/** * Test texturing with GL shading language. * * Copyright (C) 2007 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. */ #include #include #include #include #include #include "GL/glut.h" #include "readtex.h" #include "extfuncs.h" #include "shaderutil.h" static const char *Demo = "texdemo1"; static const char *ReflectVertFile = "reflect.vert"; static const char *CubeFragFile = "cubemap.frag"; static const char *SimpleVertFile = "simple.vert"; static const char *SimpleTexFragFile = "shadowtex.frag"; static const char *GroundImage = "../images/tile.rgb"; static GLuint Program1, Program2; static GLfloat TexXrot = 0, TexYrot = 0; static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0; static GLfloat EyeDist = 10; static GLboolean Anim = GL_TRUE; static struct uniform_info ReflectUniforms[] = { { "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, END_OF_UNIFORMS }; static struct uniform_info SimpleUniforms[] = { { "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, END_OF_UNIFORMS }; static void DrawGround(GLfloat size) { glPushMatrix(); glRotatef(90, 1, 0, 0); glNormal3f(0, 0, 1); glBegin(GL_POLYGON); glTexCoord2f(-2, -2); glVertex2f(-size, -size); glTexCoord2f( 2, -2); glVertex2f( size, -size); glTexCoord2f( 2, 2); glVertex2f( size, size); glTexCoord2f(-2, 2); glVertex2f(-size, size); glEnd(); glPopMatrix(); } static void draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glPushMatrix(); /* modelview matrix */ glTranslatef(0.0, 0.0, -EyeDist); glRotatef(Xrot, 1, 0, 0); glRotatef(Yrot, 0, 1, 0); glRotatef(Zrot, 0, 0, 1); /* sphere w/ reflection map */ glPushMatrix(); glTranslatef(0, 1, 0); glUseProgram_func(Program1); /* setup texture matrix */ glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glRotatef(-TexYrot, 0, 1, 0); glRotatef(-TexXrot, 1, 0, 0); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glutSolidSphere(2.0, 20, 20); glLoadIdentity(); /* texture matrix */ glMatrixMode(GL_MODELVIEW); glPopMatrix(); /* ground */ glUseProgram_func(Program2); glTranslatef(0, -1.0, 0); DrawGround(5); glPopMatrix(); glutSwapBuffers(); } static void idle(void) { GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME); TexYrot = t; glutPostRedisplay(); } static void key(unsigned char k, int x, int y) { (void) x; (void) y; switch (k) { case ' ': case 'a': Anim = !Anim; if (Anim) glutIdleFunc(idle); else glutIdleFunc(NULL); break; case 'z': EyeDist -= 0.5; if (EyeDist < 6.0) EyeDist = 6.0; break; case 'Z': EyeDist += 0.5; if (EyeDist > 90.0) EyeDist = 90; break; case 27: exit(0); } glutPostRedisplay(); } static void specialkey(int key, int x, int y) { GLfloat step = 2.0; (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) { GLfloat ar = (float) width / (float) height; glViewport(0, 0, (GLint)width, (GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void InitCheckers(void) { #define CUBE_TEX_SIZE 64 GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3]; static const GLubyte colors[6][3] = { { 255, 0, 0 }, /* face 0 - red */ { 0, 255, 255 }, /* face 1 - cyan */ { 0, 255, 0 }, /* face 2 - green */ { 255, 0, 255 }, /* face 3 - purple */ { 0, 0, 255 }, /* face 4 - blue */ { 255, 255, 0 } /* face 5 - yellow */ }; 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; 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); } } static void LoadFace(GLenum target, const char *filename, GLboolean flipTB, GLboolean flipLR) { GLint w, h; GLenum format; GLubyte *img = LoadRGBImage(filename, &w, &h, &format); if (!img) { printf("Error: couldn't load texture image %s\n", filename); exit(1); } assert(format == GL_RGB); /* the way the texture cube mapping works, we have to flip * images to make things look right. */ if (flipTB) { const int stride = 3 * w; GLubyte temp[3*1024]; int i; for (i = 0; i < h / 2; i++) { memcpy(temp, img + i * stride, stride); memcpy(img + i * stride, img + (h - i - 1) * stride, stride); memcpy(img + (h - i - 1) * stride, temp, stride); } } if (flipLR) { const int stride = 3 * w; GLubyte temp[3]; GLubyte *row; int i, j; for (i = 0; i < h; i++) { row = img + i * stride; for (j = 0; j < w / 2; j++) { int k = w - j - 1; temp[0] = row[j*3+0]; temp[1] = row[j*3+1]; temp[2] = row[j*3+2]; row[j*3+0] = row[k*3+0]; row[j*3+1] = row[k*3+1]; row[j*3+2] = row[k*3+2]; row[k*3+0] = temp[0]; row[k*3+1] = temp[1]; row[k*3+2] = temp[2]; } } } gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img); free(img); } static void LoadEnvmaps(void) { LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE); LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE); LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE); LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE); LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE); LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE); } static void InitTextures(GLboolean useImageFiles) { GLenum filter; /* * Env map */ glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, 1); if (useImageFiles) { LoadEnvmaps(); filter = GL_LINEAR; } else { InitCheckers(); filter = GL_NEAREST; } glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* * Ground texture */ { GLint imgWidth, imgHeight; GLenum imgFormat; GLubyte *image = NULL; image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat); if (!image) { printf("Couldn't read %s\n", GroundImage); exit(0); } glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 2); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight, imgFormat, GL_UNSIGNED_BYTE, image); free(image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } } static GLuint CreateProgram(const char *vertProgFile, const char *fragProgFile, struct uniform_info *uniforms) { GLuint fragShader, vertShader, program; vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile); fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile); program = LinkShaders(vertShader, fragShader); glUseProgram_func(program); InitUniforms(program, uniforms); return program; } static void InitPrograms(void) { Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms); Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms); } static void Init(GLboolean useImageFiles) { const char *version = (const char *) glGetString(GL_VERSION); if (version[0] != '2' || version[1] != '.') { printf("Warning: this program expects OpenGL 2.0\n"); /*exit(1);*/ } printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); GetExtensionFuncs(); InitTextures(useImageFiles); InitPrograms(); glEnable(GL_DEPTH_TEST); glClearColor(.6, .6, .9, 0); glColor3f(1.0, 1.0, 1.0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(500, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutCreateWindow(Demo); glutReshapeFunc(Reshape); glutKeyboardFunc(key); glutSpecialFunc(specialkey); glutDisplayFunc(draw); if (Anim) glutIdleFunc(idle); if (argc > 1 && strcmp(argv[1] , "-i") == 0) Init(1); else Init(0); glutMainLoop(); return 0; }