/* 24_bump_map_torus.c - OpenGL-based bump mapping example using Cg programs from Chapter 8 of "The Cg Tutorial" (Addison-Wesley, ISBN 0321194969). */ /* Requires the OpenGL Utility Toolkit (GLUT) and Cg runtime (version 1.5 or higher). */ #include <stdio.h> /* for printf and NULL */ #include <stdlib.h> /* for exit */ #include <math.h> /* for sqrt, sin, and cos */ #include <assert.h> /* for assert */ #include <GL/glew.h> #ifdef __APPLE__ #include <GLUT/glut.h> #else #include <GL/glut.h> #endif #ifdef _WIN32 #include <GL/wglew.h> #else #ifdef __APPLE__ #include <OpenGL/OpenGL.h> #else #include <GL/glxew.h> #endif #endif #include <Cg/cg.h> /* Can't include this? Is Cg Toolkit installed! */ #include <Cg/cgGL.h> static CGcontext myCgContext; static CGprofile myCgVertexProfile, myCgFragmentProfile; static CGprogram myCgVertexProgram, myCgFragmentProgram; static CGparameter myCgVertexParam_lightPosition, myCgVertexParam_eyePosition, myCgVertexParam_modelViewProj, myCgVertexParam_torusInfo, myCgFragmentParam_ambient, myCgFragmentParam_LMd, myCgFragmentParam_LMs, myCgFragmentParam_normalMap, myCgFragmentParam_normalizeCube, myCgFragmentParam_normalizeCube2; static const char *myProgramName = "24_bump_map_torus", *myVertexProgramFileName = "C8E6v_torus.cg", /* page 223 */ *myVertexProgramName = "C8E6v_torus", *myFragmentProgramFileName = "C8E4f_specSurf.cg", /* page 209 */ *myFragmentProgramName = "C8E4f_specSurf"; static float myEyeAngle = 0, myAmbient[4] = { 0.3f, 0.3f, 0.3f, 0.3f }, /* Dull white */ myLMd[4] = { 0.9f, 0.6f, 0.3f, 1.0f }, /* Gold */ myLMs[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; /* Bright white */ /* OpenGL texture object (TO) handles. */ enum { TO_NORMALIZE_VECTOR_CUBE_MAP = 1, TO_NORMAL_MAP = 2, }; static const GLubyte myBrickNormalMapImage[3*(128*128+64*64+32*32+16*16+8*8+4*4+2*2+1*1)] = { /* RGB8 image data for a mipmapped 128x128 normal map for a brick pattern */ #include "brick_image.h" }; static const GLubyte myNormalizeVectorCubeMapImage[6*3*32*32] = { /* RGB8 image data for a normalization vector cube map with 32x32 faces */ #include "normcm_image.h" }; static void checkForCgError(const char *situation) { CGerror error; const char *string = cgGetLastErrorString(&error); if (error != CG_NO_ERROR) { printf("%s: %s: %s\n", myProgramName, situation, string); if (error == CG_COMPILER_ERROR) { printf("%s\n", cgGetLastListing(myCgContext)); } exit(1); } } /* Forward declared GLUT callbacks registered by main. */ static void display(void); static void keyboard(unsigned char c, int x, int y); static void menu(int item); static void requestSynchronizedSwapBuffers(void); int main(int argc, char **argv) { const GLubyte *image; unsigned int size, level; int face; glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInit(&argc, argv); glutCreateWindow(myProgramName); glutDisplayFunc(display); glutKeyboardFunc(keyboard); /* Initialize OpenGL entry points. */ if (glewInit()!=GLEW_OK || !GLEW_VERSION_1_3) { fprintf(stderr, "%s: failed to initialize GLEW, OpenGL 1.3 required.\n", myProgramName); exit(1); } requestSynchronizedSwapBuffers(); glClearColor(0.1, 0.3, 0.6, 0.0); /* Blue background */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 60.0, /* Field of view in degree */ 1.0, /* Aspect ratio */ 0.1, /* Z near */ 100.0); /* Z far */ glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* Tightly packed texture data. */ glBindTexture(GL_TEXTURE_2D, TO_NORMAL_MAP); /* Load each mipmap level of range-compressed 128x128 brick normal map texture. */ for (size = 128, level = 0, image = myBrickNormalMapImage; size > 0; image += 3*size*size, size /= 2, level++) { glTexImage2D(GL_TEXTURE_2D, level, GL_RGB8, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, image); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glBindTexture(GL_TEXTURE_CUBE_MAP, TO_NORMALIZE_VECTOR_CUBE_MAP); /* Load each 32x32 face (without mipmaps) of range-compressed "normalize vector" cube map. */ for (face = 0, image = myNormalizeVectorCubeMapImage; face < 6; face++, image += 3*32*32) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGB8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, image); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); myCgContext = cgCreateContext(); checkForCgError("creating context"); cgGLSetDebugMode(CG_FALSE); cgSetParameterSettingMode(myCgContext, CG_DEFERRED_PARAMETER_SETTING); myCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX); cgGLSetOptimalOptions(myCgVertexProfile); checkForCgError("selecting vertex profile"); myCgVertexProgram = cgCreateProgramFromFile( myCgContext, /* Cg runtime context */ CG_SOURCE, /* Program in human-readable form */ myVertexProgramFileName, /* Name of file containing program */ myCgVertexProfile, /* Profile: OpenGL ARB vertex program */ myVertexProgramName, /* Entry function name */ NULL); /* No extra compiler options */ checkForCgError("creating vertex program from file"); cgGLLoadProgram(myCgVertexProgram); checkForCgError("loading vertex program"); myCgVertexParam_lightPosition = cgGetNamedParameter(myCgVertexProgram, "lightPosition"); checkForCgError("could not get lightPosition parameter"); myCgVertexParam_eyePosition = cgGetNamedParameter(myCgVertexProgram, "eyePosition"); checkForCgError("could not get eyePosition parameter"); myCgVertexParam_modelViewProj = cgGetNamedParameter(myCgVertexProgram, "modelViewProj"); checkForCgError("could not get modelViewProj parameter"); myCgVertexParam_torusInfo = cgGetNamedParameter(myCgVertexProgram, "torusInfo"); checkForCgError("could not get torusInfo parameter"); myCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT); cgGLSetOptimalOptions(myCgFragmentProfile); checkForCgError("selecting fragment profile"); myCgFragmentProgram = cgCreateProgramFromFile( myCgContext, /* Cg runtime context */ CG_SOURCE, /* Program in human-readable form */ myFragmentProgramFileName, /* Name of file containing program */ myCgFragmentProfile, /* Profile: OpenGL ARB vertex program */ myFragmentProgramName, /* Entry function name */ NULL); /* No extra compiler options */ checkForCgError("creating fragment program from file"); cgGLLoadProgram(myCgFragmentProgram); checkForCgError("loading fragment program"); myCgFragmentParam_ambient = cgGetNamedParameter(myCgFragmentProgram, "ambient"); checkForCgError("getting ambient parameter"); myCgFragmentParam_LMd = cgGetNamedParameter(myCgFragmentProgram, "LMd"); checkForCgError("getting LMd parameter"); myCgFragmentParam_LMs = cgGetNamedParameter(myCgFragmentProgram, "LMs"); checkForCgError("getting LMs parameter"); myCgFragmentParam_normalMap = cgGetNamedParameter(myCgFragmentProgram, "normalMap"); checkForCgError("getting normalMap parameter"); myCgFragmentParam_normalizeCube = cgGetNamedParameter(myCgFragmentProgram, "normalizeCube"); checkForCgError("getting normalizeCube parameter"); myCgFragmentParam_normalizeCube2 = cgGetNamedParameter(myCgFragmentProgram, "normalizeCube2"); checkForCgError("getting normalizeCube2 parameter"); cgGLSetTextureParameter(myCgFragmentParam_normalMap, TO_NORMAL_MAP); checkForCgError("setting normal map 2D texture"); cgGLSetTextureParameter(myCgFragmentParam_normalizeCube, TO_NORMALIZE_VECTOR_CUBE_MAP); checkForCgError("setting 1st normalize vector cube map"); cgGLSetTextureParameter(myCgFragmentParam_normalizeCube2, TO_NORMALIZE_VECTOR_CUBE_MAP); checkForCgError("setting 2nd normalize vector cube map"); glutCreateMenu(menu); glutAddMenuEntry("[ ] Animate", ' '); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; } /* Draw a flat 2D patch that can be "rolled & bent" into a 3D torus by a vertex program. */ void drawFlatPatch(float rows, float columns) { const float m = 1.0f/columns; const float n = 1.0f/rows; int i, j; for (i=0; i<columns; i++) { glBegin(GL_QUAD_STRIP); for (j=0; j<=rows; j++) { glVertex2f(i*m, j*n); glVertex2f((i+1)*m, j*n); } glVertex2f(i*m, 0); glVertex2f((i+1)*m, 0); glEnd(); } } static void display(void) { const float outerRadius = 6, innerRadius = 2; const int sides = 20, rings = 40; const float eyeRadius = 18.0; const float eyeElevationRange = 8.0; float eyePosition[3]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); eyePosition[0] = eyeRadius * sin(myEyeAngle); eyePosition[1] = eyeElevationRange * sin(myEyeAngle); eyePosition[2] = eyeRadius * cos(myEyeAngle); glLoadIdentity(); gluLookAt( eyePosition[0], eyePosition[1], eyePosition[2], 0.0 ,0.0, 0.0, /* XYZ view center */ 0.0, 1.0, 0.0); /* Up is in positive Y direction */ cgGLBindProgram(myCgVertexProgram); checkForCgError("binding vertex program"); cgGLSetStateMatrixParameter(myCgVertexParam_modelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); checkForCgError("setting modelview-projection matrix"); cgSetParameter3f(myCgVertexParam_lightPosition, -8, 0, 15); checkForCgError("setting light position"); cgSetParameter3fv(myCgVertexParam_eyePosition, eyePosition); checkForCgError("setting eye position"); cgSetParameter2f(myCgVertexParam_torusInfo, outerRadius, innerRadius); checkForCgError("setting torus information"); cgGLEnableProfile(myCgVertexProfile); checkForCgError("enabling vertex profile"); cgGLBindProgram(myCgFragmentProgram); checkForCgError("binding fragment program"); cgSetParameter4fv(myCgFragmentParam_ambient, myAmbient); checkForCgError("setting ambient"); cgSetParameter4fv(myCgFragmentParam_LMd, myLMd); checkForCgError("setting diffuse material"); cgSetParameter4fv(myCgFragmentParam_LMs, myLMs); checkForCgError("setting specular material"); cgGLEnableTextureParameter(myCgFragmentParam_normalMap); checkForCgError("enable texture normal map"); cgGLEnableTextureParameter(myCgFragmentParam_normalizeCube); checkForCgError("enable 1st normalize vector cube map"); cgGLEnableTextureParameter(myCgFragmentParam_normalizeCube2); checkForCgError("enable 2nd normalize vector cube map"); cgGLEnableProfile(myCgFragmentProfile); checkForCgError("enabling fragment profile"); cgUpdateProgramParameters(myCgVertexProgram); cgUpdateProgramParameters(myCgFragmentProgram); drawFlatPatch(sides, rings); cgGLDisableProfile(myCgVertexProfile); checkForCgError("disabling vertex profile"); cgGLDisableProfile(myCgFragmentProfile); checkForCgError("disabling fragment profile"); glutSwapBuffers(); } static void idle(void) { myEyeAngle += 0.05f; if (myEyeAngle > 2*3.14159) myEyeAngle -= 2*3.14159; glutPostRedisplay(); } static void keyboard(unsigned char c, int x, int y) { static int animating = 0; switch (c) { case ' ': animating = !animating; /* Toggle */ if (animating) { glutIdleFunc(idle); } else { glutIdleFunc(NULL); } break; case 27: /* Esc key */ /* Demonstrate proper deallocation of Cg runtime data structures. Not strictly necessary if we are simply going to exit. */ cgDestroyProgram(myCgVertexProgram); cgDestroyContext(myCgContext); exit(0); break; } } static void menu(int item) { /* Pass menu item character code to keyboard callback. */ keyboard((unsigned char)item, 0, 0); } /* Platform-specific code to request synchronized buffer swaps. */ static void requestSynchronizedSwapBuffers(void) { #if defined(__APPLE__) #ifdef CGL_VERSION_1_2 const GLint sync = 1; #else const long sync = 1; #endif CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, &sync); #elif defined(_WIN32) if (wglSwapIntervalEXT) { wglSwapIntervalEXT(1); } #else if (glXSwapIntervalSGI) { glXSwapIntervalSGI(1); } #endif }