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/* reflect.c */ /* * Demo of a reflective, texture-mapped surface with OpenGL. * Brian Paul (brianp@ssec.wisc.edu) August 14, 1995 * * 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 */ #define USE_ZBUFFER /* OK, without hardware support this is overkill. */ #define USE_TEXTURE #include <math.h> #include <stdio.h> #include <stdlib.h> #include "gltk.h" #define DEG2RAD (3.14159/180.0) #define TABLE_TEXTURE "../samples/1.rgb" #define MAX_OBJECTS 2 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[] = { 1.0, 1.0, 1.0, 0.6 }; static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 }; static GLfloat gray[] = { 0.4, 0.4, 0.4, 1.0 }; table_list = glGenLists(1); glNewList( table_list, GL_COMPILE ); /* load table's texture */ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_mat ); /* glMaterialfv( GL_FRONT, GL_EMISSION, gray );*/ glMaterialfv( GL_FRONT, GL_DIFFUSE, table_mat ); glMaterialfv( GL_FRONT, GL_AMBIENT, gray ); /* draw textured square for the table */ 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[] = { 0.0, 1.0, 1.0, 1.0 }; static GLfloat green[] = { 0.2, 1.0, 0.2, 1.0 }; static GLfloat black[] = { 0.0, 0.0, 0.0, 0.0 }; 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 void init( void ) { static GLfloat light_pos[] = { 0.0, 0.0, 20.0, 1.0 }; TK_RGBImageRec *image; make_table(); make_objects(); /* Setup texture */ #ifdef USE_TEXTURE image = tkRGBImageLoad( TABLE_TEXTURE ); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->sizeX, image->sizeY, GL_RGB, GL_UNSIGNED_BYTE, image->data); 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_FLAT ); glEnable( GL_LIGHT0 ); glEnable( GL_LIGHTING ); glLightfv( GL_LIGHT0, GL_POSITION, light_pos ); glClearColor( 0.5, 0.5, 0.5, 1.0 ); glEnable( GL_NORMALIZE ); } static void reshape(int w, int h) { GLfloat aspect = (float) w / (float) h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum( -aspect, aspect, -1.0, 1.0, 4.0, 300.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } 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( 0.5*spin, 0.0, 0.5, 1.0 ); glCallList( objects_list[0] ); glPopMatrix(); 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(); #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 draw_scene( 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); /* view from top */ glPushMatrix(); gluLookAt( eyex, eyey, eyez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); /* draw table into stencil planes */ 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 /* render view from below (reflected viewport) */ /* only draw where stencil==1 */ if (eyey>0.0) { glPushMatrix(); glStencilFunc( GL_EQUAL, 1, 0xffffffff ); /* draw if ==1 */ glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); glScalef( 1.0, -1.0, 1.0 ); draw_objects(eyex, eyey, eyez); glPopMatrix(); } 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 ); /* view from top */ glPushMatrix(); draw_objects(eyex, eyey, eyez); glPopMatrix(); glPopMatrix(); tkSwapBuffers(); } #if 0 void draw_scene(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); /* view from top */ glPushMatrix(); gluLookAt( eyex, eyey, eyez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); draw_table(); glPopMatrix(); tkSwapBuffers(); } #endif GLenum key( int key, GLenum mask ) { switch (key) { case 27: exit(0); break; case TK_UP: xrot += 3.0; #ifndef USE_ZBUFFER if ( xrot > 180 ) xrot = 180; #endif break; case TK_DOWN: xrot -= 3.0; #ifndef USE_ZBUFFER if ( xrot < 0 ) xrot = 0; #endif break; case TK_LEFT: yrot += 3.0; break; case TK_RIGHT: yrot -= 3.0; break; } return 0; } static void idle( void ) { spin += 2.0; yrot += 3.0; draw_scene(); } main( int argc, char *argv[] ) { tkInitDisplayMode(TK_DOUBLE | TK_RGB #ifdef USE_ZBUFFER | TK_DEPTH #endif | TK_STENCIL); tkInitPosition( 0, 0, 400, 300 ); tkInitWindow(argv[0]); tkReshapeFunc(reshape); tkDisplayFunc(draw_scene); tkKeyDownFunc(key); tkIdleFunc(idle); init(); tkExec(); }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.