/* Copyright (c) Mark J. Kilgard, 1998. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ /* This program demonstrates how to use the texture matrix and texture coordinate generation (texgen) to generate window space texture coordinates for arbitrary 3D geometry. The basic technique is to generate texture coordinates directly matching the object coordinates and using the texture matrix to mimic the viewport, projection, and modelview transformations to convert the texture coordinates into window coordinates identically to how the actual object coordinates are transformed into window space. It is important to have perspective correct texturing if you want perspective projections to look right. */ #include #include GLfloat lightDiffuse[] = {1.0, 0.0, 0.0, 1.0}; /* Red diffuse light. */ GLfloat lightPosition[] = {1.0, 1.0, 1.0, 0.0}; /* Infinite light location. */ GLfloat n[6][3] = { /* Normals for the 6 faces of a cube. */ {-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0} }; GLint faces[6][4] = { /* Vertex indices for the 6 faces of a cube. */ {0, 1, 2, 3}, {3, 2, 6, 7}, {7, 6, 5, 4}, {4, 5, 1, 0}, {5, 6, 2, 1}, {7, 4, 0, 3} }; GLfloat v[8][3]; /* Will be filled in with X,Y,Z vertexes. */ GLfloat angle = -20.0; int animating = 1; #define TEX_WIDTH 16 #define TEX_HEIGHT 16 /* Nice circle texture tiling pattern. */ static char *circles[] = { "....xxxx........", "..xxxxxxxx......", ".xxxxxxxxxx.....", ".xxx....xxx.....", "xxx......xxx....", "xxx......xxx....", "xxx......xxx....", "xxx......xxx....", ".xxx....xxx.....", ".xxxxxxxxxx.....", "..xxxxxxxx......", "....xxxx........", "................", "................", "................", "................", }; /* Nice grid texture tiling pattern. */ static char *grid[] = { "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "..............xx", "xxxxxxxxxxxxxxxx", "xxxxxxxxxxxxxxxx", }; static void makeTexture(char *pattern[]) { GLubyte floorTexture[TEX_WIDTH][TEX_HEIGHT][3]; GLubyte *loc; int s, t; /* Setup RGB image for the texture. */ loc = (GLubyte*) floorTexture; for (t = 0; t < TEX_HEIGHT; t++) { for (s = 0; s < TEX_WIDTH; s++) { if (pattern[t][s] == 'x') { /* Nice green. */ loc[0] = 0x6f; loc[1] = 0x8f; loc[2] = 0x1f; } else { /* Light gray. */ loc[0] = 0xaa; loc[1] = 0xaa; loc[2] = 0xaa; } loc += 3; } } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, floorTexture); } void drawBox(void) { int i; for (i = 0; i < 6; i++) { glBegin(GL_QUADS); glNormal3fv(&n[i][0]); glVertex3fv(&v[faces[i][0]][0]); glVertex3fv(&v[faces[i][1]][0]); glVertex3fv(&v[faces[i][2]][0]); glVertex3fv(&v[faces[i][3]][0]); glEnd(); } } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angle, 0.0, 0.0, 1.0); drawBox(); glPopMatrix(); glutSwapBuffers(); } int windowWidth; int windowHeight; int slideX = 0, slideY = 0; void configTextureMatrix(void) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); /* Shift texture in pixel units (slideX,slideY). You could use this to copensate for a viewport origin different from the window origin. */ glTranslatef(slideX/(GLfloat)TEX_WIDTH, slideY/(GLfloat)TEX_HEIGHT, 0.0); /* Scale based on the window size in pixel. */ glScalef(windowWidth/(GLfloat)TEX_WIDTH, windowHeight/(GLfloat)TEX_HEIGHT, 1.0); /* Mimic the scene's projection matrix setup. */ gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); /* Mimic the scene's view matrix setup. */ gluLookAt(0.0, 0.0, 5.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in positive Y direction */ /* Mimic the scene's model matrix setup. */ /* Adjust cube position to be aesthetic angle. */ glTranslatef(0.0, 0.0, -1.0); glRotatef(60, 1.0, 0.0, 0.0); glRotatef(angle, 0.0, 0.0, 1.0); /* Switch back to the modelview matrix. */ glMatrixMode(GL_MODELVIEW); } void idle(void) { /* Slowly rotate object. */ angle += 0.5; if (angle > 360.0) { angle -= 360.0; } /* Make sure the texture matrix mimics the changing modelview matrix. */ configTextureMatrix(); glutPostRedisplay(); } void keyboard(unsigned char c, int x, int y) { switch(c) { case 27: /* Escape */ exit(0); break; case 'h': slideX--; break; case 'j': slideY--; break; case 'k': slideY++; break; case 'l': slideX++; break; case 'r': angle += 10; break; case 'a': animating = !animating; if (animating) { glutIdleFunc(idle); } else { glutIdleFunc(NULL); } break; } configTextureMatrix(); glutPostRedisplay(); } void reshape(int width, int height) { windowWidth = width; windowHeight = height; glViewport(0, 0, width, height); configTextureMatrix(); } void init(void) { static GLfloat sPlane[4] = { 1.0, 0.0, 0.0, 0.0 }; static GLfloat tPlane[4] = { 0.0, 1.0, 0.0, 0.0 }; static GLfloat rPlane[4] = { 0.0, 0.0, 1.0, 0.0 }; static GLfloat qPlane[4] = { 0.0, 0.0, 0.0, 1.0 }; /* Setup cube vertex data. */ v[0][0] = v[1][0] = v[2][0] = v[3][0] = -1; v[4][0] = v[5][0] = v[6][0] = v[7][0] = 1; v[0][1] = v[1][1] = v[4][1] = v[5][1] = -1; v[2][1] = v[3][1] = v[6][1] = v[7][1] = 1; v[0][2] = v[3][2] = v[4][2] = v[7][2] = 1; v[1][2] = v[2][2] = v[5][2] = v[6][2] = -1; /* Use depth buffering for hidden surface elimination. */ glEnable(GL_DEPTH_TEST); /* Enable a single OpenGL light. */ glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_LIGHT0); /* Setup the view of the cube. */ glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in positive Y direction */ /* Texgen that maps object coordinates directly to texture coordinates. */ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, sPlane); glTexGenfv(GL_T, GL_OBJECT_PLANE, tPlane); glTexGenfv(GL_R, GL_OBJECT_PLANE, rPlane); glTexGenfv(GL_Q, GL_OBJECT_PLANE, qPlane); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glEnable(GL_TEXTURE_GEN_Q); /* Enable texturing. Perspective correct texturing is important to this demo! */ glEnable(GL_TEXTURE_2D); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); /* Adjust cube position to be aesthetic orientation. */ glTranslatef(0.0, 0.0, -1.0); glRotatef(60, 1.0, 0.0, 0.0); } void menu(int selection) { switch (selection) { case 1: glEnable(GL_LIGHTING); glutPostRedisplay(); break; case 2: glDisable(GL_LIGHTING); glutPostRedisplay(); break; case 3: keyboard('a', 0, 0); break; case 4: makeTexture(circles); break; case 5: makeTexture(grid); break; case 666: exit(0); } } void visibility(int state) { if (state == GLUT_VISIBLE) { if (animating) { glutIdleFunc(idle); } } else { glutIdleFunc(NULL); } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("window space aligned textures"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutVisibilityFunc(visibility); init(); makeTexture(grid); glutCreateMenu(menu); glutAddMenuEntry("Enable lighting", 1); glutAddMenuEntry("Disable lighting", 2); glutAddMenuEntry("Animating", 3); glutAddMenuEntry("Circles", 4); glutAddMenuEntry("Grid", 5); glutAddMenuEntry("Quit", 666); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }