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/* softshadow2.c - by Simon Hui, 3Dfx Interactive */
/* Soft shadows using a shadow texture per polygon. Based on an algorithm */
/* described by Paul Heckbert and Michael Herf of CMU; see their web site */
/* http://www.cs.cmu.edu/ph/shadow.html for details. */
/* */
/* This program shows two methods of using precomputed, per-polygon textures */
/* to display soft shadows. The first method is a simplified version of */
/* Heckbert and Herf's algorithm: for each polygon a texture is created that */
/* encodes the full radiance, including illumination and shadows, of the */
/* polygon. The texture is created in a preprocessing step by rendering the */
/* entire scene onto the polygon from the point of view of the light. The */
/* advantage of this method is that the scene can be rerendered quickly (if */
/* only the eye moves and the scene is static), since all lighting effects */
/* have been precomputed and encoded in the texture. This method requires */
/* GL_RGB textures. */
/* */
/* The second method uses the texture as an occlusion map: the texels */
/* encode only the amount of occlusion by shadowing objects, not the full */
/* radiance. The texture is then used to modulate the lighting of the */
/* polygon during the rendering pass. This has the disadvantage of */
/* requiring OpenGL lighting during scene rendering, but it does retain some */
/* of the benefit of the first method in that all shadow effects are */
/* precomputed. This method requires GL_LUMINANCE textures. */
/* */
/* The reason for including the occlusion map method is that some OpenGL */
/* implementations support GL_RGB textures with low color resolution, */
/* resulting in noticeable banding when using radiance maps. However, these */
/* implementations may support a higher color resolution for GL_LUMINANCE */
/* textures. */
/* */
/* To use occlusion maps instead of rediance maps, run this program with */
/* "-o" on the command line. */
#include <GL/glut.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#if !defined(GL_VERSION_1_1) && !defined(GL_VERSION_1_2)
#define glBindTexture glBindTextureEXT
#define glCopyTexImage2D glCopyTexImage2DEXT
#endif
/* whether to use radiance maps or occlusion maps */
static GLboolean radianceMap = GL_TRUE;
static GLint winxsize = 480, winysize = 480;
static GLint texxsize = 128, texysize = 128;
/* texture object names */
const GLuint floorTexture = 1;
const GLuint shadowTextures = 2;
static GLfloat lightpos[4] = { 70.f, 70.f, -320.f, 1.f };
/* number of shadow textures to make and use */
static GLint numShadowTex;
/* list of polygons that have shadow textures */
GLfloat pts[][4][3] = {
/* floor */
-100.f, -100.f, -320.f,
-100.f, -100.f, -520.f,
100.f, -100.f, -320.f,
100.f, -100.f, -520.f,
/* left wall */
-100.f, -100.f, -320.f,
-100.f, 100.f, -320.f,
-100.f, -100.f, -520.f,
-100.f, 100.f, -520.f,
/* back wall */
-100.f, -100.f, -520.f,
-100.f, 100.f, -520.f,
100.f, -100.f, -520.f,
100.f, 100.f, -520.f,
/* right wall */
100.f, -100.f, -520.f,
100.f, 100.f, -520.f,
100.f, -100.f, -320.f,
100.f, 100.f, -320.f,
/* ceiling */
-100.f, 100.f, -520.f,
-100.f, 100.f, -320.f,
100.f, 100.f, -520.f,
100.f, 100.f, -320.f,
/* blue panel */
-60.f, -40.f, -400.f,
-60.f, 70.f, -400.f,
-30.f, -40.f, -480.f,
-30.f, 70.f, -480.f,
/* yellow panel */
-40.f, -50.f, -400.f,
-40.f, 50.f, -400.f,
-10.f, -50.f, -450.f,
-10.f, 50.f, -450.f,
/* red panel */
-20.f, -60.f, -400.f,
-20.f, 30.f, -400.f,
10.f, -60.f, -420.f,
10.f, 30.f, -420.f,
/* green panel */
0.f, -70.f, -400.f,
0.f, 10.f, -400.f,
30.f, -70.f, -395.f,
30.f, 10.f, -395.f,
};
GLfloat materials[][4] = {
1.0f, 1.0f, 1.0f, 1.0f, /* floor */
1.0f, 1.0f, 1.0f, 1.0f, /* left wall */
1.0f, 1.0f, 1.0f, 1.0f, /* back wall */
1.0f, 1.0f, 1.0f, 1.0f, /* right wall */
1.0f, 1.0f, 1.0f, 1.0f, /* ceiling */
0.2f, 0.5f, 1.0f, 1.0f, /* blue panel */
1.0f, 0.6f, 0.0f, 1.0f, /* yellow panel */
1.0f, 0.2f, 0.2f, 1.0f, /* red panel */
0.3f, 0.9f, 0.6f, 1.0f, /* green panel */
};
/* some simple vector utility routines */
void
vcopy(GLfloat a[3], GLfloat b[3])
{
b[0] = a[0];
b[1] = a[1];
b[2] = a[2];
}
void
vnormalize(GLfloat v[3])
{
float m = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
v[0] /= m;
v[1] /= m;
v[2] /= m;
}
void
vadd(GLfloat a[3], GLfloat b[3], GLfloat c[3])
{
c[0] = a[0] + b[0];
c[1] = a[1] + b[1];
c[2] = a[2] + b[2];
}
void
vsub(GLfloat a[3], GLfloat b[3], GLfloat c[3])
{
c[0] = a[0] - b[0];
c[1] = a[1] - b[1];
c[2] = a[2] - b[2];
}
void
vcross(GLfloat a[3], GLfloat b[3], GLfloat c[3])
{
c[0] = a[1] * b[2] - a[2] * b[1];
c[1] = -(a[0] * b[2] - a[2] * b[0]);
c[2] = a[0] * b[1] - a[1] * b[0];
}
float
vdot(GLfloat a[3], GLfloat b[3])
{
return (a[0]*b[0] + a[1]*b[1] + a[2]*b[2]);
}
void
findNormal(GLfloat pts[][3], GLfloat normal[3]) {
GLfloat a[3], b[3];
vsub(pts[1], pts[0], a);
vsub(pts[2], pts[0], b);
vcross(b, a, normal);
vnormalize(normal);
}
static GLfloat origin[4] = { 0.f, 0.f, 0.f, 1.f };
static GLfloat black[4] = { 0.f, 0.f, 0.f, 1.f };
static GLfloat ambient[4] = { 0.2f, 0.2f, 0.2f, 1.f };
void
make_shadow_texture(int index, GLfloat eyept[3], GLfloat dx, GLfloat dy)
{
GLfloat xaxis[3], yaxis[3], zaxis[3];
GLfloat cov[3]; /* center of view */
GLfloat pte[3]; /* plane to eye */
GLfloat eye[3];
GLfloat tmp[3], normal[3], dist;
GLfloat (*qpts)[3] = pts[index];
GLfloat left, right, bottom, top;
GLfloat znear = 10.f, zfar = 600.f;
GLint n;
/* For simplicity, we don't compute the transformation matrix described */
/* in Heckbert and Herf's paper. The transformation and frustum used */
/* here is much simpler. */
vcopy(eyept, eye);
vsub(qpts[1], qpts[0], yaxis);
vsub(qpts[2], qpts[0], xaxis);
vcross(yaxis, xaxis, zaxis);
vnormalize(zaxis);
vnormalize(xaxis); /* x-axis of eye coord system, in object space */
vnormalize(yaxis); /* y-axis of eye coord system, in object space */
/* jitter the eyepoint */
eye[0] += xaxis[0] * dx;
eye[1] += xaxis[1] * dx;
eye[2] += xaxis[2] * dx;
eye[0] += yaxis[0] * dy;
eye[1] += yaxis[1] * dy;
eye[2] += yaxis[2] * dy;
/* center of view is just eyepoint offset in direction of normal */
vadd(eye, zaxis, cov);
/* set up viewing matrix */
glPushMatrix();
glLoadIdentity();
gluLookAt(eye[0], eye[1], eye[2],
cov[0], cov[1], cov[2],
yaxis[0], yaxis[1], yaxis[2]);
/* compute a frustum that just encloses the polygon */
vsub(qpts[0], eye, tmp); /* from eye to 0th vertex */
left = vdot(tmp, xaxis);
vsub(qpts[2], eye, tmp); /* from eye to 2nd vertex */
right = vdot(tmp, xaxis);
vsub(qpts[0], eye, tmp); /* from eye to 0th vertex */
bottom = vdot(tmp, yaxis);
vsub(qpts[1], eye, tmp); /* from eye to 1st vertex */
top = vdot(tmp, yaxis);
/* scale the frustum values based on the distance to the polygon */
vsub(qpts[0], eye, pte);
dist = fabs(vdot(zaxis, pte));
left *= (znear/dist);
right *= (znear/dist);
bottom *= (znear/dist);
top *= (znear/dist);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glFrustum(left, right, bottom, top, znear, zfar);
glMatrixMode(GL_MODELVIEW);
if (radianceMap) {
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materials[index]);
} else {
glDisable(GL_LIGHTING);
}
glDisable(GL_TEXTURE_2D);
for (n=0; n < numShadowTex; n++) {
qpts = pts[n];
if (radianceMap) {
glColor3f(1.f, 1.f, 1.f);
findNormal(qpts, normal);
glNormal3fv(normal);
if (n == index) {
/* draw this poly with ambient and diffuse lighting */
glEnable(GL_LIGHT0);
} else {
/* draw other polys with ambient lighting only */
glDisable(GL_LIGHT0);
}
} else {
if (n == index) {
/* this poly has full intensity, no occlusion */
glColor3f(1.f, 1.f, 1.f);
} else {
/* all other polys just occlude the light */
glColor3f(0.f, 0.f, 0.f);
}
}
glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(qpts[0]);
glVertex3fv(qpts[1]);
glVertex3fv(qpts[2]);
glVertex3fv(qpts[3]);
glEnd();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
void make_all_shadow_textures(float eye[3], float dx, float dy) {
GLint texPerRow;
GLint n;
GLfloat x, y;
texPerRow = (winxsize / texxsize);
for (n=0; n < numShadowTex; n++) {
y = (n / texPerRow) * texysize;
x = (n % texPerRow) * texxsize;
glViewport(x, y, texxsize, texysize);
make_shadow_texture(n, eye, dx, dy);
}
glViewport(0, 0, winxsize, winysize);
}
void store_all_shadow_textures(void) {
GLint texPerRow;
GLint n, x, y;
GLubyte *texbuf;
texbuf = (GLubyte *) malloc(texxsize * texysize * sizeof(int));
/* how many shadow textures can fit in the window */
texPerRow = (winxsize / texxsize);
for (n=0; n < numShadowTex; n++) {
GLenum format;
x = (n % texPerRow) * texxsize;
y = (n / texPerRow) * texysize;
glBindTexture(GL_TEXTURE_2D, shadowTextures + n);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
if (radianceMap) {
format = GL_RGB;
} else {
format = GL_LUMINANCE;
}
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, x, y, texxsize, texysize, 0);
}
free(texbuf);
}
/* menu choices */
enum {
NOSHADOWS, SOFTSHADOWS, HARDSHADOWS, VIEWTEXTURE, VIEWSCENE, QUIT
};
GLint shadowMode = HARDSHADOWS;
GLboolean viewTextures = GL_FALSE;
void
redraw(void)
{
GLint n;
GLfloat normal[3];
GLfloat (*qpts)[3];
glPushMatrix();
glLoadIdentity();
if (radianceMap && (shadowMode != NOSHADOWS)) {
glLightfv(GL_LIGHT0, GL_POSITION, origin);
} else {
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
}
glPopMatrix();
if (shadowMode == SOFTSHADOWS) {
GLfloat jitterSize;
GLfloat dx, dy;
GLint numSteps, i, j;
/* size of the area to jitter the light in */
jitterSize = 15.0;
/* number of times along x and y to jitter */
numSteps = 5;
glClear(GL_ACCUM_BUFFER_BIT);
for (j=0; j < numSteps; j++) {
for (i=0; i < numSteps; i++) {
/* compute jitter amount, centering the jitter steps around zero */
dx = (i - (numSteps - 1.0) / 2.0) / (numSteps - 1.0) * jitterSize;
dy = (j - (numSteps - 1.0) / 2.0) / (numSteps - 1.0) * jitterSize;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
make_all_shadow_textures(lightpos, dx, dy);
glAccum(GL_ACCUM, 1.0 / (numSteps * numSteps));
if (viewTextures) {
glutSwapBuffers();
}
}
}
glAccum(GL_RETURN, 1.0);
store_all_shadow_textures();
} else if (shadowMode == HARDSHADOWS) {
/* make shadow textures from just one frame */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT);
make_all_shadow_textures(lightpos, 0, 0);
store_all_shadow_textures();
if (viewTextures) {
glutSwapBuffers();
}
}
if (viewTextures) {
glutSwapBuffers();
return;
}
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(1.f, 1.f, 1.f);
if (shadowMode == NOSHADOWS) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDisable(GL_TEXTURE_2D);
for (n=0; n < numShadowTex; n++) {
qpts = pts[n];
findNormal(qpts, normal);
glNormal3fv(normal);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materials[n]);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0,0); glVertex3fv(qpts[0]);
glTexCoord2f(0,1); glVertex3fv(qpts[1]);
glTexCoord2f(1,0); glVertex3fv(qpts[2]);
glTexCoord2f(1,1); glVertex3fv(qpts[3]);
glEnd();
}
} else {
glEnable(GL_TEXTURE_2D);
if (radianceMap) {
glDisable(GL_LIGHTING);
for (n=0; n < numShadowTex; n++) {
qpts = pts[n];
glBindTexture(GL_TEXTURE_2D, shadowTextures + n);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0,0); glVertex3fv(qpts[0]);
glTexCoord2f(0,1); glVertex3fv(qpts[1]);
glTexCoord2f(1,0); glVertex3fv(qpts[2]);
glTexCoord2f(1,1); glVertex3fv(qpts[3]);
glEnd();
}
} else {
/* Unfortunately, using the texture as an occlusion map requires two */
/* passes: one in which the occlusion map modulates the diffuse */
/* lighting, and one in which the ambient lighting is added in. It's */
/* incorrect to modulate the ambient lighting, but if the result is */
/* acceptable to you, you can include it in the first pass and */
/* omit the second pass. */
/* draw only with diffuse light, modulating it with the texture */
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
for (n=0; n < numShadowTex; n++) {
qpts = pts[n];
findNormal(qpts, normal);
glNormal3fv(normal);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materials[n]);
glBindTexture(GL_TEXTURE_2D, shadowTextures + n);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0,0); glVertex3fv(qpts[0]);
glTexCoord2f(0,1); glVertex3fv(qpts[1]);
glTexCoord2f(1,0); glVertex3fv(qpts[2]);
glTexCoord2f(1,1); glVertex3fv(qpts[3]);
glEnd();
}
/* add in the ambient lighting */
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_LEQUAL);
for (n=0; n < numShadowTex; n++) {
qpts = pts[n];
glColor4f(ambient[0] * materials[n][0],
ambient[1] * materials[n][1],
ambient[2] * materials[n][2],
ambient[3] * materials[n][3]);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0,0); glVertex3fv(qpts[0]);
glTexCoord2f(0,1); glVertex3fv(qpts[1]);
glTexCoord2f(1,0); glVertex3fv(qpts[2]);
glTexCoord2f(1,1); glVertex3fv(qpts[3]);
glEnd();
}
/* restore the ambient colors to their defaults */
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
}
}
/* blend in the checkerboard floor */
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glDepthFunc(GL_LEQUAL);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materials[0]);
glTranslatef(0.0f, 0.05f, 0.0f);
glColor3f(1.f, 1.f, 1.f);
glBegin(GL_TRIANGLE_STRIP);
glNormal3f(0.f, 1.f, 0.f);
glTexCoord2f(0.f, 0.f); glVertex3fv(pts[0][0]);
glTexCoord2f(0.f, 1.f); glVertex3fv(pts[0][1]);
glTexCoord2f(1.f, 0.f); glVertex3fv(pts[0][2]);
glTexCoord2f(1.f, 1.f); glVertex3fv(pts[0][3]);
glEnd();
/* undo some state settings that we did above */
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDepthFunc(GL_LESS);
glTranslatef(0.0f, -0.05f, 0.0f);
glutSwapBuffers();
}
void
menu(int mode)
{
switch (mode) {
case NOSHADOWS:
case SOFTSHADOWS:
case HARDSHADOWS:
shadowMode = mode;
break;
case VIEWTEXTURE:
viewTextures = GL_TRUE;
break;
case VIEWSCENE:
viewTextures = GL_FALSE;
break;
case QUIT:
exit(0);
}
glutPostRedisplay();
}
/* Make a checkerboard texture for the floor. */
GLfloat *
make_texture(int maxs, int maxt)
{
GLint 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;
}
/* ARGSUSED1 */
void
keyboard(unsigned char key, int x, int y)
{
if (key == 27) /* ESC */
exit(0);
}
int
main(int argc, char *argv[])
{
GLfloat *tex;
GLint i;
for (i = 1; i < argc; ++i) {
if (!strcmp("-o", argv[i])) {
/* use textures as occlusion maps rather than radiance maps */
radianceMap = GL_FALSE;
}
}
glutInit(&argc, argv);
glutInitWindowSize(winxsize, winysize);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_ACCUM | GLUT_SINGLE);
(void) glutCreateWindow("soft shadows");
glutDisplayFunc(redraw);
glutKeyboardFunc(keyboard);
glutCreateMenu(menu);
glutAddMenuEntry("No Shadows", NOSHADOWS);
glutAddMenuEntry("Soft Shadows", SOFTSHADOWS);
glutAddMenuEntry("Hard Shadows", HARDSHADOWS);
glutAddMenuEntry("View Textures", VIEWTEXTURE);
glutAddMenuEntry("View Scene", VIEWSCENE);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
/* set up perspective projection */
glMatrixMode(GL_PROJECTION);
glFrustum(-30., 30., -30., 30., 100., 640.);
glMatrixMode(GL_MODELVIEW);
/* turn on features */
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glCullFace(GL_BACK);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
/* number of shadow textures to make */
numShadowTex = sizeof(pts) / sizeof(pts[0]);
tex = make_texture(texxsize, texysize);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 1, texxsize, texysize, 0, GL_RED, GL_FLOAT,
tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
free(tex);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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