Clone of mesa.
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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. #define FRAME 50
  22. #define BASESIZE 7.5f
  23. #define SPHERE_RADIUS 0.75f
  24. #define TEX_CHECK_WIDTH 256
  25. #define TEX_CHECK_HEIGHT 256
  26. #define TEX_CHECK_SLOT_SIZE (TEX_CHECK_HEIGHT/16)
  27. #define TEX_CHECK_NUMSLOT (TEX_CHECK_HEIGHT/TEX_CHECK_SLOT_SIZE)
  28. #define TEX_REFLECT_WIDTH 256
  29. #define TEX_REFLECT_HEIGHT 256
  30. #define TEX_REFLECT_SLOT_SIZE (TEX_REFLECT_HEIGHT/16)
  31. #define TEX_REFLECT_NUMSLOT (TEX_REFLECT_HEIGHT/TEX_REFLECT_SLOT_SIZE)
  32. #ifndef M_PI
  33. #define M_PI 3.1415926535
  34. #endif
  35. #define EPSILON 0.0001
  36. #define clamp255(a) ( (a)<(0.0f) ? (0.0f) : ((a)>(255.0f) ? (255.0f) : (a)) )
  37. #define fabs(x) ((x)<0.0f?-(x):(x))
  38. #define vequ(a,b) { (a)[0]=(b)[0]; (a)[1]=(b)[1]; (a)[2]=(b)[2]; }
  39. #define vsub(a,b,c) { (a)[0]=(b)[0]-(c)[0]; (a)[1]=(b)[1]-(c)[1]; (a)[2]=(b)[2]-(c)[2]; }
  40. #define dprod(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
  41. #define vnormalize(a,b) { \
  42. register float m_norm; \
  43. m_norm=sqrt((double)dprod((a),(a))); \
  44. (a)[0] /=m_norm; \
  45. (a)[1] /=m_norm; \
  46. (a)[2] /=m_norm; }
  47. static GLubyte checkmap[TEX_CHECK_HEIGHT][TEX_CHECK_WIDTH][3];
  48. static GLuint checkid;
  49. static int checkmap_currentslot = 0;
  50. static GLubyte reflectmap[TEX_REFLECT_HEIGHT][TEX_REFLECT_WIDTH][3];
  51. static GLuint reflectid;
  52. static int reflectmap_currentslot = 0;
  53. static GLuint lightdlist;
  54. static GLuint objdlist;
  55. static float lightpos[3] = { 2.1, 2.1, 2.8 };
  56. static float objpos[3] = { 0.0, 0.0, 1.0 };
  57. static float sphere_pos[TEX_CHECK_HEIGHT][TEX_REFLECT_WIDTH][3];
  58. static int win = 0;
  59. static float fogcolor[4] = { 0.05, 0.05, 0.05, 1.0 };
  60. static float obs[3] = { 7.0, 0.0, 2.0 };
  61. static float dir[3];
  62. static float v = 0.0;
  63. static float alpha = -90.0;
  64. static float beta = 90.0;
  65. static int fog = 1;
  66. static int bfcull = 1;
  67. static int poutline = 0;
  68. static int help = 1;
  69. static int showcheckmap = 1;
  70. static int showreflectmap = 1;
  71. static int joyavailable = 0;
  72. static int joyactive = 0;
  73. static float
  74. gettime(void)
  75. {
  76. static float told = 0.0f;
  77. float tnew, ris;
  78. tnew = glutGet(GLUT_ELAPSED_TIME);
  79. ris = tnew - told;
  80. told = tnew;
  81. return ris / 1000.0;
  82. }
  83. static void
  84. calcposobs(void)
  85. {
  86. dir[0] = sin(alpha * M_PI / 180.0);
  87. dir[1] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0);
  88. dir[2] = cos(beta * M_PI / 180.0);
  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 - Togle Help");
  235. glRasterPos2i(60, 370);
  236. printstring(GLUT_BITMAP_HELVETICA_12, "f - Togle Fog");
  237. glRasterPos2i(60, 350);
  238. printstring(GLUT_BITMAP_HELVETICA_12, "b - Togle Back face culling");
  239. glRasterPos2i(60, 330);
  240. printstring(GLUT_BITMAP_HELVETICA_12, "p - Togle 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 - Togle 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 - Togle the plane texture map window");
  263. glRasterPos2i(60, 170);
  264. printstring(GLUT_BITMAP_HELVETICA_12,
  265. "2 - Togle 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 =
  332. kfact * kfact * kfact * kfact * kfact * kfact * kfact * 7.0f * 255.0f;
  333. r = r * dfact + kfact;
  334. g = g * dfact + kfact;
  335. b = b * dfact + kfact;
  336. c[0] = clamp255(r);
  337. c[1] = clamp255(g);
  338. c[2] = clamp255(b);
  339. return GL_TRUE;
  340. }
  341. static void
  342. updatecheckmap(int slot)
  343. {
  344. float c[3], ppos[3];
  345. int x, y;
  346. glBindTexture(GL_TEXTURE_2D, checkid);
  347. ppos[2] = 0.0f;
  348. for (y = slot * TEX_CHECK_SLOT_SIZE; y < (slot + 1) * TEX_CHECK_SLOT_SIZE;
  349. y++) {
  350. ppos[1] = (y / (float) TEX_CHECK_HEIGHT) * BASESIZE - BASESIZE / 2;
  351. for (x = 0; x < TEX_CHECK_WIDTH; x++) {
  352. ppos[0] = (x / (float) TEX_CHECK_WIDTH) * BASESIZE - BASESIZE / 2;
  353. colorcheckmap(ppos, c);
  354. checkmap[y][x][0] = (GLubyte) c[0];
  355. checkmap[y][x][1] = (GLubyte) c[1];
  356. checkmap[y][x][2] = (GLubyte) c[2];
  357. }
  358. }
  359. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, slot * TEX_CHECK_SLOT_SIZE,
  360. TEX_CHECK_WIDTH, TEX_CHECK_SLOT_SIZE, GL_RGB,
  361. GL_UNSIGNED_BYTE,
  362. &checkmap[slot * TEX_CHECK_SLOT_SIZE][0][0]);
  363. }
  364. static void
  365. updatereflectmap(int slot)
  366. {
  367. float rf, r, g, b, t, dfact, kfact, rdir[3];
  368. float rcol[3], ppos[3], norm[3], ldir[3], h[3], vdir[3], planepos[3];
  369. int x, y;
  370. glBindTexture(GL_TEXTURE_2D, reflectid);
  371. for (y = slot * TEX_REFLECT_SLOT_SIZE;
  372. y < (slot + 1) * TEX_REFLECT_SLOT_SIZE; y++)
  373. for (x = 0; x < TEX_REFLECT_WIDTH; x++) {
  374. ppos[0] = sphere_pos[y][x][0] + objpos[0];
  375. ppos[1] = sphere_pos[y][x][1] + objpos[1];
  376. ppos[2] = sphere_pos[y][x][2] + objpos[2];
  377. vsub(norm, ppos, objpos);
  378. vnormalize(norm, norm);
  379. vsub(ldir, lightpos, ppos);
  380. vnormalize(ldir, ldir);
  381. vsub(vdir, obs, ppos);
  382. vnormalize(vdir, vdir);
  383. rf = 2.0f * dprod(norm, vdir);
  384. if (rf > EPSILON) {
  385. rdir[0] = rf * norm[0] - vdir[0];
  386. rdir[1] = rf * norm[1] - vdir[1];
  387. rdir[2] = rf * norm[2] - vdir[2];
  388. t = -objpos[2] / rdir[2];
  389. if (t > EPSILON) {
  390. planepos[0] = objpos[0] + t * rdir[0];
  391. planepos[1] = objpos[1] + t * rdir[1];
  392. planepos[2] = 0.0f;
  393. if (!colorcheckmap(planepos, rcol))
  394. rcol[0] = rcol[1] = rcol[2] = 0.0f;
  395. }
  396. else
  397. rcol[0] = rcol[1] = rcol[2] = 0.0f;
  398. }
  399. else
  400. rcol[0] = rcol[1] = rcol[2] = 0.0f;
  401. dfact = 0.1f * dprod(ldir, norm);
  402. if (dfact < 0.0f) {
  403. dfact = 0.0f;
  404. kfact = 0.0f;
  405. }
  406. else {
  407. h[0] = 0.5f * (vdir[0] + ldir[0]);
  408. h[1] = 0.5f * (vdir[1] + ldir[1]);
  409. h[2] = 0.5f * (vdir[2] + ldir[2]);
  410. kfact = dprod(h, norm);
  411. kfact *= kfact;
  412. kfact *= kfact;
  413. kfact *= kfact;
  414. kfact *= kfact;
  415. kfact *= 10.0f;
  416. }
  417. r = dfact + kfact;
  418. g = dfact + kfact;
  419. b = dfact + kfact;
  420. r *= 255.0f;
  421. g *= 255.0f;
  422. b *= 255.0f;
  423. r += rcol[0];
  424. g += rcol[1];
  425. b += rcol[2];
  426. r = clamp255(r);
  427. g = clamp255(g);
  428. b = clamp255(b);
  429. reflectmap[y][x][0] = (GLubyte) r;
  430. reflectmap[y][x][1] = (GLubyte) g;
  431. reflectmap[y][x][2] = (GLubyte) b;
  432. }
  433. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, slot * TEX_REFLECT_SLOT_SIZE,
  434. TEX_REFLECT_WIDTH, TEX_REFLECT_SLOT_SIZE, GL_RGB,
  435. GL_UNSIGNED_BYTE,
  436. &reflectmap[slot * TEX_REFLECT_SLOT_SIZE][0][0]);
  437. }
  438. static void
  439. drawbase(void)
  440. {
  441. glColor3f(0.0, 0.0, 0.0);
  442. glBindTexture(GL_TEXTURE_2D, checkid);
  443. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  444. glBegin(GL_QUADS);
  445. glTexCoord2f(0.0f, 0.0f);
  446. glVertex3f(-BASESIZE / 2.0f, -BASESIZE / 2.0f, 0.0f);
  447. glTexCoord2f(1.0f, 0.0f);
  448. glVertex3f(BASESIZE / 2.0f, -BASESIZE / 2.0f, 0.0f);
  449. glTexCoord2f(1.0f, 1.0f);
  450. glVertex3f(BASESIZE / 2.0f, BASESIZE / 2.0f, 0.0f);
  451. glTexCoord2f(0.0f, 1.0f);
  452. glVertex3f(-BASESIZE / 2.0f, BASESIZE / 2.0f, 0.0f);
  453. glEnd();
  454. }
  455. static void
  456. drawobj(void)
  457. {
  458. glColor3f(0.0, 0.0, 0.0);
  459. glBindTexture(GL_TEXTURE_2D, reflectid);
  460. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  461. glPushMatrix();
  462. glTranslatef(objpos[0], objpos[1], objpos[2]);
  463. glCallList(objdlist);
  464. glPopMatrix();
  465. }
  466. static void
  467. dojoy(void)
  468. {
  469. #ifdef WIN32
  470. static UINT max[2] = { 0, 0 };
  471. static UINT min[2] = { 0xffffffff, 0xffffffff }, center[2];
  472. MMRESULT res;
  473. JOYINFO joy;
  474. res = joyGetPos(JOYSTICKID1, &joy);
  475. if (res == JOYERR_NOERROR) {
  476. joyavailable = 1;
  477. if (max[0] < joy.wXpos)
  478. max[0] = joy.wXpos;
  479. if (min[0] > joy.wXpos)
  480. min[0] = joy.wXpos;
  481. center[0] = (max[0] + min[0]) / 2;
  482. if (max[1] < joy.wYpos)
  483. max[1] = joy.wYpos;
  484. if (min[1] > joy.wYpos)
  485. min[1] = joy.wYpos;
  486. center[1] = (max[1] + min[1]) / 2;
  487. if (joyactive) {
  488. if (fabs(center[0] - (float) joy.wXpos) > 0.1 * (max[0] - min[0]))
  489. alpha -=
  490. 2.5 * (center[0] - (float) joy.wXpos) / (max[0] - min[0]);
  491. if (fabs(center[1] - (float) joy.wYpos) > 0.1 * (max[1] - min[1]))
  492. beta += 2.5 * (center[1] - (float) joy.wYpos) / (max[1] - min[1]);
  493. if (joy.wButtons & JOY_BUTTON1)
  494. v += 0.005;
  495. if (joy.wButtons & JOY_BUTTON2)
  496. v -= 0.005;
  497. }
  498. }
  499. else
  500. joyavailable = 0;
  501. #endif
  502. }
  503. static void
  504. updatemaps(void)
  505. {
  506. updatecheckmap(checkmap_currentslot);
  507. checkmap_currentslot = (checkmap_currentslot + 1) % TEX_CHECK_NUMSLOT;
  508. updatereflectmap(reflectmap_currentslot);
  509. reflectmap_currentslot =
  510. (reflectmap_currentslot + 1) % TEX_REFLECT_NUMSLOT;
  511. }
  512. static void
  513. draw(void)
  514. {
  515. static int count = 0;
  516. static char frbuf[80];
  517. float fr;
  518. dojoy();
  519. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  520. glEnable(GL_TEXTURE_2D);
  521. glEnable(GL_DEPTH_TEST);
  522. if (fog)
  523. glEnable(GL_FOG);
  524. else
  525. glDisable(GL_FOG);
  526. glPushMatrix();
  527. calcposobs();
  528. gluLookAt(obs[0], obs[1], obs[2],
  529. obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
  530. 0.0, 0.0, 1.0);
  531. drawbase();
  532. drawobj();
  533. glColor3f(1.0, 1.0, 1.0);
  534. glDisable(GL_TEXTURE_2D);
  535. glPushMatrix();
  536. glTranslatef(lightpos[0], lightpos[1], lightpos[2]);
  537. glCallList(lightdlist);
  538. glPopMatrix();
  539. glPopMatrix();
  540. if ((count % FRAME) == 0) {
  541. fr = gettime();
  542. sprintf(frbuf, "Frame rate: %f", FRAME / fr);
  543. }
  544. glDisable(GL_DEPTH_TEST);
  545. glDisable(GL_FOG);
  546. glMatrixMode(GL_PROJECTION);
  547. glPushMatrix();
  548. glLoadIdentity();
  549. glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0);
  550. glMatrixMode(GL_MODELVIEW);
  551. glColor3f(0.0f, 0.3f, 1.0f);
  552. if (showcheckmap) {
  553. glEnable(GL_TEXTURE_2D);
  554. glBindTexture(GL_TEXTURE_2D, checkid);
  555. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  556. glBegin(GL_QUADS);
  557. glTexCoord2f(1.0f, 0.0f);
  558. glVertex2i(10, 30);
  559. glTexCoord2f(1.0f, 1.0f);
  560. glVertex2i(10 + 90, 30);
  561. glTexCoord2f(0.0f, 1.0f);
  562. glVertex2i(10 + 90, 30 + 90);
  563. glTexCoord2f(0.0f, 0.0f);
  564. glVertex2i(10, 30 + 90);
  565. glEnd();
  566. glDisable(GL_TEXTURE_2D);
  567. glBegin(GL_LINE_LOOP);
  568. glVertex2i(10, 30);
  569. glVertex2i(10 + 90, 30);
  570. glVertex2i(10 + 90, 30 + 90);
  571. glVertex2i(10, 30 + 90);
  572. glEnd();
  573. glRasterPos2i(105, 65);
  574. printstring(GLUT_BITMAP_HELVETICA_18, "Plane Texture Map");
  575. }
  576. if (showreflectmap) {
  577. glEnable(GL_TEXTURE_2D);
  578. glBindTexture(GL_TEXTURE_2D, reflectid);
  579. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  580. glBegin(GL_QUADS);
  581. glTexCoord2f(1.0f, 0.0f);
  582. glVertex2i(540, 30);
  583. glTexCoord2f(1.0f, 1.0f);
  584. glVertex2i(540 + 90, 30);
  585. glTexCoord2f(0.0f, 1.0f);
  586. glVertex2i(540 + 90, 30 + 90);
  587. glTexCoord2f(0.0f, 0.0f);
  588. glVertex2i(540, 30 + 90);
  589. glEnd();
  590. glDisable(GL_TEXTURE_2D);
  591. glBegin(GL_LINE_LOOP);
  592. glVertex2i(540, 30);
  593. glVertex2i(540 + 90, 30);
  594. glVertex2i(540 + 90, 30 + 90);
  595. glVertex2i(540, 30 + 90);
  596. glEnd();
  597. glRasterPos2i(360, 65);
  598. printstring(GLUT_BITMAP_HELVETICA_18, "Sphere Texture Map");
  599. }
  600. glDisable(GL_TEXTURE_2D);
  601. glRasterPos2i(10, 10);
  602. printstring(GLUT_BITMAP_HELVETICA_18, frbuf);
  603. glRasterPos2i(360, 470);
  604. printstring(GLUT_BITMAP_HELVETICA_10,
  605. "Ray V1.0 Written by David Bucciarelli (tech.hmw@plus.it)");
  606. if (help)
  607. printhelp();
  608. glMatrixMode(GL_PROJECTION);
  609. glPopMatrix();
  610. glMatrixMode(GL_MODELVIEW);
  611. updatemaps();
  612. glutSwapBuffers();
  613. count++;
  614. }
  615. static void
  616. inittextures(void)
  617. {
  618. int y;
  619. glGenTextures(1, &checkid);
  620. glBindTexture(GL_TEXTURE_2D, checkid);
  621. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  622. glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_CHECK_WIDTH, TEX_CHECK_HEIGHT,
  623. 0, GL_RGB, GL_UNSIGNED_BYTE, checkmap);
  624. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  625. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  626. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  627. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  628. for (y = 0; y < TEX_CHECK_NUMSLOT; y++)
  629. updatecheckmap(y);
  630. glGenTextures(1, &reflectid);
  631. glBindTexture(GL_TEXTURE_2D, reflectid);
  632. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  633. glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_REFLECT_WIDTH, TEX_REFLECT_HEIGHT,
  634. 0, GL_RGB, GL_UNSIGNED_BYTE, reflectmap);
  635. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  636. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  637. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  638. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  639. for (y = 0; y < TEX_REFLECT_NUMSLOT; y++)
  640. updatereflectmap(y);
  641. }
  642. static void
  643. initspherepos(void)
  644. {
  645. float alpha, beta, sa, ca, sb, cb;
  646. int x, y;
  647. for (y = 0; y < TEX_REFLECT_HEIGHT; y++) {
  648. beta = M_PI - y * (M_PI / TEX_REFLECT_HEIGHT);
  649. for (x = 0; x < TEX_REFLECT_WIDTH; x++) {
  650. alpha = -x * (2.0f * M_PI / TEX_REFLECT_WIDTH);
  651. sa = sin(alpha);
  652. ca = cos(alpha);
  653. sb = sin(beta);
  654. cb = cos(beta);
  655. sphere_pos[y][x][0] = SPHERE_RADIUS * sa * sb;
  656. sphere_pos[y][x][1] = SPHERE_RADIUS * ca * sb;
  657. sphere_pos[y][x][2] = SPHERE_RADIUS * cb;
  658. }
  659. }
  660. }
  661. static void
  662. initdlists(void)
  663. {
  664. GLUquadricObj *obj;
  665. obj = gluNewQuadric();
  666. lightdlist = glGenLists(1);
  667. glNewList(lightdlist, GL_COMPILE);
  668. gluQuadricDrawStyle(obj, GLU_FILL);
  669. gluQuadricNormals(obj, GLU_NONE);
  670. gluQuadricTexture(obj, GL_TRUE);
  671. gluSphere(obj, 0.25f, 6, 6);
  672. glEndList();
  673. objdlist = glGenLists(1);
  674. glNewList(objdlist, GL_COMPILE);
  675. gluQuadricDrawStyle(obj, GLU_FILL);
  676. gluQuadricNormals(obj, GLU_NONE);
  677. gluQuadricTexture(obj, GL_TRUE);
  678. gluSphere(obj, SPHERE_RADIUS, 16, 16);
  679. glEndList();
  680. }
  681. int
  682. main(int ac, char **av)
  683. {
  684. fprintf(stderr,
  685. "Ray V1.0\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
  686. /*
  687. if(!SetPriorityClass(GetCurrentProcess(),REALTIME_PRIORITY_CLASS)) {
  688. fprintf(stderr,"Error setting the process class.\n");
  689. return 0;
  690. }
  691. if(!SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_TIME_CRITICAL)) {
  692. fprintf(stderr,"Error setting the process priority.\n");
  693. return 0;
  694. }
  695. */
  696. glutInitWindowPosition(0, 0);
  697. glutInitWindowSize(WIDTH, HEIGHT);
  698. glutInit(&ac, av);
  699. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  700. if (!(win = glutCreateWindow("Ray"))) {
  701. fprintf(stderr, "Error, couldn't open window\n");
  702. return -1;
  703. }
  704. reshape(WIDTH, HEIGHT);
  705. glShadeModel(GL_FLAT);
  706. glEnable(GL_DEPTH_TEST);
  707. glDepthFunc(GL_LEQUAL);
  708. glEnable(GL_CULL_FACE);
  709. glEnable(GL_TEXTURE_2D);
  710. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  711. glEnable(GL_FOG);
  712. glFogi(GL_FOG_MODE, GL_EXP2);
  713. glFogfv(GL_FOG_COLOR, fogcolor);
  714. glFogf(GL_FOG_DENSITY, 0.01);
  715. #ifdef FX
  716. glHint(GL_FOG_HINT, GL_NICEST);
  717. #endif
  718. calcposobs();
  719. initspherepos();
  720. inittextures();
  721. initdlists();
  722. glClearColor(fogcolor[0], fogcolor[1], fogcolor[2], fogcolor[3]);
  723. glutReshapeFunc(reshape);
  724. glutDisplayFunc(draw);
  725. glutKeyboardFunc(key);
  726. glutSpecialFunc(special);
  727. glutIdleFunc(draw);
  728. glutMainLoop();
  729. return 0;
  730. }