mesa/progs/demos/spectex.c

259 lines
6.5 KiB
C

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