/* $Id: reflect.c,v 3.0 1998/02/14 18:42:29 brianp Exp $ */ /* * Demo of a reflective, texture-mapped surface with OpenGL. * Brian Paul August 14, 1995 This file is in the public domain. * * Hardware texture mapping is highly recommended! * * The basic steps are: * 1. Render the reflective object (a polygon) from the normal viewpoint, * setting the stencil planes = 1. * 2. Render the scene from a special viewpoint: the viewpoint which * is on the opposite side of the reflective plane. Only draw where * stencil = 1. This draws the objects in the reflective surface. * 3. Render the scene from the original viewpoint. This draws the * objects in the normal fashion. Use blending when drawing * the reflective, textured surface. * * This is a very crude demo. It could be much better. */ /* * Dirk Reiners (reiners@igd.fhg.de) made some modifications to this code. * * August 1996 - A few optimizations by Brian */ /* * April, 1997 - Added Mark Kilgard's changes. */ /* * $Log: reflect.c,v $ * Revision 3.0 1998/02/14 18:42:29 brianp * initial rev * */ #include #include #include #include #include #include #include "ReadTex.h" #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleReshape.h" #define USE_ZBUFFER #define USE_TEXTURE #define DEG2RAD (3.14159/180.0) #define TABLE_TEXTURE "reflect.rgb" #define MAX_OBJECTS 2 static int ImgWidth,ImgHeight; static GLenum ImgFormat; static GLubyte *Image = NULL; static GLint table_list; static GLint objects_list[MAX_OBJECTS]; static GLfloat xrot,yrot; static GLfloat spin; static void make_table(void) { static GLfloat table_mat[] = { 1.0F,1.0F,1.0F,0.6F }; static GLfloat gray[] = { 0.4F,0.4F,0.4F,1.0F }; table_list = glGenLists(1); glNewList(table_list,GL_COMPILE); glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,table_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,table_mat); glMaterialfv(GL_FRONT,GL_AMBIENT,gray); glPushMatrix(); glScalef(4.0,4.0,4.0); glBegin(GL_POLYGON); glNormal3f(0.0,1.0,0.0); glTexCoord2f(0.0,0.0); glVertex3f(-1.0,0.0, 1.0); glTexCoord2f(1.0,0.0); glVertex3f(1.0,0.0, 1.0); glTexCoord2f(1.0,1.0); glVertex3f(1.0,0.0,-1.0); glTexCoord2f(0.0,1.0); glVertex3f(-1.0,0.0,-1.0); glEnd(); glPopMatrix(); glDisable(GL_TEXTURE_2D); glEndList(); } static void make_objects(void) { GLUquadricObj *q; static GLfloat cyan[] = { 0.0F,1.0F,1.0F,1.0F }; static GLfloat green[] = { 0.2F,1.0F,0.2F,1.0F }; static GLfloat black[] = { 0.0F,0.0F,0.0F,0.0F }; q = gluNewQuadric(); gluQuadricDrawStyle(q,GLU_FILL); gluQuadricNormals(q,GLU_SMOOTH); objects_list[0] = glGenLists(1); glNewList(objects_list[0],GL_COMPILE); glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,cyan); glMaterialfv(GL_FRONT,GL_EMISSION,black); gluCylinder(q,0.5,0.5, 1.0,15,10); glEndList(); objects_list[1] = glGenLists(1); glNewList(objects_list[1],GL_COMPILE); glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,green); glMaterialfv(GL_FRONT,GL_EMISSION,black); gluCylinder(q,1.5,0.0, 2.5,15,10); glEndList(); } static GLfloat light_pos[] = { 0.0,20.0,0.0,1.0 }; static void init(void) { make_table(); make_objects(); #ifdef USE_TEXTURE Image = LoadRGBImage(TABLE_TEXTURE,&ImgWidth,&ImgHeight,&ImgFormat); if(!Image) { printf("Couldn't read %s\n",TABLE_TEXTURE); exit(0); } gluBuild2DMipmaps(GL_TEXTURE_2D,3,ImgWidth,ImgHeight,ImgFormat,GL_UNSIGNED_BYTE,Image); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); #endif xrot = 30.0; yrot = 50.0; spin = 0.0; #ifndef USE_ZBUFFER glEnable(GL_CULL_FACE); #endif glShadeModel(GL_SMOOTH); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glClearColor(0.5,0.5,0.5,1.0); glEnable(GL_NORMALIZE); } static void draw_objects(GLfloat eyex,GLfloat eyey,GLfloat eyez) { #ifndef USE_ZBUFFER if(eyex<0.5) { #endif glPushMatrix(); glTranslatef(1.0,1.5,0.0); glRotatef(spin,1.0,0.5,0.0); glRotatef(0.5F*spin,0.0,0.5,1.0); glCallList(objects_list[0]); glPopMatrix(); glPushMatrix(); glTranslatef(-1.0,(float) (0.85+3.0*fabs(cos(0.01*spin))),0.0); glRotatef(0.5F*spin,0.0,0.5,1.0); glRotatef(spin,1.0,0.5,0.0); glScalef(0.5,0.5,0.5); glCallList(objects_list[1]); glPopMatrix(); #ifndef USE_ZBUFFER } else { glPushMatrix(); glTranslatef(-1.0,0.85+3.0*fabs(cos(0.01*spin)),0.0); glRotatef(0.5*spin,0.0,0.5,1.0); glRotatef(spin,1.0,0.5,0.0); glScalef(0.5,0.5,0.5); glCallList(objects_list[1]); glPopMatrix(); glPushMatrix(); glTranslatef(1.0,1.5,0.0); glRotatef(spin,1.0,0.5,0.0); glRotatef(0.5*spin,0.0,0.5,1.0); glCallList(objects_list[0]); glPopMatrix(); } #endif } static void draw_table(void) { glCallList(table_list); } static void display(void) { GLfloat dist = 20.0; GLfloat eyex,eyey,eyez; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); eyex =(float) (dist * cos(yrot*DEG2RAD) * cos(xrot*DEG2RAD)); eyez =(float) (dist * sin(yrot*DEG2RAD) * cos(xrot*DEG2RAD)); eyey =(float) (dist * sin(xrot*DEG2RAD)); glPushMatrix(); gluLookAt(eyex,eyey,eyez,0.0,0.0,0.0, 0.0,1.0,0.0); manipulateurSouris(); manipulateurClavier(); glLightfv(GL_LIGHT0,GL_POSITION,light_pos); glEnable(GL_STENCIL_TEST); #ifdef USE_ZBUFFER glDisable(GL_DEPTH_TEST); #endif glStencilFunc(GL_ALWAYS,1,0xffffffff); glStencilOp(GL_REPLACE,GL_REPLACE,GL_REPLACE); glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE); draw_table(); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); #ifdef USE_ZBUFFER glEnable(GL_DEPTH_TEST); #endif if(eyey>0.0) { glPushMatrix(); glStencilFunc(GL_EQUAL,1,0xffffffff); glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); glScalef(1.0,-1.0,1.0); glLightfv(GL_LIGHT0,GL_POSITION,light_pos); draw_objects(eyex,eyey,eyez); glPopMatrix(); glLightfv(GL_LIGHT0,GL_POSITION,light_pos); } glDisable(GL_STENCIL_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); #ifdef USE_TEXTURE glEnable(GL_TEXTURE_2D); #endif draw_table(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glPushMatrix(); draw_objects(eyex,eyey,eyez); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); } #if 0 void display(void) { GLfloat dist = 20.0; GLfloat eyex,eyey,eyez; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); eyex = dist * cos(yrot*DEG2RAD) * cos(xrot*DEG2RAD); eyez = dist * sin(yrot*DEG2RAD) * cos(xrot*DEG2RAD); eyey = dist * sin(xrot*DEG2RAD); glPushMatrix(); gluLookAt(eyex,eyey,eyez,0.0,0.0,0.0, 0.0,1.0,0.0); manipulateurSouris(); manipulateurClavier(); draw_table(); glPopMatrix(); auxSwapBuffers(); } #endif static void idle(void) { spin += 2.0; yrot += 3.0; glutPostRedisplay() ; } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE|GLUT_STENCIL); glutInitWindowSize(400,300); glutInitWindowPosition(50,50); glutCreateWindow("Réflexions par mappage de texture"); init(); creationMenuBasique(); setParametresFrustumBasique(-1.0F,1.0F,-1.0,1.0F,4.0F,300.0F,0.0F,0.0F,0.0F); setManipulateurDistance(20.0F); glutReshapeFunc(reshapeFrustumBasique); glutIdleFunc(idle); glutKeyboardFunc(keyBasique); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }