/* 26_toon_shading.c - OpenGL-based cartoon (or "toon") shading using Cg program from Chapter 7 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 <string.h> /* for strlen */ #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_modelViewProj, myCgVertexParam_lightPosition, myCgVertexParam_eyePosition, myCgVertexParam_shininess, myCgFragmentParam_Kd, myCgFragmentParam_Ks; static const char *myProgramName = "26_toon_shading", *myVertexProgramFileName = "C9E3v_toonShading.cg", /* Page 247 */ *myVertexProgramName = "C9E3v_toonShading", *myFragmentProgramFileName = "C9E4f_toonShading.cg", /* Page 248 */ *myFragmentProgramName = "C9E4f_toonShading"; static float myProjectionMatrix[16]; static float eyeHeight = 0.0f; /* Vertical height of light. */ static float eyeAngle = 0.53f; /* Angle in radians eye rotates around monkey. */ static float lightAngle = -0.4; /* Angle light rotates around scene. */ static float lightHeight = 1.0f; /* Vertical height of light. */ static float headSpin = 0.0f; /* Head spin in degrees. */ static float shininess = 8.9f; static float Kd[4] = { 0.8f, 0.6f, 0.2f, 1.0f }; /* Diffuse color */ static float Ks[4] = { 0.3f, 0.3f, 4.0f, 0.0f }; /* Specular color */ /* Model data: MonkeyHead_vertices, MonkeyHead_normals, and MonkeyHead_triangles */ #include "MonkeyHead.h" static void drawMonkeyHead(void) { static GLfloat *texcoords = NULL; /* Malloc'ed buffer, never freed. */ /* Generate a set of 2D texture coordinate from the scaled (x,y) vertex positions. */ if (texcoords == NULL) { const int numVertices = sizeof(MonkeyHead_vertices) / (3*sizeof(MonkeyHead_vertices[0])); const float scaleFactor = 1.5; int i; texcoords = (GLfloat*) malloc(2 * numVertices * sizeof(GLfloat)); if (texcoords == NULL) { fprintf(stderr, "%s: malloc failed\n", myProgramName); exit(1); } for (i=0; i<numVertices; i++) { texcoords[i*2 + 0] = scaleFactor * MonkeyHead_vertices[i*3 + 0]; texcoords[i*2 + 1] = scaleFactor * MonkeyHead_vertices[i*3 + 1]; } } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 3*sizeof(GLfloat), MonkeyHead_vertices); glNormalPointer(GL_FLOAT, 3*sizeof(GLfloat), MonkeyHead_normals); glTexCoordPointer(2, GL_FLOAT, 2*sizeof(GLfloat), texcoords); glDrawElements(GL_TRIANGLES, 3*MonkeyHead_num_of_triangles, GL_UNSIGNED_SHORT, MonkeyHead_triangles); } 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 reshape(int width, int height); static void display(void); static void keyboard(unsigned char c, int x, int y); static void menu(int item); static void mouse(int button, int state, int x, int y); static void motion(int x, int y); /* Other forward declared functions. */ static void requestSynchronizedSwapBuffers(void); static float diffuseRamp(float x); static float specularRamp(float x); static float edgeRamp(float x); static void loadRamp(GLuint texobj, int size, float (*func)(float x)); /* Use enum to assign unique symbolic OpenGL texture names. */ enum { TO_BOGUS = 0, TO_DIFFUSE_RAMP, TO_SPECULAR_RAMP, TO_EDGE_RAMP, }; int main(int argc, char **argv) { int i; glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInit(&argc, argv); glutCreateWindow(myProgramName); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutReshapeFunc(reshape); glutMouseFunc(mouse); glutMotionFunc(motion); /* Initialize OpenGL entry points. */ if (glewInit()!=GLEW_OK || !GLEW_VERSION_1_1) { fprintf(stderr, "%s: failed to initialize GLEW, OpenGL 1.1 required.\n", myProgramName); exit(1); } requestSynchronizedSwapBuffers(); glClearColor(0.1, 0.1, 0.5, 0); /* Gray background. */ glEnable(GL_DEPTH_TEST); /* Hidden surface removal. */ myCgContext = cgCreateContext(); checkForCgError("creating context"); cgGLSetDebugMode(CG_FALSE); /* The example uses two texture units so let the Cg runtime manage binding our samplers. */ cgGLSetManageTextureParameters(myCgContext, CG_TRUE); cgSetParameterSettingMode(myCgContext, CG_DEFERRED_PARAMETER_SETTING); /* Compile and load the vertex program. */ 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"); #define GET_VERT_PARAM(name) \ myCgVertexParam_##name = \ cgGetNamedParameter(myCgVertexProgram, #name); \ checkForCgError("could not get " #name " parameter"); GET_VERT_PARAM(modelViewProj); GET_VERT_PARAM(lightPosition); GET_VERT_PARAM(eyePosition); GET_VERT_PARAM(shininess); cgSetParameter1f(myCgVertexParam_shininess, shininess); myCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT); cgGLSetOptimalOptions(myCgFragmentProfile); checkForCgError("selecting fragment profile"); /* Compile and load the fragment program. */ 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"); #define GET_FRAG_PARAM(name) \ myCgFragmentParam_##name = \ cgGetNamedParameter(myCgFragmentProgram, #name); \ checkForCgError("could not get " #name " parameter"); GET_FRAG_PARAM(Kd); GET_FRAG_PARAM(Ks); cgSetParameter4fv(myCgFragmentParam_Kd, Kd); cgSetParameter4fv(myCgFragmentParam_Ks, Ks); for (i=0; i<3; i++) { static GLuint texobj[3] = { TO_DIFFUSE_RAMP, TO_SPECULAR_RAMP, TO_EDGE_RAMP }; static const char *name[3] = { "diffuseRamp", "specularRamp", "edgeRamp" }; static float (*func[3])(float x) = { diffuseRamp, specularRamp, edgeRamp }; CGparameter sampler; sampler = cgGetNamedParameter(myCgFragmentProgram, name[i]); checkForCgError("getting sampler ramp parameter"); loadRamp(texobj[i], 256, func[i]); cgGLSetTextureParameter(sampler, texobj[i]); checkForCgError("setting sampler ramp texture"); } /* Create GLUT menu. */ glutCreateMenu(menu); glutAddMenuEntry("[ ] Animate", ' '); glutAddMenuEntry("[+] Increase shininess", ' '); glutAddMenuEntry("[-] Decrease shininess", ' '); glutAddMenuEntry("[w] Toggle wireframe", 'w'); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; } /* Callback function for loadRamp */ float diffuseRamp(float x) { if (x > 0.5) { return x*x*(3-2*x); } else { return 0.5f; } } /* Callback function for loadRamp */ float specularRamp(float x) { if (x > 0.2f) { return x; } else { return 0.0f; } } /* Callback function for loadRamp */ float edgeRamp(float x) { if (x < 0.2f) { return 1.0f; } else { return 0.85f; } } /* Create a 1D texture ramp by evaluating func over the range [0,1]. */ void loadRamp(GLuint texobj, int size, float (*func)(float x)) { int bytesForRamp = size*sizeof(float); float *ramp = malloc(bytesForRamp); float *slot = ramp; float dx = 1.0 / size; float x; int i; if (NULL == ramp) { fprintf(stderr, "%s: memory allocation failed\n", myProgramName); exit(1); } for (i=0, x=0.0, slot=ramp; i<size; i++, x += dx, slot++) { float v = func(x); *slot = v; } #ifndef GL_CLAMP_TO_EDGE #define GL_CLAMP_TO_EDGE 0x812F /* Added by OpenGL 1.2 */ #endif glBindTexture(GL_TEXTURE_1D, texobj); glTexImage1D(GL_TEXTURE_1D, 0, GL_INTENSITY16, size, 0, GL_LUMINANCE, GL_FLOAT, ramp); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } /* Forward declared routine used by reshape callback. */ static void buildPerspectiveMatrix(double fieldOfView, double aspectRatio, double zMin, double zMax, float m[16]); static void reshape(int width, int height) { double aspectRatio = (float) width / (float) height; double fieldOfView = 40.0; /* Degrees */ /* Build projection matrix once. */ buildPerspectiveMatrix(fieldOfView, aspectRatio, 1.0, 50.0, /* Znear and Zfar */ myProjectionMatrix); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fieldOfView, aspectRatio, 1.0, 50.0); /* Znear and Zfar */ glMatrixMode(GL_MODELVIEW); glViewport(0, 0, width, height); } static const double myPi = 3.14159265358979323846; static void buildPerspectiveMatrix(double fieldOfView, double aspectRatio, double zNear, double zFar, float m[16]) { double sine, cotangent, deltaZ; double radians = fieldOfView / 2.0 * myPi / 180.0; deltaZ = zFar - zNear; sine = sin(radians); /* Should be non-zero to avoid division by zero. */ assert(deltaZ); assert(sine); assert(aspectRatio); cotangent = cos(radians) / sine; m[0*4+0] = cotangent / aspectRatio; m[0*4+1] = 0.0; m[0*4+2] = 0.0; m[0*4+3] = 0.0; m[1*4+0] = 0.0; m[1*4+1] = cotangent; m[1*4+2] = 0.0; m[1*4+3] = 0.0; m[2*4+0] = 0.0; m[2*4+1] = 0.0; m[2*4+2] = -(zFar + zNear) / deltaZ; m[2*4+3] = -2 * zNear * zFar / deltaZ; m[3*4+0] = 0.0; m[3*4+1] = 0.0; m[3*4+2] = -1; m[3*4+3] = 0; } /* Build a row-major (C-style) 4x4 matrix transform based on the parameters for gluLookAt. */ static void buildLookAtMatrix(double eyex, double eyey, double eyez, double centerx, double centery, double centerz, double upx, double upy, double upz, float m[16]) { double x[3], y[3], z[3], mag; /* Difference eye and center vectors to make Z vector. */ z[0] = eyex - centerx; z[1] = eyey - centery; z[2] = eyez - centerz; /* Normalize Z. */ mag = sqrt(z[0]*z[0] + z[1]*z[1] + z[2]*z[2]); if (mag) { z[0] /= mag; z[1] /= mag; z[2] /= mag; } /* Up vector makes Y vector. */ y[0] = upx; y[1] = upy; y[2] = upz; /* X vector = Y cross Z. */ x[0] = y[1]*z[2] - y[2]*z[1]; x[1] = -y[0]*z[2] + y[2]*z[0]; x[2] = y[0]*z[1] - y[1]*z[0]; /* Recompute Y = Z cross X. */ y[0] = z[1]*x[2] - z[2]*x[1]; y[1] = -z[0]*x[2] + z[2]*x[0]; y[2] = z[0]*x[1] - z[1]*x[0]; /* Normalize X. */ mag = sqrt(x[0]*x[0] + x[1]*x[1] + x[2]*x[2]); if (mag) { x[0] /= mag; x[1] /= mag; x[2] /= mag; } /* Normalize Y. */ mag = sqrt(y[0]*y[0] + y[1]*y[1] + y[2]*y[2]); if (mag) { y[0] /= mag; y[1] /= mag; y[2] /= mag; } /* Build resulting view matrix. */ m[0*4+0] = x[0]; m[0*4+1] = x[1]; m[0*4+2] = x[2]; m[0*4+3] = -x[0]*eyex + -x[1]*eyey + -x[2]*eyez; m[1*4+0] = y[0]; m[1*4+1] = y[1]; m[1*4+2] = y[2]; m[1*4+3] = -y[0]*eyex + -y[1]*eyey + -y[2]*eyez; m[2*4+0] = z[0]; m[2*4+1] = z[1]; m[2*4+2] = z[2]; m[2*4+3] = -z[0]*eyex + -z[1]*eyey + -z[2]*eyez; m[3*4+0] = 0.0; m[3*4+1] = 0.0; m[3*4+2] = 0.0; m[3*4+3] = 1.0; } static void makeRotateMatrix(float angle, float ax, float ay, float az, float m[16]) { float radians, sine, cosine, ab, bc, ca, tx, ty, tz; float axis[3]; float mag; axis[0] = ax; axis[1] = ay; axis[2] = az; mag = sqrt(axis[0]*axis[0] + axis[1]*axis[1] + axis[2]*axis[2]); if (mag) { axis[0] /= mag; axis[1] /= mag; axis[2] /= mag; } radians = angle * myPi / 180.0; sine = sin(radians); cosine = cos(radians); ab = axis[0] * axis[1] * (1 - cosine); bc = axis[1] * axis[2] * (1 - cosine); ca = axis[2] * axis[0] * (1 - cosine); tx = axis[0] * axis[0]; ty = axis[1] * axis[1]; tz = axis[2] * axis[2]; m[0] = tx + cosine * (1 - tx); m[1] = ab + axis[2] * sine; m[2] = ca - axis[1] * sine; m[3] = 0.0f; m[4] = ab - axis[2] * sine; m[5] = ty + cosine * (1 - ty); m[6] = bc + axis[0] * sine; m[7] = 0.0f; m[8] = ca + axis[1] * sine; m[9] = bc - axis[0] * sine; m[10] = tz + cosine * (1 - tz); m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; } static void makeTranslateMatrix(float x, float y, float z, float m[16]) { m[0] = 1; m[1] = 0; m[2] = 0; m[3] = x; m[4] = 0; m[5] = 1; m[6] = 0; m[7] = y; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = z; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; } /* Simple 4x4 matrix by 4x4 matrix multiply. */ static void multMatrix(float dst[16], const float src1[16], const float src2[16]) { float tmp[16]; int i, j; for (i=0; i<4; i++) { for (j=0; j<4; j++) { tmp[i*4+j] = src1[i*4+0] * src2[0*4+j] + src1[i*4+1] * src2[1*4+j] + src1[i*4+2] * src2[2*4+j] + src1[i*4+3] * src2[3*4+j]; } } /* Copy result to dst (so dst can also be src1 or src2). */ for (i=0; i<16; i++) dst[i] = tmp[i]; } void loadMVP(const float modelView[16]) { float transpose[16]; int i, j; for (i=0; i<4; i++) { for (j=0; j<4; j++) { transpose[i*4+j] = modelView[j*4+i]; } } glLoadMatrixf(transpose); } static void display(void) { /* World-space positions for light and eye. */ const float eyePosition[4] = { 8*sin(eyeAngle), eyeHeight, 8*cos(eyeAngle), 1 }; const float lightPosition[4] = { 2.5*sin(lightAngle), lightHeight, 2.5*cos(lightAngle), 1 }; float translateMatrix[16], rotateMatrix[16], modelMatrix[16], viewMatrix[16], modelViewMatrix[16], modelViewProjMatrix[16]; buildLookAtMatrix(eyePosition[0], eyePosition[1], eyePosition[2], 0, 0, 0, 0, 1, 0, viewMatrix); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); cgGLEnableProfile(myCgVertexProfile); checkForCgError("enabling vertex profile"); cgGLEnableProfile(myCgFragmentProfile); checkForCgError("enabling fragment profile"); cgGLBindProgram(myCgVertexProgram); checkForCgError("binding vertex program"); cgGLBindProgram(myCgFragmentProgram); checkForCgError("binding fragment program"); /* modelView = rotateMatrix * translateMatrix */ makeRotateMatrix(headSpin, 0, 1, 0, rotateMatrix); makeTranslateMatrix(0, 0, 0, translateMatrix); multMatrix(modelMatrix, translateMatrix, rotateMatrix); /* Set world-space eye position. */ cgSetParameter3fv(myCgVertexParam_eyePosition, eyePosition); cgSetParameter3fv(myCgVertexParam_lightPosition, lightPosition); /* modelViewMatrix = viewMatrix * modelMatrix */ multMatrix(modelViewMatrix, viewMatrix, modelMatrix); /* modelViewProj = projectionMatrix * modelViewMatrix */ multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix); /* Set matrix parameter with row-major matrix. */ cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix); cgUpdateProgramParameters(myCgVertexProgram); drawMonkeyHead(); cgGLDisableProfile(myCgVertexProfile); checkForCgError("disabling vertex profile"); cgGLDisableProfile(myCgFragmentProfile); checkForCgError("disabling fragment profile"); glPushMatrix(); /* glLoadMatrixf expects a column-major matrix but Cg matrices are row-major (matching C/C++ arrays) so used loadMVP to transpose the Cg version. */ loadMVP(modelViewMatrix); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glColor3f(1,1,0); /* yellow */ glutSolidSphere(0.05, 10, 10); /* sphere to represent light position */ glColor3f(1,1,1); /* reset back to white */ glPopMatrix(); glutSwapBuffers(); } /* Spin the monkey's head when animating. */ static void idle(void) { headSpin -= 0.5; if (headSpin < -360) { headSpin += 360; } glutPostRedisplay(); } static void keyboard(unsigned char c, int x, int y) { static int animating = 0; static int wireframe = 0; switch (c) { case ' ': animating = !animating; /* Toggle */ if (animating) { glutIdleFunc(idle); } else { glutIdleFunc(NULL); } break; case '+': shininess *= 1.05; printf("shininess = %f\n", shininess); cgSetParameter1f(myCgVertexParam_shininess, shininess); glutPostRedisplay(); break; case '-': shininess /= 1.05; printf("shininess = %f\n", shininess); cgSetParameter1f(myCgVertexParam_shininess, shininess); glutPostRedisplay(); break; case 'w': wireframe = !wireframe; /* Toggle */ if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } glutPostRedisplay(); 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); } /* Use a motion and mouse GLUT callback to allow the viewer and light to rotate around the monkey head and move the viewer up and down. */ static int beginx, beginy; static int moving = 0; static int movingLight = 0; static int xLightBegin, yLightBegin; void motion(int x, int y) { const float heightBound = 8; if (moving) { eyeAngle += 0.005*(beginx - x); eyeHeight += 0.01*(y - beginy); if (eyeHeight > heightBound) { eyeHeight = heightBound; } if (eyeHeight < -heightBound) { eyeHeight = -heightBound; } beginx = x; beginy = y; glutPostRedisplay(); } if (movingLight) { lightAngle += 0.005*(x - xLightBegin); lightHeight += 0.03*(yLightBegin - y); xLightBegin = x; yLightBegin = y; glutPostRedisplay(); } } void mouse(int button, int state, int x, int y) { const int spinButton = GLUT_LEFT_BUTTON, lightButton = GLUT_MIDDLE_BUTTON; if (button == spinButton && state == GLUT_DOWN) { moving = 1; beginx = x; beginy = y; } if (button == spinButton && state == GLUT_UP) { moving = 0; } if (button == lightButton && state == GLUT_DOWN) { movingLight = 1; xLightBegin = x; yLightBegin = y; } if (button == lightButton && state == GLUT_UP) { movingLight = 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 }