WIP - port to Mali EGL
[mesa-demos/mali.git] / src / demos / stex3d.c
blob45738c66232e058afe1c9692f96fc14bddeff4df
1 /*-----------------------------
2 * stex3d.c GL example of the mesa 3d-texture extention to simulate procedural
3 * texturing, it uses a perlin noise and turbulence functions.
4 *
5 * Author: Daniel Barrero
6 * barrero@irit.fr
7 * dbarrero@pegasus.uniandes.edu.co
9 * Converted to GLUT by brianp on 1/1/98
10 * Massive clean-up on 2002/10/23 by brianp
13 * cc stex3d.c -o stex3d -lglut -lMesaGLU -lMesaGL -lX11 -lXext -lm
15 *---------------------------- */
17 #include <string.h>
18 #include <stdio.h>
19 #include <stdlib.h>
20 #include <math.h>
21 #include <GL/glew.h>
22 #include "glut_wrap.h"
25 #ifndef M_PI
26 #define M_PI 3.14159265358979323846
27 #endif
29 #define NOISE_TEXTURE 1
30 #define GRADIENT_TEXTURE 2
32 #define TORUS 1
33 #define SPHERE 2
35 static int tex_width=64, tex_height=64, tex_depth=64;
36 static float angx=0, angy=0, angz=0;
37 static int texgen = 2, animate = 1, smooth = 1, wireframe = 0;
38 static int CurTexture = NOISE_TEXTURE, CurObject = TORUS;
39 static GLenum Filter = GL_LINEAR;
42 static void
43 BuildTorus(void)
45 GLint i, j;
46 float theta1, phi1, theta2, phi2, rings, sides;
47 float v0[03], v1[3], v2[3], v3[3];
48 float t0[03], t1[3], t2[3], t3[3];
49 float n0[3], n1[3], n2[3], n3[3];
50 float innerRadius = 0.25;
51 float outerRadius = 0.5;
52 float scalFac;
54 rings = 16;
55 sides = 12;
56 scalFac = 1 / (outerRadius * 2);
58 glNewList(TORUS, GL_COMPILE);
59 for (i = 0; i < rings; i++) {
60 theta1 = (float) i *2.0 * M_PI / rings;
61 theta2 = (float) (i + 1) * 2.0 * M_PI / rings;
62 for (j = 0; j < sides; j++) {
63 phi1 = (float) j *2.0 * M_PI / sides;
64 phi2 = (float) (j + 1) * 2.0 * M_PI / sides;
66 v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1));
67 v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1));
68 v0[2] = innerRadius * sin(phi1);
70 v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1));
71 v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1));
72 v1[2] = innerRadius * sin(phi1);
73 v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2));
74 v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2));
75 v2[2] = innerRadius * sin(phi2);
77 v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2));
78 v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2));
79 v3[2] = innerRadius * sin(phi2);
81 n0[0] = cos(theta1) * (cos(phi1));
82 n0[1] = -sin(theta1) * (cos(phi1));
83 n0[2] = sin(phi1);
85 n1[0] = cos(theta2) * (cos(phi1));
86 n1[1] = -sin(theta2) * (cos(phi1));
87 n1[2] = sin(phi1);
89 n2[0] = cos(theta2) * (cos(phi2));
90 n2[1] = -sin(theta2) * (cos(phi2));
91 n2[2] = sin(phi2);
93 n3[0] = cos(theta1) * (cos(phi2));
94 n3[1] = -sin(theta1) * (cos(phi2));
95 n3[2] = sin(phi2);
97 t0[0] = v0[0] * scalFac + 0.5;
98 t0[1] = v0[1] * scalFac + 0.5;
99 t0[2] = v0[2] * scalFac + 0.5;
101 t1[0] = v1[0] * scalFac + 0.5;
102 t1[1] = v1[1] * scalFac + 0.5;
103 t1[2] = v1[2] * scalFac + 0.5;
105 t2[0] = v2[0] * scalFac + 0.5;
106 t2[1] = v2[1] * scalFac + 0.5;
107 t2[2] = v2[2] * scalFac + 0.5;
109 t3[0] = v3[0] * scalFac + 0.5;
110 t3[1] = v3[1] * scalFac + 0.5;
111 t3[2] = v3[2] * scalFac + 0.5;
113 glBegin(GL_POLYGON);
114 glNormal3fv(n3);
115 glTexCoord3fv(t3);
116 glVertex3fv(v3);
117 glNormal3fv(n2);
118 glTexCoord3fv(t2);
119 glVertex3fv(v2);
120 glNormal3fv(n1);
121 glTexCoord3fv(t1);
122 glVertex3fv(v1);
123 glNormal3fv(n0);
124 glTexCoord3fv(t0);
125 glVertex3fv(v0);
126 glEnd();
129 glEndList();
133 /*--------------------------------------------------------------------
134 noise function over R3 - implemented by a pseudorandom tricubic spline
135 EXCERPTED FROM SIGGRAPH 92, COURSE 23
136 PROCEDURAL MODELING
137 Ken Perlin
138 New York University
139 ----------------------------------------------------------------------*/
142 #define DOT(a,b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2])
143 #define B 128
144 static int p[B + B + 2];
145 static float g[B + B + 2][3];
146 #define setup(i,b0,b1,r0,r1) \
147 t = vec[i] + 10000.; \
148 b0 = ((int)t) & (B-1); \
149 b1 = (b0+1) & (B-1); \
150 r0 = t - (int)t; \
151 r1 = r0 - 1.;
153 static float
154 noise3(float vec[3])
156 int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
157 float rx0, rx1, ry0, ry1, rz0, rz1, *q, sx, sy, sz, a, b, c, d, t, u, v;
158 register int i, j;
160 setup(0, bx0, bx1, rx0, rx1);
161 setup(1, by0, by1, ry0, ry1);
162 setup(2, bz0, bz1, rz0, rz1);
164 i = p[bx0];
165 j = p[bx1];
167 b00 = p[i + by0];
168 b10 = p[j + by0];
169 b01 = p[i + by1];
170 b11 = p[j + by1];
172 #define at(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
173 #define surve(t) ( t * t * (3. - 2. * t) )
174 #define lerp(t, a, b) ( a + t * (b - a) )
176 sx = surve(rx0);
177 sy = surve(ry0);
178 sz = surve(rz0);
180 q = g[b00 + bz0];
181 u = at(rx0, ry0, rz0);
182 q = g[b10 + bz0];
183 v = at(rx1, ry0, rz0);
184 a = lerp(sx, u, v);
186 q = g[b01 + bz0];
187 u = at(rx0, ry1, rz0);
188 q = g[b11 + bz0];
189 v = at(rx1, ry1, rz0);
190 b = lerp(sx, u, v);
192 c = lerp(sy, a, b); /* interpolate in y at lo x */
194 q = g[b00 + bz1];
195 u = at(rx0, ry0, rz1);
196 q = g[b10 + bz1];
197 v = at(rx1, ry0, rz1);
198 a = lerp(sx, u, v);
200 q = g[b01 + bz1];
201 u = at(rx0, ry1, rz1);
202 q = g[b11 + bz1];
203 v = at(rx1, ry1, rz1);
204 b = lerp(sx, u, v);
206 d = lerp(sy, a, b); /* interpolate in y at hi x */
208 return 1.5 * lerp(sz, c, d); /* interpolate in z */
211 static void
212 initNoise(void)
214 /*long random(); */
215 int i, j, k;
216 float v[3], s;
218 /* Create an array of random gradient vectors uniformly on the unit sphere */
219 /*srandom(1); */
220 srand(1);
221 for (i = 0; i < B; i++) {
222 do { /* Choose uniformly in a cube */
223 for (j = 0; j < 3; j++)
224 v[j] = (float) ((rand() % (B + B)) - B) / B;
225 s = DOT(v, v);
226 } while (s > 1.0); /* If not in sphere try again */
227 s = sqrt(s);
228 for (j = 0; j < 3; j++) /* Else normalize */
229 g[i][j] = v[j] / s;
232 /* Create a pseudorandom permutation of [1..B] */
233 for (i = 0; i < B; i++)
234 p[i] = i;
235 for (i = B; i > 0; i -= 2) {
236 k = p[i];
237 p[i] = p[j = rand() % B];
238 p[j] = k;
241 /* Extend g and p arrays to allow for faster indexing */
242 for (i = 0; i < B + 2; i++) {
243 p[B + i] = p[i];
244 for (j = 0; j < 3; j++)
245 g[B + i][j] = g[i][j];
250 static float
251 turbulence(float point[3], float lofreq, float hifreq)
253 float freq, t, p[3];
255 p[0] = point[0] + 123.456;
256 p[1] = point[1];
257 p[2] = point[2];
259 t = 0;
260 for (freq = lofreq; freq < hifreq; freq *= 2.) {
261 t += fabs(noise3(p)) / freq;
262 p[0] *= 2.;
263 p[1] *= 2.;
264 p[2] *= 2.;
266 return t - 0.3; /* readjust to make mean value = 0.0 */
270 static void
271 create3Dtexture(void)
273 unsigned char *voxels = NULL;
274 int i, j, k;
275 unsigned char *vp;
276 float vec[3];
277 int tmp;
279 printf("creating 3d textures...\n");
280 voxels =
281 (unsigned char *)
282 malloc((size_t) (4 * tex_width * tex_height * tex_depth));
283 vp = voxels;
284 for (i = 0; i < tex_width; i++) {
285 vec[0] = i;
286 for (j = 0; j < tex_height; j++) {
287 vec[1] = j;
288 for (k = 0; k < tex_depth; k++) {
289 vec[2] = k;
290 tmp = (sin(k * i * j + turbulence(vec, 0.01, 1)) + 1) * 127.5;
291 *vp++ = 0;
292 *vp++ = 0;
293 *vp++ = tmp;
294 *vp++ = tmp + 128;
299 printf("setting up 3d texture...\n");
301 glBindTexture(GL_TEXTURE_3D, NOISE_TEXTURE);
302 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
303 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
304 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
305 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
307 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
308 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
309 tex_width, tex_height, tex_depth,
310 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);
311 if (glGetError() == GL_OUT_OF_MEMORY)
312 printf("stex3d: Out of memory allocating %d x %d x %d RGBA texture",
313 tex_width, tex_height, tex_depth);
315 free(voxels);
317 printf("finished setting up 3d texture image.\n");
321 static void
322 printHelp(void)
324 printf("\nUsage: stex3d <cmd line options>\n");
325 printf(" cmd line options:\n");
326 printf(" -wxxx Width of the texture (Default=64)\n");
327 printf(" -hxxx Height of the texture (Default=64)\n");
328 printf(" -dxxx Depth of the texture (Default=64)\n");
329 printf(" Keyboard Options:\n");
330 printf(" up/down rotate around X\n");
331 printf(" left/right rotate around Y\n");
332 printf(" z/Z rotate around Z\n");
333 printf(" a toggle animation\n");
334 printf(" s toggle smooth shading\n");
335 printf(" t toggle texgen mode\n");
336 printf(" o toggle object: torus/sphere\n");
337 printf(" i toggle texture image: noise/gradient\n");
338 printf(" f toggle linear/nearest filtering\n");
342 static GLenum
343 parseCmdLine(int argc, char **argv)
345 GLint i;
347 for (i = 1; i < argc; i++) {
348 if (strcmp(argv[i], "-help") == 0) {
349 printHelp();
350 return GL_FALSE;
352 else if (strstr(argv[i], "-w") != NULL) {
353 tex_width = atoi((argv[i]) + 2);
355 else if (strstr(argv[i], "-h") != NULL) {
356 tex_height = atoi((argv[i]) + 2);
358 else if (strstr(argv[i], "-d") != NULL) {
359 tex_depth = atoi((argv[i]) + 2);
361 else {
362 printf("%s (Bad option).\n", argv[i]);
363 printHelp();
364 return GL_FALSE;
367 if (tex_width == 0 || tex_height == 0 || tex_depth == 0) {
368 printf("%s (Bad option).\n", "size parameters can't be 0");
369 printHelp();
370 return GL_FALSE;
372 return GL_TRUE;
376 static void
377 drawScene(void)
379 static const GLfloat sPlane[4] = { 0.5, 0, 0, -.5 };
380 static const GLfloat tPlane[4] = { 0, 0.5, 0, -.5 };
381 static const GLfloat rPlane[4] = { 0, 0, 0.5, -.5 };
383 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
384 glPushMatrix();
385 if (texgen == 2) {
386 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
387 glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
388 glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
391 glRotatef(angx, 1.0, 0.0, 0.0);
392 glRotatef(angy, 0.0, 1.0, 0.0);
393 glRotatef(angz, 0.0, 0.0, 1.0);
395 if (texgen == 1) {
396 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
397 glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
398 glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
401 if (texgen) {
402 glEnable(GL_TEXTURE_GEN_S);
403 glEnable(GL_TEXTURE_GEN_T);
404 glEnable(GL_TEXTURE_GEN_R);
406 else {
407 glDisable(GL_TEXTURE_GEN_S);
408 glDisable(GL_TEXTURE_GEN_T);
409 glDisable(GL_TEXTURE_GEN_R);
412 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, Filter);
413 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, Filter);
415 glCallList(CurObject);
416 glPopMatrix();
418 glutSwapBuffers();
422 static void
423 resize(int w, int h)
425 float ar = (float) w / (float) h;
426 float ax = 0.6 * ar;
427 float ay = 0.6;
428 glViewport(0, 0, (GLint) w, (GLint) h);
429 glMatrixMode(GL_PROJECTION);
430 glLoadIdentity();
431 glFrustum(-ax, ax, -ay, ay, 2, 20);
432 /*glOrtho(-2, 2, -2, 2, -10, 10);*/
433 glMatrixMode(GL_MODELVIEW);
434 glLoadIdentity();
435 glTranslatef(0, 0, -4);
439 static void
440 Idle(void)
442 float t = glutGet(GLUT_ELAPSED_TIME);
443 angx = 0.01 * t;
444 angy = 0.03 * t;
445 angz += 0;
446 glutPostRedisplay();
450 static void
451 SpecialKey(int k, int x, int y)
453 switch (k) {
454 case GLUT_KEY_UP:
455 angx += 5.0;
456 break;
457 case GLUT_KEY_DOWN:
458 angx -= 5.0;
459 break;
460 case GLUT_KEY_LEFT:
461 angy += 5.0;
462 break;
463 case GLUT_KEY_RIGHT:
464 angy -= 5.0;
465 break;
466 default:
467 return;
469 glutPostRedisplay();
473 static void
474 KeyHandler(unsigned char key, int x, int y)
476 static const char *mode[] = {
477 "glTexCoord3f (no texgen)",
478 "texgen fixed to object coords",
479 "texgen fixed to eye coords"
481 (void) x;
482 (void) y;
483 switch (key) {
484 case 27:
485 case 'q':
486 case 'Q': /* quit game. */
487 exit(0);
488 break;
489 case 'z':
490 angz += 10;
491 break;
492 case 'Z':
493 angz -= 10;
494 break;
495 case 's':
496 smooth = !smooth;
497 if (smooth)
498 glShadeModel(GL_SMOOTH);
499 else
500 glShadeModel(GL_FLAT);
501 break;
502 case 't':
503 texgen++;
504 if (texgen > 2)
505 texgen = 0;
506 printf("Texgen: %s\n", mode[texgen]);
507 break;
508 case 'o':
509 if (CurObject == TORUS)
510 CurObject = SPHERE;
511 else
512 CurObject = TORUS;
513 break;
514 case 'f':
515 if (Filter == GL_LINEAR)
516 Filter = GL_NEAREST;
517 else
518 Filter = GL_LINEAR;
519 break;
520 case 'i':
521 if (CurTexture == NOISE_TEXTURE)
522 CurTexture = GRADIENT_TEXTURE;
523 else
524 CurTexture = NOISE_TEXTURE;
525 glBindTexture(GL_TEXTURE_3D, CurTexture);
526 break;
527 case 'a':
528 case ' ':
529 animate = !animate;
530 if (animate)
531 glutIdleFunc(Idle);
532 else
533 glutIdleFunc(NULL);
534 break;
535 case 'w':
536 wireframe = !wireframe;
537 if (wireframe)
538 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
539 else
540 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
541 break;
542 default:
543 break;
545 glutPostRedisplay();
549 static void
550 create3Dgradient(void)
552 unsigned char *v;
553 int i, j, k;
554 unsigned char *voxels = NULL;
556 voxels = (unsigned char *) malloc(4 * tex_width * tex_height * tex_depth);
557 v = voxels;
559 for (i = 0; i < tex_depth; i++) {
560 for (j = 0; j < tex_height; j++) {
561 for (k = 0; k < tex_width; k++) {
562 GLint r = (255 * i) / (tex_depth - 1);
563 GLint g = (255 * j) / (tex_height - 1);
564 GLint b = (255 * k) / (tex_width - 1);
565 *v++ = r;
566 *v++ = g;
567 *v++ = b;
568 *v++ = 255;
574 glBindTexture(GL_TEXTURE_3D, GRADIENT_TEXTURE);
575 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
576 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
577 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
578 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
580 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
581 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
582 tex_width, tex_height, tex_depth,
583 0, GL_RGBA, GL_UNSIGNED_BYTE, voxels);
584 if (glGetError() == GL_OUT_OF_MEMORY)
585 printf("stex3d: Out of memory allocating %d x %d x %d RGBA texture",
586 tex_width, tex_height, tex_depth);
588 free(voxels);
593 static void
594 init(void)
596 static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
597 static const GLfloat mat_shininess[] = { 25.0 };
598 static const GLfloat gray[] = { 0.6, 0.6, 0.6, 0.0 };
599 static const GLfloat white[] = { 1.0, 1.0, 1.0, 0.0 };
600 static const GLfloat light_position[] = { 0.0, 1.0, 1.0, 0.0 };
602 int max;
604 /* see if we have OpenGL 1.2 or later, for 3D texturing */
606 const char *version = (const char *) glGetString(GL_VERSION);
607 if (strncmp(version, "1.0", 3) == 0 || strncmp(version, "1.1", 3) == 0) {
608 printf("Sorry, OpenGL 1.2 or later is required\n");
609 exit(1);
612 printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER));
613 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max);
614 printf("GL_MAX_3D_TEXTURE_SIZE: %d\n", max);
615 printf("Current 3D texture size: %d x %d x %d\n",
616 tex_width, tex_height, tex_depth);
618 /* init light */
619 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
620 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
621 glLightfv(GL_LIGHT1, GL_POSITION, light_position);
622 glLightfv(GL_LIGHT1, GL_AMBIENT, gray);
623 glLightfv(GL_LIGHT1, GL_DIFFUSE, white);
624 glLightfv(GL_LIGHT1, GL_SPECULAR, white);
625 glColorMaterial(GL_FRONT, GL_DIFFUSE);
626 glEnable(GL_COLOR_MATERIAL);
627 glEnable(GL_LIGHTING);
628 glEnable(GL_LIGHT1);
630 glClearColor(.5, .5, .5, 0);
633 GLUquadricObj *q;
634 q = gluNewQuadric();
635 gluQuadricTexture( q, GL_TRUE );
636 glNewList(SPHERE, GL_COMPILE);
637 gluSphere( q, 0.95, 30, 15 );
638 glEndList();
639 gluDeleteQuadric(q);
642 BuildTorus();
645 create3Dgradient();
647 initNoise();
648 create3Dtexture();
650 glEnable(GL_TEXTURE_3D);
653 glBlendFunc(GL_SRC_COLOR, GL_SRC_ALPHA);
654 glEnable(GL_BLEND);
656 glEnable(GL_DEPTH_TEST);
658 glColor3f(0.6, 0.7, 0.8);
663 main(int argc, char **argv)
665 glutInit(&argc, argv);
667 if (parseCmdLine(argc, argv) == GL_FALSE) {
668 exit(0);
671 glutInitWindowPosition(0, 0);
672 glutInitWindowSize(400, 400);
673 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
675 if (glutCreateWindow("stex3d") <= 0) {
676 exit(0);
679 glewInit();
681 init();
683 printHelp();
685 glutReshapeFunc(resize);
686 glutKeyboardFunc(KeyHandler);
687 glutSpecialFunc(SpecialKey);
688 glutDisplayFunc(drawScene);
689 if (animate)
690 glutIdleFunc(Idle);
691 glutMainLoop();
692 return 0;