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259 lines
6.5 KiB
C
259 lines
6.5 KiB
C
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/*
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* GLUT demonstration of texturing with specular highlights.
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*
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* When drawing a lit, textured surface one usually wants the specular
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* highlight to override the texture colors. However, OpenGL applies
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* texturing after lighting so the specular highlight is modulated by
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* the texture.
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*
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* The solution here shown here is a two-pass algorithm:
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* 1. Draw the textured surface without specular lighting.
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* 2. Enable blending to add the next pass:
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* 3. Redraw the surface with a matte white material and only the
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* specular components of light sources enabled.
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*
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* Brian Paul February 1997
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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static GLUquadricObj *Quadric;
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static GLuint Sphere;
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static GLfloat LightPos[4] = {10.0, 10.0, 10.0, 1.0};
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static GLfloat Delta = 1.0;
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static GLint Mode = 0;
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/*static GLfloat Blue[4] = {0.0, 0.0, 1.0, 1.0};*/
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/*static GLfloat Gray[4] = {0.5, 0.5, 0.5, 1.0};*/
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static GLfloat Black[4] = {0.0, 0.0, 0.0, 1.0};
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static GLfloat White[4] = {1.0, 1.0, 1.0, 1.0};
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static void Idle( void )
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{
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LightPos[0] += Delta;
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if (LightPos[0]>15.0)
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Delta = -1.0;
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else if (LightPos[0]<-15.0)
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Delta = 1.0;
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glutPostRedisplay();
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}
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static void Display( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
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glPushMatrix();
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glRotatef(90.0, 1.0, 0.0, 0.0);
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if (Mode==0) {
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/* Typical method: diffuse + specular + texture */
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glEnable(GL_TEXTURE_2D);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */
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glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */
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#ifdef GL_VERSION_1_2
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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#endif
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glCallList(Sphere);
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}
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else if (Mode==1) {
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/* just specular highlight */
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glDisable(GL_TEXTURE_2D);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, Black); /* disable diffuse */
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glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */
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#ifdef GL_VERSION_1_2
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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#endif
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glCallList(Sphere);
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}
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else if (Mode==2) {
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/* diffuse textured */
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glEnable(GL_TEXTURE_2D);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */
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glLightfv(GL_LIGHT0, GL_SPECULAR, Black); /* disable specular */
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#ifdef GL_VERSION_1_2
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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#endif
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glCallList(Sphere);
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}
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else if (Mode==3) {
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/* 2-pass: diffuse textured then add specular highlight*/
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glEnable(GL_TEXTURE_2D);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */
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glLightfv(GL_LIGHT0, GL_SPECULAR, Black); /* disable specular */
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#ifdef GL_VERSION_1_2
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
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#endif
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glCallList(Sphere);
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/* specular highlight */
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glDepthFunc(GL_EQUAL); /* redraw same pixels */
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND); /* add */
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glLightfv(GL_LIGHT0, GL_DIFFUSE, Black); /* disable diffuse */
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glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */
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glCallList(Sphere);
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glDepthFunc(GL_LESS);
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glDisable(GL_BLEND);
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}
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else if (Mode==4) {
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/* OpenGL 1.2's separate diffuse and specular color */
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glEnable(GL_TEXTURE_2D);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, White); /* enable diffuse */
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glLightfv(GL_LIGHT0, GL_SPECULAR, White); /* enable specular */
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#ifdef GL_VERSION_1_2
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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#endif
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glCallList(Sphere);
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}
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glPopMatrix();
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -12.0 );
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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break;
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case GLUT_KEY_DOWN:
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break;
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}
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glutPostRedisplay();
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}
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static void Init( void )
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{
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int i, j;
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GLubyte texImage[64][64][3];
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Black);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, White);
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glMaterialfv(GL_FRONT, GL_SPECULAR, White);
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glMaterialf(GL_FRONT, GL_SHININESS, 20.0);
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/* Actually, these are set again later */
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glLightfv(GL_LIGHT0, GL_DIFFUSE, White);
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glLightfv(GL_LIGHT0, GL_SPECULAR, White);
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Quadric = gluNewQuadric();
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gluQuadricTexture( Quadric, GL_TRUE );
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Sphere= glGenLists(1);
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glNewList( Sphere, GL_COMPILE );
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gluSphere( Quadric, 1.0, 24, 24 );
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glEndList();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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for (i=0;i<64;i++) {
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for (j=0;j<64;j++) {
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int k = ((i>>3)&1) ^ ((j>>3)&1);
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texImage[i][j][0] = 255*k;
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texImage[i][j][1] = 255*(1-k);
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texImage[i][j][2] = 0;
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D( GL_TEXTURE_2D,
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0,
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3,
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64, 64,
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0,
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GL_RGB, GL_UNSIGNED_BYTE,
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texImage );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_ONE, GL_ONE);
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}
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static void ModeMenu(int entry)
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{
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if (entry==99)
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exit(0);
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Mode = entry;
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}
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int main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 300, 300 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
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glutCreateWindow( "spectex" );
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Init();
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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glutIdleFunc( Idle );
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glutCreateMenu( ModeMenu );
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glutAddMenuEntry("1-pass lighting + texturing", 0);
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glutAddMenuEntry("specular lighting", 1);
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glutAddMenuEntry("diffuse lighting + texturing", 2);
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glutAddMenuEntry("2-pass lighting + texturing", 3);
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#ifdef GL_VERSION_1_2
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glutAddMenuEntry("OpenGL 1.2 separate specular", 4);
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#endif
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glutAddMenuEntry("Quit", 99);
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glutAttachMenu(GLUT_RIGHT_BUTTON);
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glutMainLoop();
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return 0;
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}
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