/* Copyright (c) Mark J. Kilgard, 1996. */ /* 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 was originally written by someone else (Simon Hui?); I just added a bit more GLUT stuff to it. */ #include #include #include #include #include #define VORDER 10 #define CORDER 10 #define TORDER 3 #define VMAJOR_ORDER 2 #define VMINOR_ORDER 3 #define CMAJOR_ORDER 2 #define CMINOR_ORDER 2 #define TMAJOR_ORDER 2 #define TMINOR_ORDER 2 #define VDIM 4 #define CDIM 4 #define TDIM 2 #define ONE_D 1 #define TWO_D 2 #define EVAL 3 #define MESH 4 GLenum doubleBuffer; float rotX = 0.0, rotY = 0.0, translateZ = -1.0; GLenum arrayType = ONE_D; GLenum colorType = GL_FALSE; GLenum textureType = GL_FALSE; GLenum polygonFilled = GL_FALSE; GLenum lighting = GL_FALSE; GLenum mapPoint = GL_FALSE; GLenum mapType = EVAL; double point1[10 * 4] = { -0.5, 0.0, 0.0, 1.0, -0.4, 0.5, 0.0, 1.0, -0.3, -0.5, 0.0, 1.0, -0.2, 0.5, 0.0, 1.0, -0.1, -0.5, 0.0, 1.0, 0.0, 0.5, 0.0, 1.0, 0.1, -0.5, 0.0, 1.0, 0.2, 0.5, 0.0, 1.0, 0.3, -0.5, 0.0, 1.0, 0.4, 0.0, 0.0, 1.0, }; double cpoint1[10 * 4] = { 0.0, 0.0, 1.0, 1.0, 0.3, 0.0, 0.7, 1.0, 0.6, 0.0, 0.3, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.3, 0.0, 1.0, 1.0, 0.6, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.5, 1.0, 1.0, 1.0, 1.0, 1.0, }; double tpoint1[11 * 4] = { 0.0, 0.0, 0.0, 1.0, 0.0, 0.1, 0.0, 1.0, 0.0, 0.2, 0.0, 1.0, 0.0, 0.3, 0.0, 1.0, 0.0, 0.4, 0.0, 1.0, 0.0, 0.5, 0.0, 1.0, 0.0, 0.6, 0.0, 1.0, 0.0, 0.7, 0.0, 1.0, 0.0, 0.8, 0.0, 1.0, 0.0, 0.9, 0.0, 1.0, }; double point2[2 * 3 * 4] = { -0.5, -0.5, 0.5, 1.0, 0.0, 1.0, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.0, -1.0, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, }; double cpoint2[2 * 2 * 4] = { 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, }; double tpoint2[2 * 2 * 2] = { 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, }; float textureImage[4 * 2 * 4] = { 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, }; static void Init(void) { static float ambient[] = {0.1, 0.1, 0.1, 1.0}; static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static float position[] = {0.0, 0.0, -150.0, 0.0}; static float front_mat_diffuse[] = {1.0, 0.2, 1.0, 1.0}; static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0}; static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0}; static float lmodel_twoside[] = {GL_TRUE}; static float decal[] = {GL_DECAL}; static float repeat[] = {GL_REPEAT}; static float nr[] = {GL_NEAREST}; glFrontFace(GL_CCW); glEnable(GL_DEPTH_TEST); glMap1d(GL_MAP1_VERTEX_4, 0.0, 1.0, VDIM, VORDER, point1); glMap1d(GL_MAP1_COLOR_4, 0.0, 1.0, CDIM, CORDER, cpoint1); glMap2d(GL_MAP2_VERTEX_4, 0.0, 1.0, VMINOR_ORDER * VDIM, VMAJOR_ORDER, 0.0, 1.0, VDIM, VMINOR_ORDER, point2); glMap2d(GL_MAP2_COLOR_4, 0.0, 1.0, CMINOR_ORDER * CDIM, CMAJOR_ORDER, 0.0, 1.0, CDIM, CMINOR_ORDER, cpoint2); glMap2d(GL_MAP2_TEXTURE_COORD_2, 0.0, 1.0, TMINOR_ORDER * TDIM, TMAJOR_ORDER, 0.0, 1.0, TDIM, TMINOR_ORDER, tpoint2); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse); glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nr); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nr); glTexImage2D(GL_TEXTURE_2D, 0, 4, 2, 4, 0, GL_RGBA, GL_FLOAT, (GLvoid *) textureImage); } static void DrawPoints1(void) { GLint i; glColor3f(0.0, 1.0, 0.0); glPointSize(2); glBegin(GL_POINTS); for (i = 0; i < VORDER; i++) { glVertex4dv(&point1[i * 4]); } glEnd(); } static void DrawPoints2(void) { GLint i, j; glColor3f(1.0, 0.0, 1.0); glPointSize(2); glBegin(GL_POINTS); for (i = 0; i < VMAJOR_ORDER; i++) { for (j = 0; j < VMINOR_ORDER; j++) { glVertex4dv(&point2[i * 4 * VMINOR_ORDER + j * 4]); } } glEnd(); } static void DrawMapEval1(float du) { float u; glColor3f(1.0, 0.0, 0.0); glBegin(GL_LINE_STRIP); for (u = 0.0; u < 1.0; u += du) { glEvalCoord1d(u); } glEvalCoord1d(1.0); glEnd(); } static void DrawMapEval2(float du, float dv) { float u, v, tmp; glColor3f(1.0, 0.0, 0.0); for (v = 0.0; v < 1.0; v += dv) { glBegin(GL_QUAD_STRIP); for (u = 0.0; u <= 1.0; u += du) { glEvalCoord2d(u, v); tmp = (v + dv < 1.0) ? (v + dv) : 1.0; glEvalCoord2d(u, tmp); } glEvalCoord2d(1.0, v); glEvalCoord2d(1.0, v + dv); glEnd(); } } static void RenderEval(void) { if (colorType) { glEnable(GL_MAP1_COLOR_4); glEnable(GL_MAP2_COLOR_4); } else { glDisable(GL_MAP1_COLOR_4); glDisable(GL_MAP2_COLOR_4); } if (textureType) { glEnable(GL_TEXTURE_2D); glEnable(GL_MAP2_TEXTURE_COORD_2); } else { glDisable(GL_TEXTURE_2D); glDisable(GL_MAP2_TEXTURE_COORD_2); } if (polygonFilled) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } glShadeModel(GL_SMOOTH); switch (mapType) { case EVAL: switch (arrayType) { case ONE_D: glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); DrawPoints1(); DrawMapEval1(0.1 / VORDER); break; case TWO_D: glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); DrawPoints2(); DrawMapEval2(0.1 / VMAJOR_ORDER, 0.1 / VMINOR_ORDER); break; } break; case MESH: switch (arrayType) { case ONE_D: DrawPoints1(); glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid1d(40, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh1(GL_POINT, 0, 40); } else { glEvalMesh1(GL_LINE, 0, 40); } break; case TWO_D: DrawPoints2(); glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh2(GL_POINT, 0, 20, 0, 20); } else if (polygonFilled) { glEvalMesh2(GL_FILL, 0, 20, 0, 20); } else { glEvalMesh2(GL_LINE, 0, 20, 0, 20); } break; default:; /* Mesa makes GLenum be a C "enum" and gcc will warn if all the cases of an enum are not tested in a switch statement. Add default case to supress the error. */ } break; } } static void Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 10.0); glMatrixMode(GL_MODELVIEW); } /* ARGSUSED1 */ static void Key(unsigned char key, int x, int y) { switch (key) { case '1': arrayType = ONE_D; glDisable(GL_AUTO_NORMAL); glutPostRedisplay(); break; case '2': arrayType = TWO_D; glEnable(GL_AUTO_NORMAL); glutPostRedisplay(); break; case '3': mapType = EVAL; glutPostRedisplay(); break; case '4': mapType = MESH; glutPostRedisplay(); break; case '5': polygonFilled = !polygonFilled; glutPostRedisplay(); break; case '6': mapPoint = !mapPoint; glutPostRedisplay(); break; case '7': colorType = !colorType; glutPostRedisplay(); break; case '8': textureType = !textureType; glutPostRedisplay(); break; case '9': lighting = !lighting; if (lighting) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); if (arrayType == TWO_D) { glEnable(GL_AUTO_NORMAL); } else { glDisable(GL_AUTO_NORMAL); } } else { glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glDisable(GL_AUTO_NORMAL); } glutPostRedisplay(); break; case 27: /* Escape key. */ exit(0); } } static void Menu(int value) { /* Menu items have key values assigned to them. Just pass this value to the key routine. */ Key((unsigned char) value, 0, 0); } /* ARGSUSED1 */ static void SpecialKey(int key, int x, int y) { switch (key) { case GLUT_KEY_LEFT: rotY -= 30; glutPostRedisplay(); break; case GLUT_KEY_RIGHT: rotY += 30; glutPostRedisplay(); break; case GLUT_KEY_UP: rotX -= 30; glutPostRedisplay(); break; case GLUT_KEY_DOWN: rotX += 30; glutPostRedisplay(); break; } } static void Draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(0.0, 0.0, translateZ); glRotatef(rotX, 1, 0, 0); glRotatef(rotY, 0, 1, 0); RenderEval(); glPopMatrix(); if (doubleBuffer) { glutSwapBuffers(); } else { glFlush(); } } static void Args(int argc, char **argv) { GLint i; doubleBuffer = GL_FALSE; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-sb") == 0) { doubleBuffer = GL_FALSE; } else if (strcmp(argv[i], "-db") == 0) { doubleBuffer = GL_TRUE; } } } int main(int argc, char **argv) { GLenum type; glutInit(&argc, argv); Args(argc, argv); type = GLUT_RGB | GLUT_DEPTH; type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE; glutInitDisplayMode(type); glutInitWindowSize(300, 300); glutCreateWindow("Evaluator Test"); glutCreateMenu(Menu); glutAddMenuEntry("One dimensional", '1'); glutAddMenuEntry("Two dimensional", '2'); glutAddMenuEntry("Eval map type", '3'); glutAddMenuEntry("Mesh map type", '4'); glutAddMenuEntry("Toggle filled", '5'); glutAddMenuEntry("Toggle map point", '6'); glutAddMenuEntry("Toggle color", '7'); glutAddMenuEntry("Toggle texture", '8'); glutAddMenuEntry("Toggle lighting", '9'); glutAddMenuEntry("Quit", 27); glutAttachMenu(GLUT_RIGHT_BUTTON); glutAttachMenu(GLUT_LEFT_BUTTON); Init(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Draw); glutMainLoop(); return 0; }