glGenTextures(1, &reflectid);
  632. glBindTexture(GL_TEXTURE_2D, reflectid);
  633. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  634. glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_REFLECT_WIDTH, TEX_REFLECT_HEIGHT,
  635. 0, GL_RGB, GL_UNSIGNED_BYTE, reflectmap);
  636. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  637. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  638. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  639. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  640. for (y = 0; y < TEX_REFLECT_NUMSLOT; y++)
  641. updatereflectmap(y);
  642. }
  643. static void
  644. initspherepos(void)
  645. {
  646. float alpha, beta, sa, ca, sb, cb;
  647. int x, y;
  648. for (y = 0; y < TEX_REFLECT_HEIGHT; y++) {
  649. beta = M_PI - y * (M_PI / TEX_REFLECT_HEIGHT);
  650. for (x = 0; x < TEX_REFLECT_WIDTH; x++) {
  651. alpha = -x * (2.0f * M_PI / TEX_REFLECT_WIDTH);
  652. sa = sin(alpha);
  653. ca = cos(alpha);
  654. sb = sin(beta);
  655. cb = cos(beta);
  656. sphere_pos[y][x][0] = SPHERE_RADIUS * sa * sb;
  657. sphere_pos[y][x][1] = SPHERE_RADIUS * ca * sb;
  658. sphere_pos[y][x][2] = SPHERE_RADIUS * cb;
  659. }
  660. }
  661. }
  662. static void
  663. initdlists(void)
  664. {
  665. GLUquadricObj *obj;
  666. obj = gluNewQuadric();
  667. lightdlist = glGenLists(1);
  668. glNewList(lightdlist, GL_COMPILE);
  669. gluQuadricDrawStyle(obj, GLU_FILL);
  670. gluQuadricNormals(obj, GLU_NONE);
  671. gluQuadricTexture(obj, GL_TRUE);
  672. gluSphere(obj, 0.25f, 6, 6);
  673. glEndList();
  674. objdlist = glGenLists(1);
  675. glNewList(objdlist, GL_COMPILE);
  676. gluQuadricDrawStyle(obj, GLU_FILL);
  677. gluQuadricNormals(obj, GLU_NONE);
  678. gluQuadricTexture(obj, GL_TRUE);
  679. gluSphere(obj, SPHERE_RADIUS, 16, 16);
  680. glEndList();
  681. }
  682. int
  683. main(int ac, char **av)
  684. {
  685. fprintf(stderr,
  686. "Ray V1.0\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
  687. /*
  688. if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
  689. fprintf(stderr,"Error setting the process class.\n");
  690. return 0;
  691. }
  692. if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
  693. fprintf(stderr,"Error setting the process priority.\n");
  694. return 0;
  695. }
  696. */
  697. glutInitWindowPosition(0, 0);
  698. glutInitWindowSize(WIDTH, HEIGHT);
  699. glutInit(&ac, av);
  700. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  701. if (!(win = glutCreateWindow("Ray"))) {
  702. fprintf(stderr, "Error, couldn't open window\n");
  703. return -1;
  704. }
  705. reshape(WIDTH, HEIGHT);
  706. glShadeModel(GL_FLAT);
  707. glEnable(GL_DEPTH_TEST);
  708. glDepthFunc(GL_LEQUAL);
  709. glEnable(GL_CULL_FACE);
  710. glEnable(GL_TEXTURE_2D);
  711. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  712. glEnable(GL_FOG);
  713. glFogi(GL_FOG_MODE, GL_EXP2);
  714. glFogfv(GL_FOG_COLOR, fogcolor);
  715. glFogf(GL_FOG_DENSITY, 0.01);
  716. #ifdef FX
  717. glHint(GL_FOG_HINT, GL_NICEST);
  718. #endif
  719. calcposobs();
  720. initspherepos();
  721. inittextures();
  722. initdlists();
  723. glClearColor(fogcolor[0], fogcolor[1], fogcolor[2], fogcolor[3]);
  724. glutReshapeFunc(reshape);
  725. glutDisplayFunc(draw);
  726. glutKeyboardFunc(key);
  727. glutSpecialFunc(special);
  728. glutIdleFunc(draw);
  729. glutMainLoop();
  730. return 0;
  731. }