[852] | 1 | /*
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| 2 | glh - is a platform-indepenedent C++ OpenGL helper library
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| 3 |
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| 4 |
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| 5 | Copyright (c) 2000 Cass Everitt
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| 6 | Copyright (c) 2000 NVIDIA Corporation
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| 7 | All rights reserved.
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| 8 |
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| 9 | Redistribution and use in source and binary forms, with or
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| 10 | without modification, are permitted provided that the following
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| 11 | conditions are met:
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| 12 |
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| 13 | * Redistributions of source code must retain the above
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| 14 | copyright notice, this list of conditions and the following
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| 15 | disclaimer.
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| 16 |
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| 17 | * Redistributions in binary form must reproduce the above
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| 18 | copyright notice, this list of conditions and the following
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| 19 | disclaimer in the documentation and/or other materials
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| 20 | provided with the distribution.
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| 21 |
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| 22 | * The names of contributors to this software may not be used
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| 23 | to endorse or promote products derived from this software
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| 24 | without specific prior written permission.
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| 25 |
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| 26 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| 27 | ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| 28 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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| 29 | FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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| 30 | REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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| 31 | INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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| 32 | BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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| 33 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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| 34 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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| 35 | LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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| 36 | ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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| 37 | POSSIBILITY OF SUCH DAMAGE.
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| 38 |
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| 39 |
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| 40 | Cass Everitt - cass@r3.nu
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| 41 | */
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| 42 |
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| 43 | // some helper classes for making
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| 44 | // and using cube maps
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| 45 |
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| 46 | #ifndef GLH_CUBE_MAP_H
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| 47 | #define GLH_CUBE_MAP_H
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| 48 |
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| 49 | #ifdef MACOS
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| 50 | #include <OpenGL/gl.h>
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| 51 | #else
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| 52 | #include <GL/gl.h>
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| 53 | #endif
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| 54 |
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| 55 | #include <glh/glh_obs.h>
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| 56 | #include <glh/glh_convenience.h>
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| 57 | #include <glh/glh_linear.h>
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| 58 |
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| 59 | namespace glh
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| 60 | {
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| 61 |
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| 62 | # ifdef GL_ARB_texture_cube_map
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| 63 | # define GLH_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
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| 64 | # define GLH_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
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| 65 | # define GLH_CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
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| 66 | # define GLH_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
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| 67 | # define GLH_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
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| 68 | # define GLH_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
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| 69 | # elif GL_EXT_texture_cube_map
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| 70 | # define GLH_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT
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| 71 | # define GLH_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT
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| 72 | # define GLH_CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT
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| 73 | # define GLH_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT
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| 74 | # define GLH_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT
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| 75 | # define GLH_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT
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| 76 | # endif
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| 77 |
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| 78 | # if GL_EXT_texture_cube_map || GL_ARB_texture_cube_map
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| 79 | // make a cube map from a functor
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| 80 | template <class FunctionOfDirection>
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| 81 | void make_cube_map(FunctionOfDirection & f, GLenum internal_format,
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| 82 | int size, int level = 0)
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| 83 | {
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| 84 | typedef typename FunctionOfDirection::Type Type;
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| 85 | int components = f.components;
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| 86 | GLenum type = f.type;
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| 87 | GLenum format = f.format;
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| 88 | Type * image = new Type[size*size*components];
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| 89 | Type * ip;
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| 90 |
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| 91 | float offset = .5;
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| 92 | float delta = 1;
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| 93 | float halfsize = size/2.f;
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| 94 | vec3f v;
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| 95 |
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| 96 | // positive x image
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| 97 | {
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| 98 | ip = image;
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| 99 | for(int j = 0; j < size; j++)
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| 100 | {
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| 101 | for(int i=0; i < size; i++)
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| 102 | {
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| 103 | v[2] = -(i*delta + offset - halfsize);
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| 104 | v[1] = -(j*delta + offset - halfsize);
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| 105 | v[0] = halfsize;
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| 106 | v.normalize();
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| 107 | f(v, ip);
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| 108 | ip += components;
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| 109 | }
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| 110 | }
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| 111 | glTexImage2D(GLH_CUBE_MAP_POSITIVE_X,
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| 112 | level, internal_format, size, size, 0, format, type, image);
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| 113 | }
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| 114 | // negative x image
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| 115 | {
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| 116 | ip = image;
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| 117 | for(int j = 0; j < size; j++)
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| 118 | {
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| 119 | for(int i=0; i < size; i++)
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| 120 | {
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| 121 | v[2] = (i*delta + offset - halfsize);
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| 122 | v[1] = -(j*delta + offset - halfsize);
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| 123 | v[0] = -halfsize;
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| 124 | v.normalize();
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| 125 | f(v, ip);
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| 126 | ip += components;
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| 127 | }
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| 128 | }
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| 129 | glTexImage2D(GLH_CUBE_MAP_NEGATIVE_X,
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| 130 | level, internal_format, size, size, 0, format, type, image);
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| 131 | }
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| 132 |
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| 133 | // positive y image
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| 134 | {
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| 135 | ip = image;
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| 136 | for(int j = 0; j < size; j++)
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| 137 | {
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| 138 | for(int i=0; i < size; i++)
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| 139 | {
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| 140 | v[0] = (i*delta + offset - halfsize);
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| 141 | v[2] = (j*delta + offset - halfsize);
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| 142 | v[1] = halfsize;
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| 143 | v.normalize();
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| 144 | f(v, ip);
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| 145 | ip += components;
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| 146 | }
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| 147 | }
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| 148 | glTexImage2D(GLH_CUBE_MAP_POSITIVE_Y,
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| 149 | level, internal_format, size, size, 0, format, type, image);
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| 150 | }
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| 151 | // negative y image
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| 152 | {
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| 153 | ip = image;
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| 154 | for(int j = 0; j < size; j++)
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| 155 | {
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| 156 | for(int i=0; i < size; i++)
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| 157 | {
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| 158 | v[0] = (i*delta + offset - halfsize);
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| 159 | v[2] = -(j*delta + offset - halfsize);
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| 160 | v[1] = -halfsize;
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| 161 | v.normalize();
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| 162 | f(v, ip);
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| 163 | ip += components;
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| 164 | }
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| 165 | }
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| 166 | glTexImage2D(GLH_CUBE_MAP_NEGATIVE_Y,
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| 167 | level, internal_format, size, size, 0, format, type, image);
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| 168 | }
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| 169 |
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| 170 | // positive z image
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| 171 | {
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| 172 | ip = image;
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| 173 | for(int j = 0; j < size; j++)
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| 174 | {
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| 175 | for(int i=0; i < size; i++)
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| 176 | {
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| 177 | v[0] = (i*delta + offset - halfsize);
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| 178 | v[1] = -(j*delta + offset - halfsize);
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| 179 | v[2] = halfsize;
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| 180 | v.normalize();
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| 181 | f(v, ip);
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| 182 | ip += components;
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| 183 | }
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| 184 | }
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| 185 | glTexImage2D(GLH_CUBE_MAP_POSITIVE_Z,
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| 186 | level, internal_format, size, size, 0, format, type, image);
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| 187 | }
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| 188 | // negative z image
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| 189 | {
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| 190 | ip = image;
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| 191 | for(int j = 0; j < size; j++)
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| 192 | {
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| 193 | for(int i=0; i < size; i++)
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| 194 | {
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| 195 | v[0] = -(i*delta + offset - halfsize);
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| 196 | v[1] = -(j*delta + offset - halfsize);
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| 197 | v[2] = -halfsize;
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| 198 | v.normalize();
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| 199 | f(v, ip);
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| 200 | ip += components;
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| 201 | }
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| 202 | }
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| 203 | glTexImage2D(GLH_CUBE_MAP_NEGATIVE_Z,
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| 204 | level, internal_format, size, size, 0, format, type, image);
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| 205 | }
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| 206 | delete [] image;
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| 207 | }
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| 208 | # endif
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| 209 |
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| 210 | struct normalize_vector
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| 211 | {
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| 212 | typedef GLfloat Type;
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| 213 | int components;
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| 214 | GLenum type;
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| 215 | GLenum format;
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| 216 | normalize_vector() : components(3), type(GL_FLOAT), format(GL_RGB) {}
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| 217 |
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| 218 | void operator() (const vec3f & v, Type * t)
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| 219 | {
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| 220 | vec3f v2 = v;
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| 221 | v2 *= .5;
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| 222 | v2 += .5;
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| 223 | t[0] = v2[0];
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| 224 | t[1] = v2[1];
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| 225 | t[2] = v2[2];
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| 226 | }
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| 227 | };
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| 228 |
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| 229 | struct cube_map_unextended
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| 230 | {
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| 231 | cube_map_unextended() :
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| 232 | POSITIVE_X(0), NEGATIVE_X(1),
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| 233 | POSITIVE_Y(2), NEGATIVE_Y(3),
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| 234 | POSITIVE_Z(4), NEGATIVE_Z(5),
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| 235 | lightnum(GL_LIGHT0), angle(90.0)
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| 236 | {}
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| 237 |
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| 238 | // angle is > 90 degrees because we need a border to cull with
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| 239 | void set_angle(GLint width)
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| 240 | { angle = to_degrees((float)atan2(width/2.0f, width/2.0f-1.0f)) * 2.0f; }
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| 241 |
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| 242 |
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| 243 | void cull_for_projection(int i)
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| 244 | {
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| 245 | GLfloat plane[6][4] =
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| 246 | {
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| 247 | { 1, 0, 0, 0 },
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| 248 | {-1, 0, 0, 0 },
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| 249 | { 0, 1, 0, 0 },
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| 250 | { 0,-1, 0, 0 },
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| 251 | { 0, 0, 1, 0 },
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| 252 | { 0, 0,-1, 0 }
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| 253 | };
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| 254 | //glClipPlane(GL_CLIP_PLANE0, plane[i]);
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| 255 | glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90);
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| 256 | glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, plane[i]);
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| 257 | }
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| 258 |
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| 259 | void cull_for_reflection(int i)
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| 260 | {
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| 261 | GLfloat dir[6][4] =
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| 262 | {
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| 263 | { 1, 0, 0, 0 },
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| 264 | {-1, 0, 0, 0 },
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| 265 | { 0, 1, 0, 0 },
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| 266 | { 0,-1, 0, 0 },
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| 267 | { 0, 0, 1, 0 },
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| 268 | { 0, 0,-1, 0 }
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| 269 | };
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| 270 | glLightfv(GL_LIGHT0, GL_POSITION, dir[i]);
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| 271 | }
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| 272 |
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| 273 | matrix4f get_matrix(int cubeface)
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| 274 | {
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| 275 | matrix4f m;
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| 276 | m = perspective((float)angle, 1.0f, 0.5f, 1.5f);
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| 277 | switch(cubeface)
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| 278 | {
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| 279 | case 0:
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| 280 | m *= camera_lookat(vec3f(0,0,0), vec3f( 1, 0, 0), vec3f(0,-1, 0));
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| 281 | return m;
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| 282 | case 1:
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| 283 | m *= camera_lookat(vec3f(0,0,0), vec3f(-1, 0, 0), vec3f(0,-1, 0));
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| 284 | return m;
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| 285 | case 2:
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| 286 | m *= camera_lookat(vec3f(0,0,0), vec3f( 0, 1, 0), vec3f(0, 0, 1));
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| 287 | return m;
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| 288 | case 3:
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| 289 | m *= camera_lookat(vec3f(0,0,0), vec3f( 0,-1, 0), vec3f(0, 0,-1));
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| 290 | return m;
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| 291 | case 4:
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| 292 | m *= camera_lookat(vec3f(0,0,0), vec3f( 0, 0, 1), vec3f(0,-1, 0));
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| 293 | return m;
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| 294 | case 5:
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| 295 | m *= camera_lookat(vec3f(0,0,0), vec3f( 0, 0,-1), vec3f(0,-1, 0));
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| 296 | return m;
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| 297 | default:
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| 298 | return matrix4f();
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| 299 | }
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| 300 | }
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| 301 |
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| 302 | matrix4f get_matrix_inverse(int cubeface)
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| 303 | {
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| 304 | matrix4f m;
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| 305 | switch(cubeface)
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| 306 | {
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| 307 | case 0:
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| 308 | m = object_lookat(vec3f(0,0,0), vec3f( 1, 0, 0), vec3f(0,-1, 0));
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| 309 | break;
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| 310 | case 1:
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| 311 | m = object_lookat(vec3f(0,0,0), vec3f(-1, 0, 0), vec3f(0,-1, 0));
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| 312 | break;
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| 313 | case 2:
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| 314 | m = object_lookat(vec3f(0,0,0), vec3f( 0, 1, 0), vec3f(0, 0, 1));
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| 315 | break;
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| 316 | case 3:
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| 317 | m = object_lookat(vec3f(0,0,0), vec3f( 0,-1, 0), vec3f(0, 0,-1));
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| 318 | break;
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| 319 | case 4:
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| 320 | m = object_lookat(vec3f(0,0,0), vec3f( 0, 0, 1), vec3f(0,-1, 0));
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| 321 | break;
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| 322 | case 5:
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| 323 | m = object_lookat(vec3f(0,0,0), vec3f( 0, 0,-1), vec3f(0,-1, 0));
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| 324 | break;
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| 325 | default:
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| 326 | break;
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| 327 | }
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| 328 | return m * perspective_inverse((float)angle, 1.0f, 0.5f, 1.5f);
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| 329 | }
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| 330 | const int POSITIVE_X;
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| 331 | const int NEGATIVE_X;
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| 332 | const int POSITIVE_Y;
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| 333 | const int NEGATIVE_Y;
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| 334 | const int POSITIVE_Z;
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| 335 | const int NEGATIVE_Z;
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| 336 |
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| 337 | GLenum lightnum;
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| 338 | tex_object_2D face[6];
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| 339 | double angle;
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| 340 |
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| 341 | matrix4f rotation;
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| 342 |
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| 343 | };
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| 344 |
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| 345 | } // namespace glh
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| 346 | #endif
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| 347 |
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