/* * 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 #include #include #include #include "myenv.h" #ifdef COCOA #import #import #import #else #include #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]); }