Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Opened 18 years ago

Last modified 17 years ago

#128 new defect

Bump Mapping

Reported by: bensch Owned by: nobody
Priority: minor Milestone: Old Orxonox tickets orx-v0
Component: GraphicsEngine Version:
Keywords: Cc:
Referenced By: References:

Description

Implement a BumpMap Texture Generator

Change History (2)

comment:1 Changed 18 years ago by bensch

#include <iostream.h> #include <stdlib.h> #include <math.h> #include "extgl.h" #include <GL/glut.h> #include "ltga.h"

#include <sys/stat.h> #include <sys/types.h>

int w, h; width and height of window int oldwinx, oldwiny; int mb[3] = {0, 0, 0}; mouse buttons

each material has 3 texture maps: rgb, normal map, height map uint texture[3][3]; int current_texture = 0;

int light_move = 1;

vertex and fragment programs uint vpid[3]; uint fpid[3];

char* readProgram(const char* name){

FILE *in = fopen(name, "r");

if (!in)

return 0;

char *buffer = 0;

get file size long size = 0, curpos; curpos = ftell(in); fseek(in, 0L, SEEK_END); size = ftell(in); fseek(in, curpos, SEEK_SET);

if (!size)

return 0;

if (!(buffer = new char[size + 1]))

return 0;

memset(buffer, '\0', size + 1); if (!buffer)

return 0;

fread(buffer, 1, size, in); check return with size? fclose(in);

return buffer;

}

void setParameters(){

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

}

void initOpengl(){

extensions extgl_Initialize(); if(!extgl_ExtensionSupported("GL_ARB_multitexture")){

cout << "GL_ARB_multitexture not supported. Exiting…" << endl; exit(0);

} if(!extgl_ExtensionSupported("GL_ARB_vertex_program")){

cout << "GL_ARB_vertex_program not supported. Exiting…" << endl; exit(0);

} if(!extgl_ExtensionSupported("GL_ARB_fragment_program")){

cout << "GL_ARB_fragment_program not supported. Exiting…" << endl; exit(0);

}

miscellaneous glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL);

lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); float diffuse0[] = {1.0f, 1.0f, 1.0f, 1.0f}; glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); float diffuse1[] = {1.0f, 0.5f, 0.0f, 1.0f}; glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); float ambient[] = {0.1f, 0.1f, 0.1f, 1.0f}; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);

textures glGenTextures(3, texture[0]); glGenTextures(3, texture[1]); glGenTextures(3, texture[2]); LTGA tga;

tga.LoadFromFile("brick.tga"); glBindTexture(GL_TEXTURE_2D, texture[0][0]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tga.GetImageWidth(), tga.GetImageHeight(),

GL_RGB, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("brick_normal.tga"); glBindTexture(GL_TEXTURE_2D, texture[0][1]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tga.GetImageWidth(), tga.GetImageHeight(),

GL_RGB, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("brick_height.tga"); glBindTexture(GL_TEXTURE_2D, texture[0][2]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 1, tga.GetImageWidth(), tga.GetImageHeight(),

GL_LUMINANCE, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("rockwall.tga"); glBindTexture(GL_TEXTURE_2D, texture[1][0]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tga.GetImageWidth(), tga.GetImageHeight(),

GL_RGB, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("rockwall_normal.tga"); glBindTexture(GL_TEXTURE_2D, texture[1][1]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tga.GetImageWidth(), tga.GetImageHeight(),

GL_RGB, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("rockwall_height.tga"); glBindTexture(GL_TEXTURE_2D, texture[1][2]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 1, tga.GetImageWidth(), tga.GetImageHeight(),

GL_LUMINANCE, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("roots.tga"); glBindTexture(GL_TEXTURE_2D, texture[2][0]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tga.GetImageWidth(), tga.GetImageHeight(),

GL_RGB, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("roots_normal.tga"); glBindTexture(GL_TEXTURE_2D, texture[2][1]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tga.GetImageWidth(), tga.GetImageHeight(),

GL_RGB, GL_UNSIGNED_BYTE, tga.GetPixels());

tga.LoadFromFile("roots_height.tga"); glBindTexture(GL_TEXTURE_2D, texture[2][2]); setParameters();

gluBuild2DMipmaps(GL_TEXTURE_2D, 1, tga.GetImageWidth(), tga.GetImageHeight(),

GL_LUMINANCE, GL_UNSIGNED_BYTE, tga.GetPixels());

load vertex and fragment programs char* program; glGenProgramsARB(3, vpid); glGenProgramsARB(3, fpid); program = readProgram("bump.vp"); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vpid[0]); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,

strlen(program), program);

program = readProgram("bump.fp"); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fpid[0]); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,

strlen(program), program);

program = readProgram("bump_and_offset.vp"); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vpid[1]); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,

strlen(program), program);

program = readProgram("offset.fp"); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fpid[1]); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,

strlen(program), program);

program = readProgram("bump_and_offset.vp"); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vpid[2]); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,

strlen(program), program);

program = readProgram("bump_and_offset.fp"); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fpid[2]); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,

strlen(program), program);

}

void reshape(int width, int height){

w = width; h = height; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, float(width)/float(height), 0.01f, 1000.0f);

}

void mouse(int button, int state, int winx, int winy){

static float xyz[3] = {0.0f, 0.0f, -10.0f}; static float hpr[3] = {0.0f, 0.0f, 0.0f};

if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)

mb[0] = 1;

if(button == GLUT_LEFT_BUTTON && state == GLUT_UP)

mb[0] = 0;

if(button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN)

mb[1] = 1;

if(button == GLUT_MIDDLE_BUTTON && state == GLUT_UP)

mb[1] = 0;

if(button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)

mb[2] = 1;

if(button == GLUT_RIGHT_BUTTON && state == GLUT_UP)

mb[2] = 0;

oldwinx = winx; oldwiny = winy;

}

int invertMatrix(float* mat, float* im){

float rmat[4][8]; float a, b; int i, j, k;

initialize reduction matrix rmat[0][0] = mat[0]; rmat[1][0] = mat[1]; rmat[2][0] = mat[2]; rmat[3][0] = mat[3]; rmat[0][1] = mat[4]; rmat[1][1] = mat[5]; rmat[2][1] = mat[6]; rmat[3][1] = mat[7]; rmat[0][2] = mat[8]; rmat[1][2] = mat[9]; rmat[2][2] = mat[10]; rmat[3][2] = mat[11]; rmat[0][3] = mat[12]; rmat[1][3] = mat[13]; rmat[2][3] = mat[14]; rmat[3][3] = mat[15]; rmat[0][4] = 1.0f; rmat[1][4] = 0.0f; rmat[2][4] = 0.0f; rmat[3][4] = 0.0f; rmat[0][5] = 0.0f; rmat[1][5] = 1.0f; rmat[2][5] = 0.0f; rmat[3][5] = 0.0f; rmat[0][6] = 0.0f; rmat[1][6] = 0.0f; rmat[2][6] = 1.0f; rmat[3][6] = 0.0f; rmat[0][7] = 0.0f; rmat[1][7] = 0.0f; rmat[2][7] = 0.0f; rmat[3][7] = 1.0f;

perform reductions for(i=0; i<4; i++){

a = rmat[i][i]; if(a == 0.0f) matrix is singular, can't be reduced

return 0;

else{

a = 1.0f / a; for(j=0; j<8; j++)

rmat[i][j] = rmat[i][j] * a;

for(k=0; k<4; k++){

if((k-i) != 0){

b = rmat[k][i]; for(j=0; j<8; j++)

rmat[k][j] = rmat[k][j] - b * rmat[i][j];

}

}

}

}

extract the inverted matrix im[0] = rmat[0][4]; im[1] = rmat[1][4]; im[2] = rmat[2][4]; im[3] = rmat[3][4]; im[4] = rmat[0][5]; im[5] = rmat[1][5]; im[6] = rmat[2][5]; im[7] = rmat[3][5]; im[8] = rmat[0][6]; im[9] = rmat[1][6]; im[10] = rmat[2][6]; im[11] = rmat[3][6]; im[12] = rmat[0][7]; im[13] = rmat[1][7]; im[14] = rmat[2][7]; im[15] = rmat[3][7];

return 1;

}

void motion(int winx, int winy){

int i; static float xyz[3] = {0.0f, 0.0f, -10.0f}; static float hpr[3] = {0.0f, 0.0f, 0.0f}; float rotmat[16]; float rotmatinv[16];

if(mb[0]){ rotate

hpr[0] += float(winx - oldwinx) * 0.2f; hpr[1] += float(winy - oldwiny) * 0.2f;

}

glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(hpr[2], 0.0f, 0.0f, 1.0f); glRotatef(hpr[1], 1.0f, 0.0f, 0.0f); glRotatef(hpr[0], 0.0f, 1.0f, 0.0f); glGetFloatv(GL_MODELVIEW_MATRIX, rotmat); invertMatrix(rotmat, rotmatinv);

if(mb[1]){ pan

xyz[0] += (float(winx - oldwinx) * rotmatinv[0]

  • float(winy - oldwiny) * rotmatinv[4]) * 0.01f;

xyz[1] += (float(winx - oldwinx) * rotmatinv[1]

  • float(winy - oldwiny) * rotmatinv[5]) * 0.01f;

xyz[2] += (float(winx - oldwinx) * rotmatinv[2]

  • float(winy - oldwiny) * rotmatinv[6]) * 0.01f;

} if(mb[2]){ dolly

xyz[0] += float(winy - oldwiny) * rotmatinv[8] * 0.01f; xyz[1] += float(winy - oldwiny) * rotmatinv[9] * 0.01f; xyz[2] += float(winy - oldwiny) * rotmatinv[10] * 0.01f;

}

glTranslatef(xyz[0], xyz[1], xyz[2]);

oldwinx = winx; oldwiny = winy;

}

void keyboard(unsigned char key, int winx, int winy){

switch(key){ case 'l': case 'L':

start and stop light movements light_move ++; light_move %= 2; break;

case 't': case 'T':

change texture current_texture ++; current_texture %= 3; break;

}

}

void drawGeometry(){

int i; float n;

glBegin(GL_TRIANGLE_STRIP);

glMultiTexCoord3fARB(GL_TEXTURE1_ARB, 1.0f, 0.0f, 0.0f); tangent glMultiTexCoord3fARB(GL_TEXTURE2_ARB, 0.0f, 1.0f, 0.0f); binormal glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -0.5f, 0.0f); glTexCoord2f(3.0f, 0.0f); glVertex3f(0.0f, -0.5f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, 0.5f, 0.0f); glTexCoord2f(3.0f, 1.0f); glVertex3f(0.0f, 0.5f, 0.0f);

glEnd();

glPushMatrix();

glTranslatef(2.0f, 0.0f, 0.0f); glBegin(GL_TRIANGLE_STRIP);

glMultiTexCoord3fARB(GL_TEXTURE2_ARB, 0.0f, 1.0f, 0.0f); binormal for(i=0; i⇐50; i++){

n = (float(i) / 50.0f) * 6.283185307f; glMultiTexCoord3fARB(GL_TEXTURE1_ARB, -sinf(n), 0.0f, cosf(n)); tangent glNormal3f(cosf(n), 0.0f, sinf(n)); glTexCoord2f(6.0f * float(i) / 50.0f, 0.0f); glVertex3f(cosf(n), -0.5f, sinf(n)); glTexCoord2f(6.0f * float(i) / 50.0f, 1.0f); glVertex3f(cosf(n), 0.5f, sinf(n));

}

glEnd();

glPopMatrix();

}

void drawText(char* text){

int i = 0; char character = text[i++]; while(character != '\0'){

glutStrokeCharacter(GLUT_STROKE_ROMAN, character); character = text[i++];

}

}

void display(){

glMatrixMode(GL_MODELVIEW); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

lighting static float angle0 = 0.0f; static float angle1 = 0.0f; if(light_move){

angle0 += 0.01111f; angle1 += 0.013f;

} float position0[] = {2.0f * cosf(angle0), 2.0f * sinf(angle0), 1.5f, 1.0f}; glLightfv(GL_LIGHT0, GL_POSITION, position0); float position1[] = {0.0f, 3.0f * cosf(angle1), 1.5f * sinf(angle1), 1.0f}; glLightfv(GL_LIGHT1, GL_POSITION, position1); glPointSize(3.0f); glBegin(GL_POINTS);

glVertex3f(2.0f * cosf(angle0), 2.0f * sinf(angle0), 1.5f); glVertex3f(0.0f, 3.0f * cosf(angle1), 1.5f * sinf(angle1));

glEnd(); glEnable(GL_LIGHTING);

glEnable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture(GL_TEXTURE_2D, texture[current_texture][0]); glActiveTextureARB(GL_TEXTURE1_ARB); glBindTexture(GL_TEXTURE_2D, texture[current_texture][1]); glActiveTextureARB(GL_TEXTURE2_ARB); glBindTexture(GL_TEXTURE_2D, texture[current_texture][2]);

glPushMatrix();

plain texturing glTranslatef(0.0f, 2.25f, 0.0f); drawGeometry(); bump mapping glEnable(GL_VERTEX_PROGRAM_ARB); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vpid[0]); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fpid[0]); glTranslatef(0.0f, -1.5f, 0.0f); drawGeometry(); offset mapping glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vpid[1]); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fpid[1]); glTranslatef(0.0f, -1.5f, 0.0f); drawGeometry(); bump and offset mapping glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vpid[2]); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fpid[2]); glTranslatef(0.0f, -1.5f, 0.0f); drawGeometry();

glPopMatrix();

glActiveTextureARB(GL_TEXTURE0_ARB); why? glDisable(GL_TEXTURE_2D); glDisable(GL_VERTEX_PROGRAM_ARB); glDisable(GL_FRAGMENT_PROGRAM_ARB); glDisable(GL_LIGHTING);

glPushMatrix();

text glPushMatrix();

glTranslatef(-2.0f, 1.55f, 0.0f); glScalef(0.0015f, 0.0015f, 0.0015f); drawText("regular texture mapping");

glPopMatrix(); glPushMatrix();

glTranslatef(-2.0f, 0.05f, 0.0f); glScalef(0.0015f, 0.0015f, 0.0015f); drawText("bump mapping");

glPopMatrix(); glPushMatrix();

glTranslatef(-2.0f, -1.45f, 0.0f); glScalef(0.0015f, 0.0015f, 0.0015f); drawText("offset mapping");

glPopMatrix(); glPushMatrix();

glTranslatef(-2.0f, -2.95f, 0.0f); glScalef(0.0015f, 0.0015f, 0.0015f); drawText("bump mapping and offset mapping");

glPopMatrix();

glPopMatrix();

glutSwapBuffers(); glutPostRedisplay();

}

int main(int argc, char argv){

glutInit(&argc, argv); glutInitWindowPosition(100, 100); glutInitWindowSize(512, 400); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); int windowID = glutCreateWindow("offset mapping demo");

glutSetWindow(windowID); glutReshapeFunc(reshape); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); glutDisplayFunc(display);

initOpengl(); motion(0, 0); call this once to create initial modelview matrix

glutMainLoop();

return 0;

}

comment:2 Changed 17 years ago by bknecht

  • Milestone set to Old Orxonox tickets
Note: See TracTickets for help on using tickets.