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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