Reputation: 127
What is the simplest way of applying a normal map to a textured four vertex polygon in SDL? Do you have to create a shader or is there a simpler way? I have here my code that creates a textured rotating cube, with a rotating satellite light.
What additions to my code do I need to do if I want to use the generated texture (tex_Norm = generateTexture()) as a normal map also?
#include <windows.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include <math.h>
void initAll();
void setupBox();
void mainloop();
unsigned int generateTexture();
void handle_inputs();
void updateScreen();
void clean_up();
int scrWidth, scrHeight, flags;
bool bQuit = false;
float angle = 0.0f;
GLuint tex_Box, tex_Norm;
struct sVert
{
float x;
float y;
float z;
};
class cPolygon
{
public:
int v[4];
void fillverts(int v1, int v2, int v3, int v4) {
v[0] = v1;
v[1] = v2;
v[2] = v3;
v[3] = v4;
}
} p[6];
sVert pv[8];
int main(int argc, char *argv[])
{
initAll();
mainloop();
clean_up();
return 0;
}
void initAll()
{
scrWidth = 800;
scrHeight = 600;
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
flags = SDL_OPENGL | SDL_ANYFORMAT ;
SDL_SetVideoMode(scrWidth, scrHeight, 16, flags);
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
gluPerspective( 45.0f, (GLfloat)scrWidth/(GLfloat)scrHeight, 1.0f, 500.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
glEnable (GL_DEPTH_TEST);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA);
SDL_WM_SetCaption( "Normal Mapping", NULL );
tex_Box = generateTexture();
tex_Norm = generateTexture();
setupBox();
}
void setupBox()
{
for (int z=0;z<2;z++)
for (int y=0;y<2;y++)
for (int x=0;x<2;x++)
{
pv[x+y*2+z*4].x = -1.0+x;
pv[x+y*2+z*4].y = -1.0+y;
pv[x+y*2+z*4].z = -1.0+z;
}
// Box object
p[0].fillverts (0, 1, 3, 2); // above
p[1].fillverts (4, 5, 1, 0); // behind
p[2].fillverts (6, 7, 3, 2); // in front
p[3].fillverts (5, 7, 3, 1); // right
p[4].fillverts (0, 2, 6, 4); // left
p[5].fillverts (7, 6, 4, 5); // below
}
unsigned int generateTexture()
{
BYTE data[128*128*3];
unsigned int id;
for (int x=0;x<128;x++)
for (int y=0;y<128;y++)
{
data[y*128*3+x*3+0] = x; // Red
data[y*128*3+x*3+1] = y; // Green
data[y*128*3+x*3+2] = 128-(abs(64-x)+abs(64-y)); // Blue
}
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB, GL_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
return id;
}
void mainloop()
{
while(bQuit == false)
{
handle_inputs();
updateScreen();
angle += 1.5f;
Sleep(50);
}
}
void handle_inputs()
{
SDL_PumpEvents();
Uint8 * keystate = SDL_GetKeyState(NULL);
if(keystate[SDLK_ESCAPE]) bQuit = true;
}
void updateScreen()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glPushMatrix();
glTranslatef(0.0f, 0.0f, -3.0f);
glRotatef(-angle*2.0, 1.0f, 1.0f, 1.0f);
// Setup a light source
float lpos[] = {0.0, 0.0, 2.0, 1.0}; // position
float ldif[] = {1.0, 1.0, 1.0, 1.0}; // diffuse
float lamb[] = {0.3, 0.3, 0.2, 1.0}; // ambient
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, ldif);
glLightfv(GL_LIGHT0, GL_AMBIENT, lamb);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5f, 0.5f, -3.0f);
glRotatef(angle, 1.0f, 1.0f, 1.0f);
// Draw box object
glBindTexture(GL_TEXTURE_2D, tex_Box);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
for(int pi=0; pi<6; pi++)
for(int vi=0; vi<4; vi++)
{
switch(vi) {
case 0: glTexCoord2d(0.0,2.0); break;
case 1: glTexCoord2d(0.0,0.0); break;
case 2: glTexCoord2d(2.0,0.0); break;
case 3: glTexCoord2d(2.0,2.0); break; };
glVertex3f( pv[ p[pi].v[vi] ].x,
pv[ p[pi].v[vi] ].y,
pv[ p[pi].v[vi] ].z );
};
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glFinish();
SDL_GL_SwapBuffers();
}
void clean_up()
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
glDeleteTextures(1, &tex_Box);
glDeleteTextures(1, &tex_Norm);
SDL_Quit();
}
Upvotes: 1
Views: 1165
Reputation: 127
After some hours adventure into the world of GLSL and some help from the answer in this question: SDL OpenGL in C++, Texture Shader missing the texture
... I finally made a Normal map out of my generated texture. Here is the result:
#include <windows.h>
#include <SDL.h>
#include <GL/glew.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <math.h>
#include <string>
using namespace std;
#define LOG_SIZE 10000
void initAll();
void setupBox();
void mainloop();
unsigned int generateTexture();
void handle_inputs();
void updateScreen();
void clean_up();
void dbpf(int, const char *, ...);
int scrWidth, scrHeight, flags;
bool bQuit = false;
float angle = 0.0f;
va_list m;
int db_threashold = 0;
GLint status;
GLchar elog[LOG_SIZE];
GLint rLength = 0;
GLuint tex_Box, tex_Norm;
std::string vertex_source, fragment_source;
GLuint shader_program, vertex_shader, fragment_shader;
GLuint vao, vbo;
const char *source;
int length;
struct sVert
{
float x;
float y;
float z;
};
class cPolygon
{
public:
int v[4];
void fillverts(int v1, int v2, int v3, int v4) {
v[0] = v1;
v[1] = v2;
v[2] = v3;
v[3] = v4;
}
} p[6];
sVert pv[8];
int main(int argc, char *argv[])
{
initAll();
mainloop();
clean_up();
return 0;
}
void initAll()
{
scrWidth = 800;
scrHeight = 600;
vertex_source =
"#version 330\n"
"in vec3 Position;\n"
"in vec2 TexCoord;\n"
"out vec3 oColor;\n"
"out vec2 oTexcoord;\n"
"void main() {\n"
" oTexcoord = TexCoord;\n"
" gl_Position = gl_ModelViewProjectionMatrix*vec4(Position, 1.0);\n"
"}\n";
fragment_source =
"#version 330\n"
"in vec2 oTexcoord;\n"
"out vec4 oColor;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex_norm;\n"
"void main() {\n"
" vec4 lightpos = normalize(-gl_ModelViewProjectionMatrix*vec4(1.0, -1.0, -1.5, 1.0));\n"
" vec3 tmpNorm = normalize(texture2D(tex_norm, oTexcoord).rgb * 2.0 - 1.0);\n"
" float difuse = max(dot(tmpNorm, lightpos.xyz), 0.0);\n"
" vec3 tmpcolor = difuse * texture2D(tex, oTexcoord).rgb;\n"
" oColor = vec4(tmpcolor, 1.0);\n"
"}\n";
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
flags = SDL_OPENGL | SDL_ANYFORMAT ;
SDL_SetVideoMode(scrWidth, scrHeight, 16, flags);
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
gluPerspective( 45.0f, (GLfloat)scrWidth/(GLfloat)scrHeight, 1.0f, 500.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
glEnable (GL_DEPTH_TEST);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
SDL_WM_SetCaption( "Normal map", NULL );
glewInit();
// vertex shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
source = vertex_source.c_str();
length = vertex_source.size();
glShaderSource(vertex_shader, 1, &source, &length);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(vertex_shader, LOG_SIZE, &rLength, elog);
dbpf(10, "Compile vertex log: \n %s \n", elog);
// fragment shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
source = fragment_source.c_str();
length = fragment_source.size();
glShaderSource(fragment_shader, 1, &source, &length);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(fragment_shader, LOG_SIZE, &rLength, elog);
dbpf(10, "Compile fragment log: \n %s \n", elog);
// create program
shader_program = glCreateProgram();
// attach shaders
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
// link the program and check for errors
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &status);
glGetProgramInfoLog(shader_program, LOG_SIZE, &rLength, elog);
dbpf(10, "Link log: \n %s \n", elog);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
setupBox();
GLfloat vd[6*5*6];
for(int pi=0; pi<6; pi++)
{
vd[pi*30+ 0] = pv[ p[pi].v[0] ].x;
vd[pi*30+ 1] = pv[ p[pi].v[0] ].y;
vd[pi*30+ 2] = pv[ p[pi].v[0] ].z;
vd[pi*30+ 3] = 0.0;
vd[pi*30+ 4] = 1.0;
vd[pi*30+ 5] = pv[ p[pi].v[1] ].x;
vd[pi*30+ 6] = pv[ p[pi].v[1] ].y;
vd[pi*30+ 7] = pv[ p[pi].v[1] ].z;
vd[pi*30+ 8] = 0.0;
vd[pi*30+ 9] = 0.0;
vd[pi*30+10] = pv[ p[pi].v[2] ].x;
vd[pi*30+11] = pv[ p[pi].v[2] ].y;
vd[pi*30+12] = pv[ p[pi].v[2] ].z;
vd[pi*30+13] = 1.0;
vd[pi*30+14] = 0.0;
vd[pi*30+15] = pv[ p[pi].v[0] ].x;
vd[pi*30+16] = pv[ p[pi].v[0] ].y;
vd[pi*30+17] = pv[ p[pi].v[0] ].z;
vd[pi*30+18] = 0.0;
vd[pi*30+19] = 1.0;
vd[pi*30+20] = pv[ p[pi].v[2] ].x;
vd[pi*30+21] = pv[ p[pi].v[2] ].y;
vd[pi*30+22] = pv[ p[pi].v[2] ].z;
vd[pi*30+23] = 1.0;
vd[pi*30+24] = 0.0;
vd[pi*30+25] = pv[ p[pi].v[3] ].x;
vd[pi*30+26] = pv[ p[pi].v[3] ].y;
vd[pi*30+27] = pv[ p[pi].v[3] ].z;
vd[pi*30+28] = 1.0;
vd[pi*30+29] = 1.0;
}
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*6*5*6, vd, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
tex_Box = generateTexture();
tex_Norm = generateTexture();
}
void setupBox()
{
for (int z=0;z<2;z++)
for (int y=0;y<2;y++)
for (int x=0;x<2;x++)
{
pv[x+y*2+z*4].x = -1.0+x;
pv[x+y*2+z*4].y = -1.0+y;
pv[x+y*2+z*4].z = -1.0+z;
}
p[0].fillverts (0, 1, 3, 2); // above
p[1].fillverts (4, 5, 1, 0); // behind
p[2].fillverts (6, 7, 3, 2); // in front
p[3].fillverts (5, 7, 3, 1); // right
p[4].fillverts (0, 2, 6, 4); // left
p[5].fillverts (7, 6, 4, 5); // below
}
unsigned int generateTexture()
{
BYTE data[128*128*3];
unsigned int id;
for (int x=0;x<128;x++)
for (int y=0;y<128;y++)
{
data[y*128*3+x*3+0] = x; // Red
data[y*128*3+x*3+1] = y; // Green
data[y*128*3+x*3+2] = 128-(abs(64-x)+abs(64-y)); // Blue
}
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
return id;
}
void mainloop()
{
while(bQuit == false)
{
handle_inputs();
updateScreen();
angle += 1.5f;
Sleep(50);
}
}
void handle_inputs()
{
SDL_PumpEvents();
Uint8 * keystate = SDL_GetKeyState(NULL);
if(keystate[SDLK_ESCAPE]) bQuit = true;
}
void updateScreen()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt (2.0, 2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// use the shader program
glUseProgram(shader_program);
// bind the vao
glBindVertexArray(vao);
// rotation
glRotatef(angle, 1.0, 0.0, 0.0); //rotate on the x axis
glRotatef(angle, 0.0, 1.0, 0.0); //rotate on the y axis
glRotatef(angle, 0.0, 0.0, 1.0); //rotate on the z axis
// bind texture
glActiveTexture(GL_TEXTURE0);
int loc = glGetUniformLocation(shader_program, "tex");
glUniform1i(loc, 0);
glBindTexture(GL_TEXTURE_2D, tex_Box);
// bind normal texture
glActiveTexture(GL_TEXTURE1);
loc = glGetUniformLocation(shader_program, "tex_norm");
glUniform1i(loc, 1);
glBindTexture(GL_TEXTURE_2D, tex_Norm);
// draw
glDrawArrays(GL_TRIANGLES, 0, 6*6);
// cleanup
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
SDL_GL_SwapBuffers();
}
void clean_up()
{
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDetachShader(shader_program, vertex_shader);
glDetachShader(shader_program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(shader_program);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
glDeleteTextures(1, &tex_Box);
glDeleteTextures(1, &tex_Norm);
SDL_Quit();
}
void dbpf(int t, const char * msg, ...)
{
va_start(m, msg);
if (t >= db_threashold) vfprintf(stderr, msg, m);
va_end(m);
}
Upvotes: 2
Reputation: 498
Sorry, but if you want to use modern OpenGL features, you need modern OpenGL, which means shaders. :( That also means all your lighting needs to be done manually in the shader, so your program is going to get quite a bit more complicated, but that's the price you pay for cool images.
Explaining in detail how to do normal mapping wouldn't fit here, but there are very nice tutorials out there, for example http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/.
Good luck!
Upvotes: 2