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/* This program demonstrates how to use the stencil buffer to visualize
** the depth complexity of a scene.
*/
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
/* show contents of stencil buffer */
int winwid = 512;
int winht = 512;
GLubyte *stencil = 0; /* so realloc works the first time */
void resize(int wid, int ht)
{
winwid = wid;
winht = ht;
stencil = (GLubyte *)realloc((void*)stencil,
winwid * winht * sizeof(GLubyte));
glViewport(0, 0, wid, ht);
}
/* ARGSUSED1 */
void key(unsigned char key, int x, int y)
{
if(key == '\033')
exit(0);
}
int rotate = 0;
GLfloat udangle = 0.f;
GLfloat lrangle = 0.f;
void motion(int x, int y)
{
if(rotate)
{
udangle = (y - winht/2) * 360./winht;
lrangle = (x - winwid/2) * 360./winwid;
}
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
if(state == GLUT_DOWN)
switch(button)
{
case GLUT_LEFT_BUTTON: /* rotate the scene up and down */
case GLUT_MIDDLE_BUTTON: /* rotate the scene left and right */
rotate = 1;
motion(x, y);
break;
}
else
rotate = 0; /* overkill; cover right button too */
}
/* read back stencil buffer, store in memory, draw back colorized */
void showstencil(void)
{
glReadPixels(0, 0, winwid, winht, GL_STENCIL_INDEX,
GL_UNSIGNED_BYTE, stencil);
glRasterPos2i(-1, -1);
glDrawPixels(winwid, winht, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, stencil);
}
int showdepth = 0;
int depthtest = 1;
/* Called when window needs to be redrawn */
void redraw(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
if(depthtest)
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glRotatef(lrangle, 0.f, 1.f, 0.f);
glRotatef(udangle, 1.f, 0.f, 0.f);
glCallList(1); /* draw scene */
glPopMatrix();
glDisable(GL_STENCIL_TEST);
glFlush(); /* high end machines may need this */
if(depthtest)
glDisable(GL_DEPTH_TEST);
if(showdepth)
showstencil();
if(glGetError()) /* to catch programming errors; should never happen */
printf("Oops! I screwed up my OpenGL calls somewhere\n");
glutSwapBuffers();
}
/* menu entries mapped to actions */
enum {RENDER, SHOW_STENCIL, DEPTH_TEST};
void menu(int choice)
{
switch(choice)
{
case RENDER:
showdepth = 0;
break;
case SHOW_STENCIL:
showdepth = 1;
break;
case DEPTH_TEST:
depthtest = !depthtest;
if(depthtest)
/* show how many pixels were discarded by depth test */
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
else
/* show how many pixels were written to frame buffer */
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
break;
}
glutPostRedisplay();
}
typedef struct {
GLfloat r;
GLfloat g;
GLfloat b;
} Color;
/* color map to indicate different depth complexities */
Color map[] = {
{0.f, 0.f, 0.f,},
{0.f, .25f, 0.f,},
{0.f, .5f, 0.f,},
{0.f, .75f, 0.f,},
{0.f, 1.f, 0.f,},
{.25f, 1.f, 0.f,},
{.5f, 1.f, 0.f,},
{.75f, 1.f, 0.f,},
{1.f, 1.f, 0.f,},
{1.f, .75f, 0.f,},
{1.f, .5f, 0.f,},
{1.f, .25f, 0.f,},
{1.f, .0f, 0.f,},
{1.f, .0f, 0.f,},
{1.f, .0f, 0.f,},
{1.f, .0f, 0.f,}
};
/* mapsize should be a power of two */
#define mapsize 16
GLfloat lightpos[4] = {.5f, .5f, -1.f, 1.f};
main(int argc, char *argv[])
{
GLfloat rmap[mapsize], gmap[mapsize], bmap[mapsize];
int i;
glutInit(&argc, argv);
glutInitWindowSize(winwid, winht);
glutInitDisplayMode(GLUT_RGBA|GLUT_STENCIL|GLUT_DOUBLE|GLUT_DEPTH);
(void)glutCreateWindow("visualizing depth complexity");
glutDisplayFunc(redraw);
glutKeyboardFunc(key);
glutReshapeFunc(resize);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutCreateMenu(menu);
glutAddMenuEntry("Draw Scene", RENDER);
glutAddMenuEntry("Show Stencil", SHOW_STENCIL);
glutAddMenuEntry("Toggle Depth Test", DEPTH_TEST);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glStencilFunc(GL_ALWAYS, ~0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
/* draw an interesting scene */
glNewList(1, GL_COMPILE);
/* center */
glPushMatrix();
glScalef(.2f, .2f, .2f);
glutSolidTetrahedron();
glPopMatrix();
/* right */
glTranslatef(.4f, 0.f, 0.f);
glutSolidSphere(.25, 8, 8);
/* left */
glTranslatef(-.8f, 0.f, 0.f);
glutSolidSphere(.25, 8, 8);
/* bottom */
glTranslatef(.4f, -.4f, 0.f);
glutSolidSphere(.25, 8, 8);
/* top */
glTranslatef(0.f, .8f, 0.f);
glutSolidSphere(.25, 8, 8);
/* lefttop */
glTranslatef(-.5f, .1f, 0.f);
glutSolidCube(.3);
/* righttop */
glTranslatef(1.f, 0.f, 0.f);
glutSolidCube(.3);
/* rightbot */
glTranslatef(0.f, -1.f, 0.f);
glutSolidCube(.3);
/* rightbot */
glTranslatef(-1.f, 0.f, 0.f);
glutSolidCube(.3);
glEndList();
/* color ramp to show increasing complexity */
/* black shading to green to yellow to red */
for(i = 0; i < mapsize; i++)
{
rmap[i] = map[i].r;
gmap[i] = map[i].g;
bmap[i] = map[i].b;
}
glPixelMapfv(GL_PIXEL_MAP_I_TO_R, mapsize, rmap);
glPixelMapfv(GL_PIXEL_MAP_I_TO_G, mapsize, gmap);
glPixelMapfv(GL_PIXEL_MAP_I_TO_B, mapsize, bmap);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glutMainLoop();
return 0;
}
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