/******************************Module*Header*******************************\
* Module Name: toffset.c
*
* Program demonstrating the Polygon Offset call.
*
* Draws a quadric, first normally and then with polygon offset.
*
* Copyright 1994 - 1998 Microsoft Corporation
*
\**************************************************************************/
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993, 1994 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
#include "glos.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <gl\glaux.h>
#include "trackbal.h"
#define PI 3.141592654
#define BLACK 0
#define GRAY 128
#define WHITE 255
#define RD 0xA40000FF
#define WT 0xFFFFFFFF
#define brickImageWidth 16
#define brickImageHeight 16
//static void CALLBACK ErrorHandler(unsigned long which);
static void Init(void );
static void CALLBACK Key_Left(void );
static void CALLBACK Key_Right(void );
static void CALLBACK Key_Up(void );
static void CALLBACK Key_Down(void );
static void CALLBACK Key_a(void );
static void CALLBACK Key_A(void );
static void CALLBACK Key_b(void );
static void CALLBACK Key_c(void );
static void CALLBACK Key_f(void );
static void CALLBACK Key_g(void );
static void CALLBACK Key_G(void );
static void CALLBACK Key_h(void );
static void CALLBACK Key_H(void );
static void CALLBACK Key_i(void );
static void CALLBACK Key_j(void );
static void CALLBACK Key_J(void );
static void CALLBACK Key_l(void );
static void CALLBACK Key_L(void );
static void CALLBACK Key_k(void );
static void CALLBACK Key_K(void );
static void CALLBACK Key_o(void );
static void CALLBACK Key_p(void );
static void CALLBACK Key_s(void );
static void CALLBACK Key_S(void );
static void CALLBACK Key_t(void );
static void CALLBACK Key_z(void );
static void CALLBACK Key_Z(void );
static void CALLBACK Key_0(void );
static void CALLBACK Key_1(void );
static void CALLBACK Key_2(void );
static void CALLBACK Key_3(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Draw( void );
static unsigned long Args(int argc,char **argv );
GLenum rgb, doubleBuffer;
GLint wWidth = 300, wHeight = 300;
GLenum doDither = GL_TRUE;
GLenum shade = GL_TRUE;
GLenum texture = GL_TRUE;
BOOL bPolyOffset = TRUE;
float factor=-1.0f, units=0.0f;
float inc = 1.0f;
int polygonMode = GL_LINE;
GLenum polyFace = GL_FRONT;
float zTrans = -2.7;
BOOL bCullFace = FALSE;
BOOL bHiddenLine;
GLint radius1, radius2;
GLdouble angle1, angle2;
GLint slices, stacks;
GLint height;
GLint whichQuadric;
GLUquadricObj *quadObj;
GLubyte brickImage[brickImageWidth*brickImageHeight] = {
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD
};
char *texFileName = 0;
static void UpdateInfo()
{
HWND hwnd = auxGetHWND();
char buf[100];
sprintf( buf, "Factor = %4.1f, Units = %4.1f", factor, units );
SendMessage( hwnd, WM_SETTEXT, 0, (LPARAM)buf );
}
static void SetMaterial( bBlack )
{
static float front_mat_shininess[] = {30.0};
static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
static float back_mat_shininess[] = {50.0};
static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
static float black_mat_shininess[] = {0.0};
static float black_mat_specular[] = {0.0, 0.0, 0.0, 0.0};
static float black_mat_diffuse[] = {0.0, 0.0, 0.0, 0.0};
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float no_ambient[] = {0.0, 0.0, 0.0, 0.0};
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_no_ambient[] = {0.0, 0.0, 0.0, 0.0};
if( !bBlack ) {
glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
} else {
glMaterialfv(GL_FRONT, GL_SHININESS, black_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, black_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, black_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, black_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, black_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, black_mat_diffuse);
glLightfv(GL_LIGHT0, GL_AMBIENT, no_ambient);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_no_ambient);
}
}
static void Init(void)
{
static GLint colorIndexes[3] = {0, 200, 255};
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
static float position[] = {90.0, 90.0, 150.0, 0.0};
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 modulate[] = {GL_MODULATE};
static float repeat[] = {GL_REPEAT};
static float nearest[] = {GL_NEAREST};
AUX_RGBImageRec *image;
if (!rgb) {
auxSetGreyRamp();
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
bHiddenLine = FALSE;
SetMaterial( bHiddenLine );
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, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
if (texFileName) {
image = auxRGBImageLoad(texFileName);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->sizeX, image->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, image->data);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, brickImageWidth, brickImageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)brickImage);
}
quadObj = gluNewQuadric();
radius1 = 10;
radius2 = 5;
angle1 = 90;
angle2 = 180;
slices = 16;
stacks = 10;
height = 20;
glCullFace( GL_BACK );
UpdateInfo();
}
static void SetDistance( void )
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 10);
// This defines how far away we're looking from
glTranslated( 0, 0, zTrans );
}
static void CALLBACK Reshape(int width, int height)
{
trackball_Resize( width, height );
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 10);
// This defines how far away we're looking from
glTranslated( 0, 0, zTrans );
}
static void CALLBACK Key_Left (void)
{
units -= inc;
}
static void CALLBACK Key_Right (void)
{
units += inc;
}
static void CALLBACK Key_Up (void)
{
factor += inc;
}
static void CALLBACK Key_Down (void)
{
factor -= inc;
}
static void CALLBACK Key_a (void)
{
if (stacks > 1)
stacks--;
}
static void CALLBACK Key_A (void)
{
stacks++;
}
static void CALLBACK Key_b (void)
{
bHiddenLine = !bHiddenLine;
SetMaterial( bHiddenLine );
}
static void CALLBACK Key_c (void)
{
bCullFace = !bCullFace;
if( bCullFace )
glEnable( GL_CULL_FACE );
else
glDisable( GL_CULL_FACE );
}
static void CALLBACK Key_f (void)
{
whichQuadric = whichQuadric >= 3 ? 0 : whichQuadric + 1;
}
static void CALLBACK Key_g (void)
{
if (radius1 > 0)
radius1 -= 1;
}
static void CALLBACK Key_G (void)
{
radius1 += 1;
}
static void CALLBACK Key_h (void)
{
if (height > 0)
height -= 2;
}
static void CALLBACK Key_H (void)
{
height += 2;
}
static void CALLBACK Key_i (void)
{
factor = -1.0f;
units = 0.0f;
}
static void CALLBACK Key_j (void)
{
if (radius2 > 0)
radius2 -= 1;
}
static void CALLBACK Key_J (void)
{
radius2 += 1;
}
static void CALLBACK Key_k (void)
{
angle1 -= 5;
}
static void CALLBACK Key_K (void)
{
angle1 += 5;
}
static void CALLBACK Key_l (void)
{
angle2 -= 5;
}
static void CALLBACK Key_L (void)
{
angle2 += 5;
}
static void CALLBACK Key_o (void)
{
bPolyOffset = !bPolyOffset;
}
static void CALLBACK Key_p (void)
{
switch (polyFace) {
case GL_BACK:
polyFace = GL_FRONT;
break;
case GL_FRONT:
polyFace = GL_FRONT_AND_BACK;
break;
case GL_FRONT_AND_BACK:
polyFace = GL_BACK;
break;
}
}
static void CALLBACK Key_s (void)
{
if (slices > 3)
slices--;
}
static void CALLBACK Key_S (void)
{
slices++;
}
static void CALLBACK Key_t (void)
{
texture = !texture;
if (texture) {
gluQuadricTexture(quadObj, GL_TRUE);
glEnable(GL_TEXTURE_2D);
} else {
gluQuadricTexture(quadObj, GL_FALSE);
glDisable(GL_TEXTURE_2D);
}
}
static void CALLBACK Key_z (void)
{
zTrans += 0.1f;
SetDistance();
}
static void CALLBACK Key_Z (void)
{
zTrans -= 0.1f;
SetDistance();
}
static void CALLBACK Key_0 (void)
{
shade = !shade;
if (shade) {
glShadeModel(GL_SMOOTH);
gluQuadricNormals(quadObj, GLU_SMOOTH);
} else {
glShadeModel(GL_FLAT);
gluQuadricNormals(quadObj, GLU_FLAT);
}
}
static void CALLBACK Key_1 (void)
{
polygonMode = GL_FILL;
}
static void CALLBACK Key_2 (void)
{
polygonMode = GL_LINE;
}
static void CALLBACK Key_3 (void)
{
polygonMode = GL_POINT;
}
static void DrawObject( void )
{
switch (whichQuadric) {
case 0:
gluCylinder(quadObj, radius1/10.0, radius2/10.0, height/10.0,
slices, stacks);
break;
case 1:
gluSphere(quadObj, radius1/10.0, slices, stacks);
break;
case 2:
gluPartialDisk(quadObj, radius2/10.0, radius1/10.0, slices,
stacks, angle1, angle2);
break;
case 3:
gluDisk(quadObj, radius2/10.0, radius1/10.0, slices, stacks);
break;
}
}
static void CALLBACK Draw( void )
{
float matRot[4][4];
UpdateInfo();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
trackball_CalcRotMatrix( matRot );
glMultMatrixf( &(matRot[0][0]) );
if( whichQuadric == 0 ) // cylinder
glTranslatef(0, 0, -height/20.0);
// Draw object normally
DrawObject();
// Draw object again with polygon offset
// Set polygon mode for offset faces
glPolygonMode( GL_FRONT_AND_BACK, polygonMode );
if( bPolyOffset ) {
switch( polygonMode ) {
case GL_FILL:
glEnable( GL_POLYGON_OFFSET_FILL );
break;
case GL_LINE:
glEnable( GL_POLYGON_OFFSET_LINE );
break;
case GL_POINT:
glEnable( GL_POLYGON_OFFSET_POINT );
break;
}
}
glPolygonOffset( factor, units );
glColor3f(1.0, 0.0, 0.0);
glDisable( GL_LIGHTING );
DrawObject();
glEnable( GL_LIGHTING );
// restore modes
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
if( bPolyOffset ) {
glDisable( GL_POLYGON_OFFSET_FILL );
glDisable( GL_POLYGON_OFFSET_LINE );
glDisable( GL_POLYGON_OFFSET_POINT );
}
glFlush();
if (doubleBuffer) {
auxSwapBuffers();
}
}
static unsigned long Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_TRUE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {
rgb = GL_FALSE;
} else if (strcmp(argv[i], "-rgb") == 0) {
rgb = GL_TRUE;
} else if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-f") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
//printf("-f (No file name).\n");
return GL_FALSE;
} else {
texFileName = argv[++i];
}
} else {
//printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void _CRTAPI1 main(int argc, char **argv)
{
GLenum type;
if (Args(argc, argv) == GL_FALSE) {
auxQuit();
}
auxInitPosition(0, 0, wWidth, wHeight);
type = AUX_DEPTH16;
type |= (rgb) ? AUX_RGB : AUX_INDEX;
type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;
auxInitDisplayMode(type);
if (auxInitWindow("Polygon Offset Demo") == GL_FALSE) {
auxQuit();
}
Init();
auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc( AUX_LEFT, Key_Left );
auxKeyFunc( AUX_RIGHT, Key_Right );
auxKeyFunc( AUX_UP, Key_Up );
auxKeyFunc( AUX_DOWN, Key_Down );
auxKeyFunc( AUX_a, Key_a );
auxKeyFunc( AUX_A, Key_A );
auxKeyFunc( AUX_b, Key_b );
auxKeyFunc( AUX_c, Key_c );
auxKeyFunc( AUX_f, Key_f );
auxKeyFunc( AUX_g, Key_g );
auxKeyFunc( AUX_G, Key_G );
auxKeyFunc( AUX_h, Key_h );
auxKeyFunc( AUX_H, Key_H );
auxKeyFunc( AUX_i, Key_i );
auxKeyFunc( AUX_j, Key_j );
auxKeyFunc( AUX_J, Key_J );
auxKeyFunc( AUX_k, Key_k );
auxKeyFunc( AUX_K, Key_K );
auxKeyFunc( AUX_l, Key_l );
auxKeyFunc( AUX_L, Key_L );
auxKeyFunc( AUX_o, Key_o );
auxKeyFunc( AUX_p, Key_p );
auxKeyFunc( AUX_s, Key_s );
auxKeyFunc( AUX_S, Key_S );
auxKeyFunc( AUX_t, Key_t );
auxKeyFunc( AUX_z, Key_z );
auxKeyFunc( AUX_Z, Key_Z );
auxKeyFunc( AUX_0, Key_0 );
auxKeyFunc( AUX_1, Key_1 );
auxKeyFunc( AUX_2, Key_2 );
auxKeyFunc( AUX_3, Key_3 );
auxMouseFunc( AUX_LEFTBUTTON, AUX_MOUSEDOWN, trackball_MouseDown );
auxMouseFunc( AUX_LEFTBUTTON, AUX_MOUSEUP, trackball_MouseUp );
trackball_Init( wWidth, wHeight );
auxIdleFunc( Draw );
auxMainLoop( Draw );
}