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/* spectral.c - by Simon Hui, 3Dfx Interactive */
/* make a noise texture from multiple frequencies of noise */
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#if !defined(GL_VERSION_1_1) && !defined(GL_VERSION_1_2)
#define glBindTexture glBindTextureEXT
#endif
static int texxsize = 256, texysize = 256;
static int winxsize = 512, winysize = 512;
/* the highest and lowest octaves in the final noise */
static int minoctave = 1;
static int maxoctave = 6;
static GLenum ifmt = GL_LUMINANCE;
/* texture object names */
static GLuint basistex = 1;
static GLuint noisetex = 2;
static GLuint spectraltex = 6;
static GLuint abstex = 7;
int
logOf(int n) {
int i=0;
for (i=-1; n > 0; i++) {
n >>= 1;
}
return i;
}
void
init_texture(void) {
int i, j, n;
int w, h;
unsigned char *basis, *tex;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
basis = (unsigned char *) malloc(texxsize * texysize);
w = texxsize / 2;
h = texysize / 2;
for (j=0; j < h; j++) {
for (i=0; i < w; i++) {
GLint r;
float u = i / (w - 1.0);
float v = j / (h - 1.0);
float f = 3 * u * u - 2 * u * u * u;
float g = 3 * v * v - 2 * v * v * v;
/* basis is a bicubic spline */
r = f * g * 0xff;
/* reflect around x and y axes */
basis[j * texxsize + i] = r;
basis[j * texxsize + texxsize-i-1] = r;
basis[(texysize-j-1) * texxsize + i] = r;
basis[(texysize-j-1) * texxsize + texxsize-i-1] = r;
}
}
glBindTexture(GL_TEXTURE_2D, basistex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, texxsize, texysize, 0,
GL_RED, GL_UNSIGNED_BYTE, basis);
free(basis);
tex = (unsigned char *) malloc(4 * texxsize * texysize);
for (n=0; n < 4; n++) {
for (j=0; j < texysize; j++) {
for (i=0; i < texxsize; i++) {
int r = rand();
/* mix it up a little more */
r = ((r & 0xff) ^ ((r & 0xff00) >> 8)) & 0xff;
/* For simplicity and because some opengl implementations offer */
/* more texture color depth for luminance textures than rgb ones, */
/* we use a luminance texture for the random noise. However, you */
/* can make the texture rgb instead, and store different random */
/* values for r, g, and b; this is especially useful if using */
/* noise distortion below, because you'll get different distortion */
/* values for s and t. */
tex[j*texxsize + i] = r;
}
}
glBindTexture(GL_TEXTURE_2D, noisetex + n);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, texxsize, texysize, 0,
GL_RED, GL_UNSIGNED_BYTE, tex);
}
free(tex);
}
void
init(void) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glMatrixMode(GL_PROJECTION);
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0, 0, winxsize, winysize);
glDisable(GL_DITHER);
init_texture();
}
void
draw_basis(int tsize, int ssize, int xadj, int yadj) {
float tilessize = 1.0 / ssize;
float tiletsize = 1.0 / tsize;
float xoff = (xadj - 0.5) * 0.5 * tilessize;
float yoff = (yadj - 0.5) * 0.5 * tiletsize;
float xo, yo;
int i, j;
glBindTexture(GL_TEXTURE_2D, basistex);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
/* draw as many copies of the basis function as needed for this frequency */
for (j=0; j < tsize; j++) {
for (i=0; i < ssize; i++) {
xo = xoff + i * tilessize;
yo = yoff + j * tiletsize;
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f); glVertex2f(xo, yo);
glTexCoord2f(0.f, 1.f); glVertex2f(xo, yo + tiletsize);
glTexCoord2f(1.f, 0.f); glVertex2f(xo + tilessize, yo);
glTexCoord2f(1.f, 1.f); glVertex2f(xo + tilessize, yo + tiletsize);
glEnd();
}
}
glFinish();
}
void
draw_noise_texture(int tsize, int ssize, int xadj, int yadj, int texname) {
float tilessize = 1.0 / ssize;
float tiletsize = 1.0 / tsize;
float xoff = (xadj - 0.5) * 0.5 * tilessize;
float yoff = (yadj - 0.5) * 0.5 * tiletsize;
float scale = 1.0 / (texxsize / ssize);
glBindTexture(GL_TEXTURE_2D, texname);
/* scale the texture matrix to get a noise pattern of desired frequency */
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(scale,scale,scale);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.f, 0.f); glVertex2f(xoff, yoff);
glTexCoord2f(0.f, 1.f); glVertex2f(xoff, yoff + 1.0);
glTexCoord2f(1.f, 0.f); glVertex2f(xoff + 1.0, yoff);
glTexCoord2f(1.f, 1.f); glVertex2f(xoff + 1.0, yoff + 1.0);
glEnd();
glFlush();
}
static float wscale = 0.60;
static unsigned int **octbufs, *spectralbuf, *absbuf;
void
make_octaves(void) {
int w, h, i;
int octaves = maxoctave - minoctave + 1;
float weight, sumweight;
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
/* find the total weight */
weight = 1.0;
sumweight = 0;
for (i=0; i < octaves; i++) {
sumweight += weight;
weight *= wscale;
}
octbufs = (unsigned int **) malloc(octaves * sizeof(unsigned int *));
weight = 1.0;
w = h = (1 << minoctave);
for (i=0; i < octaves; i++) {
octbufs[i] = (unsigned int *) malloc(sizeof(unsigned int) *
winxsize * winysize);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
draw_basis(w, h, 0, 0);
glEnable(GL_BLEND);
draw_noise_texture(w, h, 0, 0, noisetex);
glAccum(GL_LOAD, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
draw_basis(w, h, 1, 0);
glEnable(GL_BLEND);
draw_noise_texture(w, h, 1, 0, noisetex + 1);
glAccum(GL_ACCUM, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
draw_basis(w, h, 0, 1);
glEnable(GL_BLEND);
draw_noise_texture(w, h, 0, 1, noisetex + 2);
glAccum(GL_ACCUM, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
draw_basis(w, h, 1, 1);
glEnable(GL_BLEND);
draw_noise_texture(w, h, 1, 1, noisetex + 3);
glAccum(GL_ACCUM, 1.0);
glDisable(GL_BLEND);
glAccum(GL_RETURN, 1.0);
glReadPixels(0, 0, winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
octbufs[i]);
w <<= 1;
h <<= 1;
}
glDisable(GL_TEXTURE_2D);
}
static GLboolean need_remake_octaves = GL_TRUE;
static GLboolean need_remake_spectral = GL_TRUE;
static GLboolean need_remake_abs_noise = GL_TRUE;
void
make_spectral_noise(void) {
int i;
int octaves = maxoctave - minoctave + 1;
float weight, sumweight;
if (need_remake_octaves) {
make_octaves();
need_remake_octaves = GL_FALSE;
}
/* find the total weight */
weight = 1.0;
sumweight = 0;
for (i=0; i < octaves; i++) {
sumweight += weight;
weight *= wscale;
}
glClear(GL_COLOR_BUFFER_BIT | GL_ACCUM_BUFFER_BIT);
weight = 1.0;
for (i=0; i < octaves; i++) {
glDrawPixels(winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) octbufs[i]);
glAccum(GL_ACCUM, weight/sumweight);
weight *= wscale;
}
/* save image in a texture */
glAccum(GL_RETURN, 1.0);
spectralbuf = (unsigned int *) malloc(4 * winxsize * winysize);
glReadPixels(0, 0, winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
spectralbuf);
glBindTexture(GL_TEXTURE_2D, spectraltex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, ifmt, winxsize, winysize, 0,
GL_RGBA, GL_UNSIGNED_BYTE, spectralbuf);
}
void
make_abs_noise(void) {
unsigned int *negbuf = (unsigned int *) malloc(4 * winxsize * winysize);
unsigned int *posbuf = (unsigned int *) malloc(4 * winxsize * winysize);
if (need_remake_spectral) {
make_spectral_noise();
need_remake_spectral = GL_FALSE;
}
glDrawPixels(winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) spectralbuf);
glAccum(GL_LOAD, 1.0);
/* make it signed */
glAccum(GL_ADD, -0.5);
/* get the positive part of the noise */
glAccum(GL_RETURN, 2.0);
glReadPixels(0, 0, winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) negbuf);
/* invert the negative part of the noise */
glAccum(GL_RETURN, -2.0);
glReadPixels(0, 0, winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) posbuf);
/* add positive and inverted negative together, and you get abs() */
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDrawPixels(winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) posbuf);
glDrawPixels(winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) negbuf);
/* invert the colors so that peaks are bright instead of dark */
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glColor4f(1,1,1,1);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0,0);
glVertex2f(0,1);
glVertex2f(1,0);
glVertex2f(1,1);
glEnd();
glDisable(GL_BLEND);
free(posbuf);
free(negbuf);
/* save image in a texture */
absbuf = (unsigned int *) malloc(4 * winxsize * winysize);
glReadPixels(0, 0, winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) absbuf);
glBindTexture(GL_TEXTURE_2D, abstex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, ifmt, winxsize, winysize, 0,
GL_RGBA, GL_UNSIGNED_BYTE, absbuf);
}
static GLboolean show_abs = GL_FALSE;
static GLboolean show_distort = GL_FALSE;
static GLboolean mapcolors = GL_FALSE;
static float distfactor = 0.20;
void
display(void) {
if (need_remake_spectral) {
make_spectral_noise();
need_remake_spectral = GL_FALSE;
}
if (show_abs) {
if (need_remake_abs_noise) {
make_abs_noise();
need_remake_abs_noise = GL_FALSE;
}
glBindTexture(GL_TEXTURE_2D, abstex);
} else {
glBindTexture(GL_TEXTURE_2D, spectraltex);
}
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (show_distort) {
/* Use values in the spectral texture to distort the texture being */
/* viewed, by jittering the texture coordinates. */
float x, y0, y1;
float s, t0, t1;
float ds, dt;
unsigned int pix0, pix1;
int vrows = 64, vcols = 64;
int i, j;
for (j=0; j < (vrows - 1); j++) {
t0 = y0 = j / (vrows - 1.0);
t1 = y1 = (j + 1) / (vrows - 1.0);
glBegin(GL_TRIANGLE_STRIP);
for (i=0; i < vcols; i++) {
s = x = i / (vcols - 1.0);
pix0 = spectralbuf[j * winxsize + i];
pix1 = spectralbuf[(j+1) * winxsize + i];
/* Use green component of noise to distort S coord, */
/* and blue component to distort T coord. Subtract */
/* 127.5 to make it signed, and scale by distfactor.*/
ds = ((pix0 & 0x00ff0000) >> 16);
dt = ((pix0 & 0x0000ff00) >> 8);
ds = (ds - 127.5) / 127.5 * distfactor;
dt = (dt - 127.5) / 127.5 * distfactor;
glTexCoord2f(s + ds, t0 + dt); glVertex2f(x, y0);
ds = ((pix1 & 0x00ff0000) >> 16);
dt = ((pix1 & 0x0000ff00) >> 8);
ds = (ds - 127.5) / 127.5 * distfactor;
dt = (dt - 127.5) / 127.5 * distfactor;
glTexCoord2f(s + ds, t1 + dt); glVertex2f(x, y1);
}
glEnd();
}
} else {
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(0, 1); glVertex2f(0, 1);
glTexCoord2f(1, 0); glVertex2f(1, 0);
glTexCoord2f(1, 1); glVertex2f(1, 1);
glEnd();
}
glDisable(GL_TEXTURE_2D);
if (mapcolors) {
/* Map the gray values of the image into colors so that the texture */
/* looks like flames. We do that by defining appropriate splines for */
/* red, green, and blue. */
float r, g, b;
float rt = 0.8;
float gt = 0.3;
float bt = 0.1;
int i, j;
unsigned char *c;
unsigned int *mapbuf = (unsigned int *) malloc(4 * winxsize * winysize);
glReadPixels(0, 0, winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
mapbuf);
for (j=0; j < winysize; j++) {
for (i=0; i < winxsize; i++) {
c = (unsigned char *) &mapbuf[j * winxsize + i];
r = c[0] / 255.0;
g = c[1] / 255.0;
b = c[2] / 255.0;
if (r < (1-rt)) {
r = 0.0;
} else {
float k = (r - (1.0 - rt)) / rt;
r = (3.0*k*k - 2.0*k*k*k) * 255.0;
}
if (g < (1-gt)) {
g = 0.0;
} else {
float k = (g - (1.0 - gt)) / gt;
g = (3.0*k*k - 2.0*k*k*k) * 255.0;
}
if (b < (1-bt)) {
b = 0.0;
} else {
float k = (b - (1.0 - bt)) / bt;
b = (3.0*k*k - 2.0*k*k*k) * 255.0;
}
c[0] = r;
c[1] = g;
c[2] = b;
}
}
glDrawPixels(winxsize, winysize, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) mapbuf);
free(mapbuf);
}
glFlush();
}
void
reshape(int w, int h) {
glViewport(0, 0, w, h);
glutPostRedisplay();
}
enum {
TOGGLE_ABS, TOGGLE_DISTORT, MORE_DISTORT, LESS_DISTORT, TOGGLE_MAP_COLORS,
FIRE, QUIT
};
void
menu(int value) {
switch (value) {
case TOGGLE_ABS:
show_abs = !show_abs;
break;
case TOGGLE_DISTORT:
show_distort = !show_distort;
break;
case MORE_DISTORT:
if (distfactor > 0.05) distfactor -= 0.05;
break;
case LESS_DISTORT:
if (distfactor < 1.00) distfactor += 0.05;
break;
case TOGGLE_MAP_COLORS:
mapcolors = !mapcolors;
break;
case FIRE:
mapcolors = GL_TRUE;
show_distort = GL_TRUE;
show_abs = GL_TRUE;
break;
case QUIT:
exit(0);
}
glutPostRedisplay();
}
int
main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitWindowSize(winxsize, winysize);
glutInitDisplayMode(GLUT_RGBA | GLUT_ACCUM);
(void)glutCreateWindow("spectral noise function");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutCreateMenu(menu);
glutAddMenuEntry("Toggle Absolute Value", TOGGLE_ABS);
glutAddMenuEntry("Toggle Noise Distortion", TOGGLE_DISTORT);
glutAddMenuEntry("Decrease Distortion", MORE_DISTORT);
glutAddMenuEntry("Increase Distortion", LESS_DISTORT);
glutAddMenuEntry("Toggle Color Mapping", TOGGLE_MAP_COLORS);
glutAddMenuEntry("Simulation of Fire", FIRE);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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