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authorBrian Paul <[email protected]>2008-11-04 16:56:59 -0700
committerBrian Paul <[email protected]>2008-11-04 16:56:59 -0700
commitaab429c8df228271786890691a43786baf091b37 (patch)
treed8b66a8071a7c803e0d6f77dae2054cfcea10143
parent6c8274078d08e5d87c993603b9bfcdf1ffa51278 (diff)
added glsl/skinning.c test to test matrix blending/weighting
-rw-r--r--progs/glsl/Makefile8
-rw-r--r--progs/glsl/multitex.frag24
-rw-r--r--progs/glsl/skinning.c280
-rw-r--r--progs/glsl/skinning.frag6
-rw-r--r--progs/glsl/skinning.vert24
5 files changed, 340 insertions, 2 deletions
diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile
index 850b6bdbd1c..41d58499195 100644
--- a/progs/glsl/Makefile
+++ b/progs/glsl/Makefile
@@ -20,6 +20,7 @@ PROGS = \
noise \
points \
pointcoord \
+ skinning \
texdemo1 \
toyball \
twoside \
@@ -140,6 +141,13 @@ pointcoord: pointcoord.o readtex.o shaderutil.o
$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) pointcoord.o readtex.o shaderutil.o $(LIBS) -o $@
+skinning.o: skinning.c readtex.h extfuncs.h shaderutil.h
+ $(CC) -c -I$(INCDIR) $(CFLAGS) skinning.c
+
+skinning: skinning.o readtex.o shaderutil.o
+ $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) skinning.o readtex.o shaderutil.o $(LIBS) -o $@
+
+
texdemo1.o: texdemo1.c readtex.h extfuncs.h shaderutil.h
$(CC) -c -I$(INCDIR) $(CFLAGS) texdemo1.c
diff --git a/progs/glsl/multitex.frag b/progs/glsl/multitex.frag
index a2633ceba75..61ef95f3fee 100644
--- a/progs/glsl/multitex.frag
+++ b/progs/glsl/multitex.frag
@@ -7,9 +7,29 @@
uniform sampler2D tex1;
uniform sampler2D tex2;
-void main()
+vec4 sample(sampler2D t, vec2 coord)
+{
+ return texture2D(t, coord);
+}
+
+void main0()
{
vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
- vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
+ //vec4 t1 = sample(tex1, gl_TexCoord[0].xy);
+ //vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
+ vec4 t2 = sample(tex2, gl_TexCoord[0].xy);
gl_FragColor = mix(t1, t2, t2.w);
}
+
+void main()
+{
+ vec4 t1 = sample(tex1, gl_TexCoord[0].xy);
+ vec4 t2 = sample(tex2, gl_TexCoord[0].xy);
+ gl_FragColor = t1 + t2;
+}
+/*
+ 0: MOV SAMPLER[0].x, SAMPLER[0];
+ 1: MOV TEMP[1], INPUT[4];
+ 2: TEX OUTPUT[0], TEMP[1], texture[0], 2D;
+ 3: END
+*/
diff --git a/progs/glsl/skinning.c b/progs/glsl/skinning.c
new file mode 100644
index 00000000000..8a65d0667ce
--- /dev/null
+++ b/progs/glsl/skinning.c
@@ -0,0 +1,280 @@
+/**
+ * Vertex "skinning" example.
+ * The idea is there are multiple modeling matrices applied to every
+ * vertex. Weighting values in [0,1] control the influence of each
+ * matrix on each vertex.
+ *
+ * 4 Nov 2008
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+static char *FragProgFile = "skinning.frag";
+static char *VertProgFile = "skinning.vert";
+
+/* program/shader objects */
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+
+static GLint win = 0;
+static GLboolean Anim = GL_TRUE;
+static GLboolean WireFrame = GL_TRUE;
+static GLfloat xRot = 0.0f, yRot = 90.0f, zRot = 0.0f;
+
+#define NUM_MATS 2
+
+static GLfloat Matrices[NUM_MATS][16];
+static GLint uMat0, uMat1;
+static GLint WeightAttr;
+
+
+static void
+Idle(void)
+{
+ yRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.005;
+ glutPostRedisplay();
+}
+
+
+static void
+Cylinder(GLfloat length, GLfloat radius, GLint slices, GLint stacks)
+{
+ float dw = 1.0 / (stacks - 1);
+ float dz = length / stacks;
+ int i, j;
+
+ for (j = 0; j < stacks; j++) {
+ float w0 = j * dw;
+ float z0 = j * dz;
+
+ glBegin(GL_TRIANGLE_STRIP);
+ for (i = 0; i < slices; i++) {
+ float a = (float) i / (slices - 1) * M_PI * 2.0;
+ float x = radius * cos(a);
+ float y = radius * sin(a);
+ glVertexAttrib1f_func(WeightAttr, w0);
+ glNormal3f(x, y, 0.0);
+ glVertex3f(x, y, z0);
+
+ glVertexAttrib1f_func(WeightAttr, w0 + dw);
+ glNormal3f(x, y, 0.0);
+ glVertex3f(x, y, z0 + dz);
+ }
+ glEnd();
+ }
+}
+
+
+/**
+ * Update/animate the two matrices. One rotates, the other scales.
+ */
+static void
+UpdateMatrices(void)
+{
+ GLfloat t = glutGet(GLUT_ELAPSED_TIME) * 0.0025;
+ GLfloat scale = 0.5 * (1.1 + sin(0.5 * t));
+ GLfloat rot = cos(t) * 90.0;
+
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(1.0, scale, 1.0);
+ glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[0]);
+ glPopMatrix();
+
+ glPushMatrix();
+ glLoadIdentity();
+ glRotatef(rot, 0, 0, 1);
+ glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[1]);
+ glPopMatrix();
+}
+
+
+static void
+Redisplay(void)
+{
+ UpdateMatrices();
+
+ glUniformMatrix4fv_func(uMat0, 1, GL_FALSE, Matrices[0]);
+ glUniformMatrix4fv_func(uMat1, 1, GL_FALSE, Matrices[1]);
+
+ if (WireFrame)
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ else
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glRotatef(xRot, 1.0f, 0.0f, 0.0f);
+ glRotatef(yRot, 0.0f, 1.0f, 0.0f);
+ glRotatef(zRot, 0.0f, 0.0f, 1.0f);
+
+ glPushMatrix();
+ glTranslatef(0, 0, -2.5);
+ Cylinder(5.0, 1.0, 10, 20);
+ glPopMatrix();
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -15.0f);
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteShader_func(fragShader);
+ glDeleteShader_func(vertShader);
+ glDeleteProgram_func(program);
+ glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 2.0;
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'w':
+ WireFrame = !WireFrame;
+ break;
+ case 'z':
+ zRot += step;
+ break;
+ case 'Z':
+ zRot -= step;
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 2.0;
+
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case GLUT_KEY_UP:
+ xRot += step;
+ break;
+ case GLUT_KEY_DOWN:
+ xRot -= step;
+ break;
+ case GLUT_KEY_LEFT:
+ yRot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ yRot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+
+static void
+Init(void)
+{
+ if (!ShadersSupported())
+ exit(1);
+
+ GetExtensionFuncs();
+
+ vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
+ fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
+ program = LinkShaders(vertShader, fragShader);
+
+ glUseProgram_func(program);
+
+ uMat0 = glGetUniformLocation_func(program, "mat0");
+ uMat1 = glGetUniformLocation_func(program, "mat1");
+
+ WeightAttr = glGetAttribLocation_func(program, "weight");
+
+ assert(glGetError() == 0);
+
+ glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fs") == 0) {
+ FragProgFile = argv[i+1];
+ }
+ else if (strcmp(argv[i], "-vs") == 0) {
+ VertProgFile = argv[i+1];
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(500, 500);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ ParseOptions(argc, argv);
+ Init();
+ if (Anim)
+ glutIdleFunc(Idle);
+ glutMainLoop();
+ return 0;
+}
+
diff --git a/progs/glsl/skinning.frag b/progs/glsl/skinning.frag
new file mode 100644
index 00000000000..9053755a830
--- /dev/null
+++ b/progs/glsl/skinning.frag
@@ -0,0 +1,6 @@
+// color pass-through
+
+void main()
+{
+ gl_FragColor = gl_Color;
+}
diff --git a/progs/glsl/skinning.vert b/progs/glsl/skinning.vert
new file mode 100644
index 00000000000..28970eee584
--- /dev/null
+++ b/progs/glsl/skinning.vert
@@ -0,0 +1,24 @@
+// Vertex weighting/blendin shader
+// Brian Paul
+// 4 Nov 2008
+
+uniform mat4 mat0, mat1;
+attribute float weight;
+
+void main()
+{
+ // simple diffuse shading
+ // Note that we should really transform the normal vector along with
+ // the postion below... someday.
+ vec3 lightVec = vec3(0, 0, 1);
+ vec3 norm = gl_NormalMatrix * gl_Normal;
+ float dot = 0.2 + max(0.0, dot(norm, lightVec));
+ gl_FrontColor = vec4(dot);
+
+ // compute sum of weighted transformations
+ vec4 pos0 = mat0 * gl_Vertex;
+ vec4 pos1 = mat1 * gl_Vertex;
+ vec4 pos = mix(pos0, pos1, weight);
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+}