File: [local] / OpenXM / src / cfep / glray3.c (download)
Revision 1.1.1.1 (vendor branch), Fri Mar 3 23:31:11 2006 UTC (18 years, 6 months ago) by takayama
Branch: TAKAYAMA, MAIN
CVS Tags: R_1_3_1-2, RELEASE_1_3_1_13b, RELEASE_1_2_3_12, RELEASE_0_9, HEAD, DEB_REL_1_2_3-9 Changes since 1.1: +0 -0
lines
The initial release of cfep (cocoa front end view process for OpenXM engines).
It has been built and tested on Mac OS X 10.4 (tigers) and xcode 2.2.
The default engine is risa/asir.
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/*
* This program is under the GNU GPL.
* Use at your own risk.
*
* written by David Bucciarelli (tech.hmw@plus.it)
* Humanware s.r.l.
* MesaDemo. Mesa-5.1/progs/demos/ray.c. Modified by Nobuki Takayama. 2006-02-22.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "myenv.h"
#ifdef COCOA
#import <OpenGL/OpenGL.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
#else
#include <GL/glut.h>
#endif
#include "mygl.h"
static int WIDTH = 640;
static int HEIGHT = 480;
static GLint T0 = 0;
static GLint Frames = 0;
#define BASESIZE 7.5f
#define SPHERE_RADIUS 0.75f
#define TEX_CHECK_WIDTH 256
#define TEX_CHECK_HEIGHT 256
#define TEX_CHECK_SLOT_SIZE (TEX_CHECK_HEIGHT/16)
#define TEX_CHECK_NUMSLOT (TEX_CHECK_HEIGHT/TEX_CHECK_SLOT_SIZE)
#define TEX_REFLECT_WIDTH 256
#define TEX_REFLECT_HEIGHT 256
#define TEX_REFLECT_SLOT_SIZE (TEX_REFLECT_HEIGHT/16)
#define TEX_REFLECT_NUMSLOT (TEX_REFLECT_HEIGHT/TEX_REFLECT_SLOT_SIZE)
#ifndef M_PI
#define M_PI 3.1415926535
#endif
#define EPSILON 0.0001
#define clamp255(a) ( (a)<(0.0f) ? (0.0f) : ((a)>(255.0f) ? (255.0f) : (a)) )
#define fabs(x) ((x)<0.0f?-(x):(x))
#define vequ(a,b) { (a)[0]=(b)[0]; (a)[1]=(b)[1]; (a)[2]=(b)[2]; }
#define vsub(a,b,c) { (a)[0]=(b)[0]-(c)[0]; (a)[1]=(b)[1]-(c)[1]; (a)[2]=(b)[2]-(c)[2]; }
#define dprod(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
#define vnormalize(a,b) { \
register float m_norm; \
m_norm=sqrt((double)dprod((a),(a))); \
(a)[0] /=m_norm; \
(a)[1] /=m_norm; \
(a)[2] /=m_norm; }
static GLubyte checkmap[TEX_CHECK_HEIGHT][TEX_CHECK_WIDTH][3];
static GLuint checkid;
static int checkmap_currentslot = 0;
static GLubyte reflectmap[TEX_REFLECT_HEIGHT][TEX_REFLECT_WIDTH][3];
static GLuint reflectid;
static int reflectmap_currentslot = 0;
static GLuint lightdlist;
static GLuint objdlist;
static float lightpos[3] = { 2.1, 2.1, 2.8 };
static float objpos[3] = { 0.0, 0.0, 1.0 };
static float sphere_pos[TEX_CHECK_HEIGHT][TEX_REFLECT_WIDTH][3];
static int win = 0;
static float fogcolor[4] = { 0.05, 0.05, 0.05, 1.0 };
static float obs[3] = { 7.0, 0.0, 2.0 };
static float dir[3];
static float v = 0.0;
static float alpha = -90.0;
static float beta = 90.0;
static int fog = 1;
static int bfcull = 1;
static int poutline = 0;
static int help = 1;
static int showcheckmap = 1;
static int showreflectmap = 1;
static int joyavailable = 0;
static int joyactive = 0;
static void
calcposobs(void)
{
dir[0] = sin(alpha * M_PI / 180.0);
dir[1] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0);
dir[2] = cos(beta * M_PI / 180.0);
if (dir[0] < 1.0e-5 && dir[0] > -1.0e-5)
dir[0] = 0;
if (dir[1] < 1.0e-5 && dir[1] > -1.0e-5)
dir[1] = 0;
if (dir[2] < 1.0e-5 && dir[2] > -1.0e-5)
dir[2] = 0;
obs[0] += v * dir[0];
obs[1] += v * dir[1];
obs[2] += v * dir[2];
}
static void
reshape(int w, int h)
{
WIDTH = w;
HEIGHT = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, w / (float) h, 0.8, 40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static GLboolean
seelight(float p[3], float dir[3])
{
float c[3], b, a, d, t, dist[3];
vsub(c, p, objpos);
b = -dprod(c, dir);
a = dprod(c, c) - SPHERE_RADIUS * SPHERE_RADIUS;
if ((d = b * b - a) < 0.0 || (b < 0.0 && a > 0.0))
return GL_FALSE;
d = sqrt(d);
t = b - d;
if (t < EPSILON) {
t = b + d;
if (t < EPSILON)
return GL_FALSE;
}
vsub(dist, lightpos, p);
if (dprod(dist, dist) < t * t)
return GL_FALSE;
return GL_TRUE;
}
static int
colorcheckmap(float ppos[3], float c[3])
{
static float norm[3] = { 0.0f, 0.0f, 1.0f };
float ldir[3], vdir[3], h[3], dfact, kfact, r, g, b;
int x, y;
x = (int) ((ppos[0] + BASESIZE / 2) * (10.0f / BASESIZE));
if ((x < 0) || (x > 10))
return GL_FALSE;
y = (int) ((ppos[1] + BASESIZE / 2) * (10.0f / BASESIZE));
if ((y < 0) || (y > 10))
return GL_FALSE;
r = 255.0f;
if (y & 1) {
if (x & 1)
g = 255.0f;
else
g = 0.0f;
}
else {
if (x & 1)
g = 0.0f;
else
g = 255.0f;
}
b = 0.0f;
vsub(ldir, lightpos, ppos);
vnormalize(ldir, ldir);
if (seelight(ppos, ldir)) {
c[0] = r * 0.05f;
c[1] = g * 0.05f;
c[2] = b * 0.05f;
return GL_TRUE;
}
dfact = dprod(ldir, norm);
if (dfact < 0.0f)
dfact = 0.0f;
vsub(vdir, obs, ppos);
vnormalize(vdir, vdir);
h[0] = 0.5f * (vdir[0] + ldir[0]);
h[1] = 0.5f * (vdir[1] + ldir[1]);
h[2] = 0.5f * (vdir[2] + ldir[2]);
kfact = dprod(h, norm);
kfact = pow(kfact, 6.0) * 7.0 * 255.0;
r = r * dfact + kfact;
g = g * dfact + kfact;
b = b * dfact + kfact;
c[0] = clamp255(r);
c[1] = clamp255(g);
c[2] = clamp255(b);
return GL_TRUE;
}
static void
updatecheckmap(int slot)
{
float c[3], ppos[3];
int x, y;
glBindTexture(GL_TEXTURE_2D, checkid);
ppos[2] = 0.0f;
for (y = slot * TEX_CHECK_SLOT_SIZE; y < (slot + 1) * TEX_CHECK_SLOT_SIZE;
y++) {
ppos[1] = (y / (float) TEX_CHECK_HEIGHT) * BASESIZE - BASESIZE / 2;
for (x = 0; x < TEX_CHECK_WIDTH; x++) {
ppos[0] = (x / (float) TEX_CHECK_WIDTH) * BASESIZE - BASESIZE / 2;
colorcheckmap(ppos, c);
checkmap[y][x][0] = (GLubyte) c[0];
checkmap[y][x][1] = (GLubyte) c[1];
checkmap[y][x][2] = (GLubyte) c[2];
}
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, slot * TEX_CHECK_SLOT_SIZE,
TEX_CHECK_WIDTH, TEX_CHECK_SLOT_SIZE, GL_RGB,
GL_UNSIGNED_BYTE,
&checkmap[slot * TEX_CHECK_SLOT_SIZE][0][0]);
}
static void
updatereflectmap(int slot)
{
float rf, r, g, b, t, dfact, kfact, rdir[3];
float rcol[3], ppos[3], norm[3], ldir[3], h[3], vdir[3], planepos[3];
int x, y;
glBindTexture(GL_TEXTURE_2D, reflectid);
for (y = slot * TEX_REFLECT_SLOT_SIZE;
y < (slot + 1) * TEX_REFLECT_SLOT_SIZE; y++)
for (x = 0; x < TEX_REFLECT_WIDTH; x++) {
ppos[0] = sphere_pos[y][x][0] + objpos[0];
ppos[1] = sphere_pos[y][x][1] + objpos[1];
ppos[2] = sphere_pos[y][x][2] + objpos[2];
vsub(norm, ppos, objpos);
vnormalize(norm, norm);
vsub(ldir, lightpos, ppos);
vnormalize(ldir, ldir);
vsub(vdir, obs, ppos);
vnormalize(vdir, vdir);
rf = 2.0f * dprod(norm, vdir);
if (rf > EPSILON) {
rdir[0] = rf * norm[0] - vdir[0];
rdir[1] = rf * norm[1] - vdir[1];
rdir[2] = rf * norm[2] - vdir[2];
t = -objpos[2] / rdir[2];
if (t > EPSILON) {
planepos[0] = objpos[0] + t * rdir[0];
planepos[1] = objpos[1] + t * rdir[1];
planepos[2] = 0.0f;
if (!colorcheckmap(planepos, rcol))
rcol[0] = rcol[1] = rcol[2] = 0.0f;
}
else
rcol[0] = rcol[1] = rcol[2] = 0.0f;
}
else
rcol[0] = rcol[1] = rcol[2] = 0.0f;
dfact = 0.1f * dprod(ldir, norm);
if (dfact < 0.0f) {
dfact = 0.0f;
kfact = 0.0f;
}
else {
h[0] = 0.5f * (vdir[0] + ldir[0]);
h[1] = 0.5f * (vdir[1] + ldir[1]);
h[2] = 0.5f * (vdir[2] + ldir[2]);
kfact = dprod(h, norm);
kfact = pow(kfact, 4.0);
if (kfact < 1.0e-10)
kfact = 0.0;
}
r = dfact + kfact;
g = dfact + kfact;
b = dfact + kfact;
r *= 255.0f;
g *= 255.0f;
b *= 255.0f;
r += rcol[0];
g += rcol[1];
b += rcol[2];
r = clamp255(r);
g = clamp255(g);
b = clamp255(b);
reflectmap[y][x][0] = (GLubyte) r;
reflectmap[y][x][1] = (GLubyte) g;
reflectmap[y][x][2] = (GLubyte) b;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, slot * TEX_REFLECT_SLOT_SIZE,
TEX_REFLECT_WIDTH, TEX_REFLECT_SLOT_SIZE, GL_RGB,
GL_UNSIGNED_BYTE,
&reflectmap[slot * TEX_REFLECT_SLOT_SIZE][0][0]);
}
static void
drawbase(void)
{
glColor3f(0.0, 0.0, 0.0);
glBindTexture(GL_TEXTURE_2D, checkid);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-BASESIZE / 2.0f, -BASESIZE / 2.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(BASESIZE / 2.0f, -BASESIZE / 2.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(BASESIZE / 2.0f, BASESIZE / 2.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-BASESIZE / 2.0f, BASESIZE / 2.0f, 0.0f);
glEnd();
}
static void
drawobj(void)
{
glColor3f(0.0, 0.0, 0.0);
glBindTexture(GL_TEXTURE_2D, reflectid);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glPushMatrix();
glTranslatef(objpos[0], objpos[1], objpos[2]);
glCallList(objdlist);
glPopMatrix();
}
static void
updatemaps(void)
{
updatecheckmap(checkmap_currentslot);
checkmap_currentslot = (checkmap_currentslot + 1) % TEX_CHECK_NUMSLOT;
updatereflectmap(reflectmap_currentslot);
reflectmap_currentslot =
(reflectmap_currentslot + 1) % TEX_REFLECT_NUMSLOT;
}
static void
draw(void)
{
static char frbuf[80] = "";
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
if (fog)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
glPushMatrix();
calcposobs();
gluLookAt(obs[0], obs[1], obs[2],
obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
0.0, 0.0, 1.0);
drawbase();
drawobj();
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(lightpos[0], lightpos[1], lightpos[2]);
glCallList(lightdlist);
glPopMatrix();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glColor3f(0.0f, 0.3f, 1.0f);
if (showcheckmap) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, checkid);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f);
glVertex2i(10, 30);
glTexCoord2f(1.0f, 1.0f);
glVertex2i(10 + 90, 30);
glTexCoord2f(0.0f, 1.0f);
glVertex2i(10 + 90, 30 + 90);
glTexCoord2f(0.0f, 0.0f);
glVertex2i(10, 30 + 90);
glEnd();
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINE_LOOP);
glVertex2i(10, 30);
glVertex2i(10 + 90, 30);
glVertex2i(10 + 90, 30 + 90);
glVertex2i(10, 30 + 90);
glEnd();
glRasterPos2i(105, 65);
}
if (showreflectmap) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, reflectid);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f);
glVertex2i(540, 30);
glTexCoord2f(1.0f, 1.0f);
glVertex2i(540 + 90, 30);
glTexCoord2f(0.0f, 1.0f);
glVertex2i(540 + 90, 30 + 90);
glTexCoord2f(0.0f, 0.0f);
glVertex2i(540, 30 + 90);
glEnd();
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINE_LOOP);
glVertex2i(540, 30);
glVertex2i(540 + 90, 30);
glVertex2i(540 + 90, 30 + 90);
glVertex2i(540, 30 + 90);
glEnd();
glRasterPos2i(360, 65);
}
glDisable(GL_TEXTURE_2D);
glRasterPos2i(10, 10);
glRasterPos2i(360, 470);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
static void
inittextures(void)
{
int y;
glGenTextures(1, &checkid);
glBindTexture(GL_TEXTURE_2D, checkid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_CHECK_WIDTH, TEX_CHECK_HEIGHT,
0, GL_RGB, GL_UNSIGNED_BYTE, checkmap);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for (y = 0; y < TEX_CHECK_NUMSLOT; y++)
updatecheckmap(y);
glGenTextures(1, &reflectid);
glBindTexture(GL_TEXTURE_2D, reflectid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_REFLECT_WIDTH, TEX_REFLECT_HEIGHT,
0, GL_RGB, GL_UNSIGNED_BYTE, reflectmap);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for (y = 0; y < TEX_REFLECT_NUMSLOT; y++)
updatereflectmap(y);
}
static void
initspherepos(void)
{
float alpha, beta, sa, ca, sb, cb;
int x, y;
for (y = 0; y < TEX_REFLECT_HEIGHT; y++) {
beta = M_PI - y * (M_PI / TEX_REFLECT_HEIGHT);
for (x = 0; x < TEX_REFLECT_WIDTH; x++) {
alpha = -x * (2.0f * M_PI / TEX_REFLECT_WIDTH);
sa = sin(alpha);
ca = cos(alpha);
sb = sin(beta);
cb = cos(beta);
sphere_pos[y][x][0] = SPHERE_RADIUS * sa * sb;
sphere_pos[y][x][1] = SPHERE_RADIUS * ca * sb;
sphere_pos[y][x][2] = SPHERE_RADIUS * cb;
}
}
}
static void
initdlists(void)
{
GLUquadricObj *obj;
obj = gluNewQuadric();
lightdlist = glGenLists(1);
glNewList(lightdlist, GL_COMPILE);
gluQuadricDrawStyle(obj, GLU_FILL);
gluQuadricNormals(obj, GLU_NONE);
gluQuadricTexture(obj, GL_TRUE);
gluSphere(obj, 0.25f, 6, 6); // 0.25 is the radius.
glEndList();
objdlist = glGenLists(1);
glNewList(objdlist, GL_COMPILE);
gluQuadricDrawStyle(obj, GLU_FILL);
gluQuadricNormals(obj, GLU_NONE);
gluQuadricTexture(obj, GL_TRUE);
gluSphere(obj, SPHERE_RADIUS, 16, 16); // main sphere radius is 0.75
glEndList();
}
#ifdef MYTEST
main(int argc, char **argv) {
/* glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400,400);
glutInitWindowPosition(100,100);
glutCreateWindow("glicosahedron");
*/ // They does not work.
glutInitWindowPosition(0, 0);
glutInitWindowSize(WIDTH, HEIGHT);
// glutInit(&ac, av);
//glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH);
if (!(win = glutCreateWindow("Ray"))) {
fprintf(stderr, "Error, couldn't open window\n");
return -1;
}
glib3_ray_init();
glib3_ray_change_alpha(-90.0);
glib3_ray_change_beta(90.0);
glutReshapeFunc(reshape);
glutDisplayFunc(glib3_ray);
// glutIdleFunc(glib3_ray);
glib3_ray();
glutMainLoop();
}
#endif
void glib3_ray_change_alpha(float e) { alpha = e; }
void glib3_ray_change_beta(float e) { beta = e; }
void glib3_ray_reshape(float w,float h) {
reshape(w,h);
}
void glib3_ray() {
// glib3_ray_change_alpha(-90.0+xnear*5);
// glib3_ray_change_beta(90.0+ynear*3);
draw();
}
void glib3_ray_init() {
reshape(WIDTH, HEIGHT);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogfv(GL_FOG_COLOR, fogcolor);
glFogf(GL_FOG_DENSITY, 0.01);
calcposobs();
initspherepos();
inittextures();
initdlists();
glClearColor(fogcolor[0], fogcolor[1], fogcolor[2], fogcolor[3]);
}