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/* hiddenline.c - by Tom McReynolds, SGI */
/* Line Rendering: Hidden line techniques */
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
/*
** Create a single component texture map
*/
GLfloat *make_texture(int maxs, int maxt)
{
int s, t;
static GLfloat *texture;
texture = (GLfloat *)malloc(maxs * maxt * sizeof(GLfloat));
for(t = 0; t < maxt; t++) {
for(s = 0; s < maxs; s++) {
texture[s + maxs * t] = ((s >> 4) & 0x1) ^ ((t >> 4) & 0x1);
}
}
return texture;
}
enum {FILL, WIRE, BACKFACE, FRONTLINES, DEPTH, STENCIL, FAT_STENCIL};
int rendermode = FILL;
void
menu(int selection)
{
rendermode = selection;
glutPostRedisplay();
}
/* geometry display list names */
enum {SPHERE = 1, CONE, FLOOR, WALLS};
void
drawscene(void)
{
glEnable(GL_TEXTURE_2D);
glCallList(FLOOR);
glDisable(GL_TEXTURE_2D);
glCallList(WALLS);
glPushMatrix();
glTranslatef(-40.f, -50.f, -400.f);
glCallList(SPHERE);
glPopMatrix();
glPushMatrix();
glTranslatef(20.f, -100.f, -420.f);
glCallList(CONE);
glPopMatrix();
}
/* do hidden line removal on an object in the scene */
/* use display lists to represent objects */
void
hiddenlineobj(GLint dlist)
{
GLboolean tex2d;
glGetBooleanv(GL_TEXTURE_2D, &tex2d);
if(tex2d)
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glColor3f(.7f, .7f, .7f);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0, 0); /* clear stencil for this object */
glCallList(dlist); /* draw filled object in depth buffer */
glEnable(GL_LIGHTING);
if(tex2d)
glEnable(GL_TEXTURE_2D);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /* turn off color */
glDisable(GL_DEPTH_TEST); /* turn off depth */
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glCallList(dlist); /* draw lines into stencil buffer */
glStencilFunc(GL_EQUAL, 1 , 1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glCallList(dlist); /* use lines in stencil to stencil out solid pgons */
/* clean up state */
glDisable(GL_STENCIL_TEST);
glDepthFunc(GL_LESS);
}
void
drawscenestencil(void)
{
glEnable(GL_TEXTURE_2D);
hiddenlineobj(FLOOR);
glDisable(GL_TEXTURE_2D);
hiddenlineobj(WALLS);
glPushMatrix();
glTranslatef(-40.f, -50.f, -400.f);
hiddenlineobj(SPHERE);
glPopMatrix();
glPushMatrix();
glTranslatef(20.f, -100.f, -420.f);
hiddenlineobj(CONE);
glPopMatrix();
}
/* Called when window needs to be redrawn */
void redraw(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
switch(rendermode) {
case FILL:
drawscene();
break;
case WIRE: /* basic wireframe mode */
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
drawscene();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case BACKFACE: /* use backface culling to clean things up */
glEnable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
drawscene();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_CULL_FACE);
break;
case FRONTLINES: /* use polygon mode line on front, fill on back */
glPolygonMode(GL_FRONT, GL_LINE);
drawscene();
glPolygonMode(GL_FRONT, GL_FILL);
break;
case DEPTH: /* use depth buffer to remove hidden lines */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
drawscene();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDepthFunc(GL_LEQUAL);
drawscene();
glDepthFunc(GL_LESS);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case STENCIL: /* use stencil to remove hidden lines */
glEnable(GL_CULL_FACE);
drawscenestencil();
glDisable(GL_CULL_FACE);
break;
case FAT_STENCIL: /* use stencil with fat lines to fix edges */
glLineWidth(2.f);
glEnable(GL_CULL_FACE);
drawscenestencil();
glDisable(GL_CULL_FACE);
glLineWidth(1.f);
break;
}
if(glGetError()) /* to catch programming errors; should never happen */
printf("Oops! I screwed up my OpenGL calls somewhere\n");
glFlush(); /* high end machines may need this */
}
/* ARGSUSED1 */
void key(unsigned char key, int x, int y)
{
if(key == '\033')
exit(0);
}
const int TEXDIM = 256;
/* Parse arguments, and set up interface between OpenGL and window system */
int
main(int argc, char *argv[])
{
/* material properties for objects in scene */
static GLfloat wall_mat[] = {1.f, 1.f, 1.f, 1.f};
GLfloat *tex;
static GLfloat lightpos[] = {50.f, 50.f, -320.f, 1.f};
static GLfloat sphere_mat[] = {1.f, .5f, 0.f, 1.f};
static GLfloat cone_mat[] = {0.f, .5f, 1.f, 1.f};
GLUquadricObj *sphere, *cone, *base;
glutInit(&argc, argv);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL);
(void)glutCreateWindow("hidden line removal survey");
glutDisplayFunc(redraw);
glutKeyboardFunc(key);
glutCreateMenu(menu);
glutAddMenuEntry("Solid Fill", FILL);
glutAddMenuEntry("Wireframe", WIRE);
glutAddMenuEntry("Backface Culling", BACKFACE);
glutAddMenuEntry("Frontface Lines", FRONTLINES);
glutAddMenuEntry("Depth Test", DEPTH);
glutAddMenuEntry("Stencil", STENCIL);
glutAddMenuEntry("Stencil: Fat Lines", FAT_STENCIL);
glutAttachMenu(GLUT_RIGHT_BUTTON);
/* draw a perspective scene */
glMatrixMode(GL_PROJECTION);
glFrustum(-100., 100., -100., 100., 320., 640.);
glMatrixMode(GL_MODELVIEW);
/* turn on features */
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glClearColor(.7f, .7f, .7f, .7f);
glCullFace(GL_BACK);
/* place light 0 in the right place */
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
/* remove back faces to speed things up */
glCullFace(GL_BACK);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glNewList(SPHERE, GL_COMPILE);
/* make display lists for sphere and cone; for efficiency */
sphere = gluNewQuadric();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
gluSphere(sphere, 50.f, 20, 20);
gluDeleteQuadric(sphere);
glEndList();
glNewList(CONE, GL_COMPILE);
cone = gluNewQuadric();
base = gluNewQuadric();
glPushMatrix();
glRotatef(-90.f, 1.f, 0.f, 0.f);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
gluQuadricOrientation(base, GLU_INSIDE);
gluDisk(base, 0., 40., 20, 1);
gluCylinder(cone, 40., 0., 120., 20, 20);
glPopMatrix();
gluDeleteQuadric(cone);
gluDeleteQuadric(base);
glEndList();
glNewList(FLOOR, GL_COMPILE);
/*
** Note: wall verticies are ordered so they are all front facing
** this lets me do back face culling to speed things up.
*/
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat);
/* floor */
/*
** Since we want to turn texturing on for floor only, we have to
** make floor a separate glBegin()/glEnd() sequence. You can't
** turn texturing on and off between begin and end calls
*/
glBegin(GL_QUADS);
glNormal3f(0.f, 1.f, 0.f);
glTexCoord2i(0, 0);
glVertex3f(-100.f, -100.f, -320.f);
glTexCoord2i(1, 0);
glVertex3f( 100.f, -100.f, -320.f);
glTexCoord2i(1, 1);
glVertex3f( 100.f, -100.f, -520.f);
glTexCoord2i(0, 1);
glVertex3f(-100.f, -100.f, -520.f);
glEnd();
glEndList();
/* walls */
glNewList(WALLS, GL_COMPILE);
glBegin(GL_QUADS);
/* left wall */
glNormal3f(1.f, 0.f, 0.f);
glVertex3f(-100.f, -100.f, -320.f);
glVertex3f(-100.f, -100.f, -520.f);
glVertex3f(-100.f, 100.f, -520.f);
glVertex3f(-100.f, 100.f, -320.f);
/* right wall */
glNormal3f(-1.f, 0.f, 0.f);
glVertex3f( 100.f, -100.f, -320.f);
glVertex3f( 100.f, 100.f, -320.f);
glVertex3f( 100.f, 100.f, -520.f);
glVertex3f( 100.f, -100.f, -520.f);
/* ceiling */
glNormal3f(0.f, -1.f, 0.f);
glVertex3f(-100.f, 100.f, -320.f);
glVertex3f(-100.f, 100.f, -520.f);
glVertex3f( 100.f, 100.f, -520.f);
glVertex3f( 100.f, 100.f, -320.f);
/* back wall */
glNormal3f(0.f, 0.f, 1.f);
glVertex3f(-100.f, -100.f, -520.f);
glVertex3f( 100.f, -100.f, -520.f);
glVertex3f( 100.f, 100.f, -520.f);
glVertex3f(-100.f, 100.f, -520.f);
glEnd();
glEndList();
/* load pattern for current 2d texture */
tex = make_texture(TEXDIM, TEXDIM);
glTexImage2D(GL_TEXTURE_2D, 0, 1, TEXDIM, TEXDIM, 0, GL_RED, GL_FLOAT, tex);
free(tex);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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