diff options
author | Brian <[email protected]> | 2008-04-09 22:28:23 -0600 |
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committer | Brian <[email protected]> | 2008-04-09 22:30:42 -0600 |
commit | 2dca3373ae6207d2deb375148f4dce1817cfd5b7 (patch) | |
tree | cac9680283f396afaf16712d9355d40f0dd51e75 /progs/glsl/mandelbrot.c | |
parent | 90caba3d766406db32e51387f830ce55836f0709 (diff) |
Replace duplicated code with new shaderutil.c functions
Diffstat (limited to 'progs/glsl/mandelbrot.c')
-rw-r--r-- | progs/glsl/mandelbrot.c | 121 |
1 files changed, 18 insertions, 103 deletions
diff --git a/progs/glsl/mandelbrot.c b/progs/glsl/mandelbrot.c index e7b2b04b0df..a15aad981cb 100644 --- a/progs/glsl/mandelbrot.c +++ b/progs/glsl/mandelbrot.c @@ -13,6 +13,7 @@ #include <GL/glut.h> #include <GL/glext.h> #include "extfuncs.h" +#include "shaderutil.h" static char *FragProgFile = "CH18-mandel.frag.txt"; @@ -24,28 +25,21 @@ static GLuint vertShader; static GLuint program; -struct uniform_info { - const char *name; - GLuint size; - GLint location; - GLfloat value[4]; -}; - static struct uniform_info Uniforms[] = { /* vert */ - { "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} }, - { "SpecularContribution", 1, -1, { 0.5, 0, 0, 0 } }, - { "DiffuseContribution", 1, -1, { 0.5, 0, 0, 0 } }, - { "Shininess", 1, -1, { 20.0, 0, 0, 0 } }, + { "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 }, + { "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, + { "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, + { "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 }, /* frag */ - { "MaxIterations", 1, -1, { 12, 0, 0, 0 } }, - { "Zoom", 1, -1, { 0.125, 0, 0, 0 } }, - { "Xcenter", 1, -1, { -1.5, 0, 0, 0 } }, - { "Ycenter", 1, -1, { .005, 0, 0, 0 } }, - { "InnerColor", 3, -1, { 1, 0, 0, 0 } }, - { "OuterColor1", 3, -1, { 0, 1, 0, 0 } }, - { "OuterColor2", 3, -1, { 0, 0, 1, 0 } }, - { NULL, 0, 0, { 0, 0, 0, 0 } } + { "MaxIterations", 1, GL_FLOAT, { 12, 0, 0, 0 }, -1 }, + { "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, + { "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 }, + { "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 }, + { "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 }, + { "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 }, + { "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 }, + END_OF_UNIFORMS }; static GLint win = 0; @@ -157,99 +151,20 @@ SpecialKey(int key, int x, int y) } - -static void -LoadAndCompileShader(GLuint shader, const char *text) -{ - GLint stat; - - glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); - - glCompileShader_func(shader); - - glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); - if (!stat) { - GLchar log[1000]; - GLsizei len; - glGetShaderInfoLog_func(shader, 1000, &len, log); - fprintf(stderr, "mandelbrot: problem compiling shader: %s\n", log); - exit(1); - } - else { - printf("Shader compiled OK\n"); - } -} - - -/** - * Read a shader from a file. - */ -static void -ReadShader(GLuint shader, const char *filename) -{ - const int max = 100*1000; - int n; - char *buffer = (char*) malloc(max); - FILE *f = fopen(filename, "r"); - if (!f) { - fprintf(stderr, "mandelbrot: Unable to open shader file %s\n", filename); - exit(1); - } - - n = fread(buffer, 1, max, f); - printf("mandelbrot: read %d bytes from shader file %s\n", n, filename); - if (n > 0) { - buffer[n] = 0; - LoadAndCompileShader(shader, buffer); - } - - fclose(f); - free(buffer); -} - - -static void -CheckLink(GLuint prog) -{ - GLint stat; - glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); - if (!stat) { - GLchar log[1000]; - GLsizei len; - glGetProgramInfoLog_func(prog, 1000, &len, log); - fprintf(stderr, "Linker error:\n%s\n", log); - } - else { - fprintf(stderr, "Link success!\n"); - } -} - - static void Init(void) { - const char *version; GLint i; - version = (const char *) glGetString(GL_VERSION); - if (version[0] != '2' || version[1] != '.') { - printf("Warning: this program expects OpenGL 2.0\n"); - /*exit(1);*/ - } + if (!ShadersSupported()) + exit(1); GetExtensionFuncs(); - vertShader = glCreateShader_func(GL_VERTEX_SHADER); - ReadShader(vertShader, VertProgFile); - - fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); - ReadShader(fragShader, FragProgFile); + vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile); + fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile); + program = LinkShaders(vertShader, fragShader); - program = glCreateProgram_func(); - glAttachShader_func(program, fragShader); - glAttachShader_func(program, vertShader); - glLinkProgram_func(program); - CheckLink(program); glUseProgram_func(program); for (i = 0; Uniforms[i].name; i++) { |