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