/* glh - is a platform-indepenedent C++ OpenGL helper library Copyright (c) 2000 Cass Everitt Copyright (c) 2000 NVIDIA Corporation All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * The names of contributors to this software may not be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Cass Everitt - cass@r3.nu */ // some helper classes for making // and using cube maps #ifndef GLH_CUBE_MAP_H #define GLH_CUBE_MAP_H #ifdef MACOS #include #else #include #endif #include #include #include namespace glh { # ifdef GL_ARB_texture_cube_map # define GLH_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB # define GLH_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB # define GLH_CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB # define GLH_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB # define GLH_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB # define GLH_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB # elif GL_EXT_texture_cube_map # define GLH_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT # define GLH_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT # define GLH_CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT # define GLH_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT # define GLH_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT # define GLH_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT # endif # if GL_EXT_texture_cube_map || GL_ARB_texture_cube_map // make a cube map from a functor template void make_cube_map(FunctionOfDirection & f, GLenum internal_format, int size, int level = 0) { typedef typename FunctionOfDirection::Type Type; int components = f.components; GLenum type = f.type; GLenum format = f.format; Type * image = new Type[size*size*components]; Type * ip; float offset = .5; float delta = 1; float halfsize = size/2.f; vec3f v; // positive x image { ip = image; for(int j = 0; j < size; j++) { for(int i=0; i < size; i++) { v[2] = -(i*delta + offset - halfsize); v[1] = -(j*delta + offset - halfsize); v[0] = halfsize; v.normalize(); f(v, ip); ip += components; } } glTexImage2D(GLH_CUBE_MAP_POSITIVE_X, level, internal_format, size, size, 0, format, type, image); } // negative x image { ip = image; for(int j = 0; j < size; j++) { for(int i=0; i < size; i++) { v[2] = (i*delta + offset - halfsize); v[1] = -(j*delta + offset - halfsize); v[0] = -halfsize; v.normalize(); f(v, ip); ip += components; } } glTexImage2D(GLH_CUBE_MAP_NEGATIVE_X, level, internal_format, size, size, 0, format, type, image); } // positive y image { ip = image; for(int j = 0; j < size; j++) { for(int i=0; i < size; i++) { v[0] = (i*delta + offset - halfsize); v[2] = (j*delta + offset - halfsize); v[1] = halfsize; v.normalize(); f(v, ip); ip += components; } } glTexImage2D(GLH_CUBE_MAP_POSITIVE_Y, level, internal_format, size, size, 0, format, type, image); } // negative y image { ip = image; for(int j = 0; j < size; j++) { for(int i=0; i < size; i++) { v[0] = (i*delta + offset - halfsize); v[2] = -(j*delta + offset - halfsize); v[1] = -halfsize; v.normalize(); f(v, ip); ip += components; } } glTexImage2D(GLH_CUBE_MAP_NEGATIVE_Y, level, internal_format, size, size, 0, format, type, image); } // positive z image { ip = image; for(int j = 0; j < size; j++) { for(int i=0; i < size; i++) { v[0] = (i*delta + offset - halfsize); v[1] = -(j*delta + offset - halfsize); v[2] = halfsize; v.normalize(); f(v, ip); ip += components; } } glTexImage2D(GLH_CUBE_MAP_POSITIVE_Z, level, internal_format, size, size, 0, format, type, image); } // negative z image { ip = image; for(int j = 0; j < size; j++) { for(int i=0; i < size; i++) { v[0] = -(i*delta + offset - halfsize); v[1] = -(j*delta + offset - halfsize); v[2] = -halfsize; v.normalize(); f(v, ip); ip += components; } } glTexImage2D(GLH_CUBE_MAP_NEGATIVE_Z, level, internal_format, size, size, 0, format, type, image); } delete [] image; } # endif struct normalize_vector { typedef GLfloat Type; int components; GLenum type; GLenum format; normalize_vector() : components(3), type(GL_FLOAT), format(GL_RGB) {} void operator() (const vec3f & v, Type * t) { vec3f v2 = v; v2 *= .5; v2 += .5; t[0] = v2[0]; t[1] = v2[1]; t[2] = v2[2]; } }; struct cube_map_unextended { cube_map_unextended() : POSITIVE_X(0), NEGATIVE_X(1), POSITIVE_Y(2), NEGATIVE_Y(3), POSITIVE_Z(4), NEGATIVE_Z(5), lightnum(GL_LIGHT0), angle(90.0) {} // angle is > 90 degrees because we need a border to cull with void set_angle(GLint width) { angle = to_degrees((float)atan2(width/2.0f, width/2.0f-1.0f)) * 2.0f; } void cull_for_projection(int i) { GLfloat plane[6][4] = { { 1, 0, 0, 0 }, {-1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0,-1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0,-1, 0 } }; //glClipPlane(GL_CLIP_PLANE0, plane[i]); glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, plane[i]); } void cull_for_reflection(int i) { GLfloat dir[6][4] = { { 1, 0, 0, 0 }, {-1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0,-1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0,-1, 0 } }; glLightfv(GL_LIGHT0, GL_POSITION, dir[i]); } matrix4f get_matrix(int cubeface) { matrix4f m; m = perspective((float)angle, 1.0f, 0.5f, 1.5f); switch(cubeface) { case 0: m *= camera_lookat(vec3f(0,0,0), vec3f( 1, 0, 0), vec3f(0,-1, 0)); return m; case 1: m *= camera_lookat(vec3f(0,0,0), vec3f(-1, 0, 0), vec3f(0,-1, 0)); return m; case 2: m *= camera_lookat(vec3f(0,0,0), vec3f( 0, 1, 0), vec3f(0, 0, 1)); return m; case 3: m *= camera_lookat(vec3f(0,0,0), vec3f( 0,-1, 0), vec3f(0, 0,-1)); return m; case 4: m *= camera_lookat(vec3f(0,0,0), vec3f( 0, 0, 1), vec3f(0,-1, 0)); return m; case 5: m *= camera_lookat(vec3f(0,0,0), vec3f( 0, 0,-1), vec3f(0,-1, 0)); return m; default: return matrix4f(); } } matrix4f get_matrix_inverse(int cubeface) { matrix4f m; switch(cubeface) { case 0: m = object_lookat(vec3f(0,0,0), vec3f( 1, 0, 0), vec3f(0,-1, 0)); break; case 1: m = object_lookat(vec3f(0,0,0), vec3f(-1, 0, 0), vec3f(0,-1, 0)); break; case 2: m = object_lookat(vec3f(0,0,0), vec3f( 0, 1, 0), vec3f(0, 0, 1)); break; case 3: m = object_lookat(vec3f(0,0,0), vec3f( 0,-1, 0), vec3f(0, 0,-1)); break; case 4: m = object_lookat(vec3f(0,0,0), vec3f( 0, 0, 1), vec3f(0,-1, 0)); break; case 5: m = object_lookat(vec3f(0,0,0), vec3f( 0, 0,-1), vec3f(0,-1, 0)); break; default: break; } return m * perspective_inverse((float)angle, 1.0f, 0.5f, 1.5f); } const int POSITIVE_X; const int NEGATIVE_X; const int POSITIVE_Y; const int NEGATIVE_Y; const int POSITIVE_Z; const int NEGATIVE_Z; GLenum lightnum; tex_object_2D face[6]; double angle; matrix4f rotation; }; } // namespace glh #endif