diff options
author | Brian <[email protected]> | 2007-01-16 14:55:43 -0700 |
---|---|---|
committer | Brian <[email protected]> | 2007-01-16 14:55:43 -0700 |
commit | f44ba11815fecedbbcd9eaaa9c43d2fd6537b88e (patch) | |
tree | fd7c232f8955ccf41870fd944648ab61fe15e8f2 /progs/glsl | |
parent | 9b5dc1358a82949aaf9a25abb18c5df64d5f01a1 (diff) |
Added toyball and bumpmap tests using shaders from the OpenGL Shading Language (orange) book.
Diffstat (limited to 'progs/glsl')
-rw-r--r-- | progs/glsl/CH11-bumpmap.frag.txt | 41 | ||||
-rw-r--r-- | progs/glsl/CH11-bumpmap.vert.txt | 38 | ||||
-rw-r--r-- | progs/glsl/CH11-toyball.frag.txt | 79 | ||||
-rw-r--r-- | progs/glsl/CH11-toyball.vert.txt | 20 | ||||
-rw-r--r-- | progs/glsl/CH18-mandel.frag.txt | 4 | ||||
-rw-r--r-- | progs/glsl/Makefile | 12 | ||||
-rw-r--r-- | progs/glsl/bump.c | 348 | ||||
-rw-r--r-- | progs/glsl/toyball.c | 316 |
8 files changed, 854 insertions, 4 deletions
diff --git a/progs/glsl/CH11-bumpmap.frag.txt b/progs/glsl/CH11-bumpmap.frag.txt new file mode 100644 index 00000000000..063576f5a3c --- /dev/null +++ b/progs/glsl/CH11-bumpmap.frag.txt @@ -0,0 +1,41 @@ +// +// Fragment shader for procedural bumps +// +// Authors: John Kessenich, Randi Rost +// +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +varying vec3 LightDir; +varying vec3 EyeDir; + +uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18) +uniform float BumpDensity; // = 16.0 +uniform float BumpSize; // = 0.15 +uniform float SpecularFactor; // = 0.5 + +void main() +{ + vec3 litColor; + vec2 c = BumpDensity * gl_TexCoord[0].st; + vec2 p = fract(c) - vec2(0.5); + + float d, f; + d = p.x * p.x + p.y * p.y; + f = 1.0 / sqrt(d + 1.0); + + if (d >= BumpSize) + { p = vec2(0.0); f = 1.0; } + + vec3 normDelta = vec3(p.x, p.y, 1.0) * f; + litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0); + vec3 reflectDir = reflect(LightDir, normDelta); + + float spec = max(dot(EyeDir, reflectDir), 0.0); + spec *= SpecularFactor; + litColor = min(litColor + spec, vec3(1.0)); + + gl_FragColor = vec4(litColor, 1.0); +} diff --git a/progs/glsl/CH11-bumpmap.vert.txt b/progs/glsl/CH11-bumpmap.vert.txt new file mode 100644 index 00000000000..d3d19f62ac3 --- /dev/null +++ b/progs/glsl/CH11-bumpmap.vert.txt @@ -0,0 +1,38 @@ +// +// Vertex shader for procedural bumps +// +// Authors: Randi Rost, John Kessenich +// +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +varying vec3 LightDir; +varying vec3 EyeDir; + +uniform vec3 LightPosition; + +attribute vec3 Tangent; + +void main() +{ + EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex); + gl_Position = ftransform(); + gl_TexCoord[0] = gl_MultiTexCoord0; + + vec3 n = normalize(gl_NormalMatrix * gl_Normal); + vec3 t = normalize(gl_NormalMatrix * Tangent); + vec3 b = cross(n, t); + + vec3 v; + v.x = dot(LightPosition, t); + v.y = dot(LightPosition, b); + v.z = dot(LightPosition, n); + LightDir = normalize(v); + + v.x = dot(EyeDir, t); + v.y = dot(EyeDir, b); + v.z = dot(EyeDir, n); + EyeDir = normalize(v); +} diff --git a/progs/glsl/CH11-toyball.frag.txt b/progs/glsl/CH11-toyball.frag.txt new file mode 100644 index 00000000000..cf9129ee1da --- /dev/null +++ b/progs/glsl/CH11-toyball.frag.txt @@ -0,0 +1,79 @@ +// +// Fragment shader for procedurally generated toy ball +// +// Author: Bill Licea-Kane +// +// Copyright (c) 2002-2003 ATI Research +// +// See ATI-License.txt for license information +// + +varying vec4 ECposition; // surface position in eye coordinates +varying vec4 ECballCenter; // ball center in eye coordinates + +uniform vec4 LightDir; // light direction, should be normalized +uniform vec4 HVector; // reflection vector for infinite light source +uniform vec4 SpecularColor; +uniform vec4 Red, Yellow, Blue; + +uniform vec4 HalfSpace0; // half-spaces used to define star pattern +uniform vec4 HalfSpace1; +uniform vec4 HalfSpace2; +uniform vec4 HalfSpace3; +uniform vec4 HalfSpace4; + +uniform float InOrOutInit; // = -3 +uniform float StripeWidth; // = 0.3 +uniform float FWidth; // = 0.005 + +void main() +{ + vec4 normal; // Analytically computed normal + vec4 p; // Point in shader space + vec4 surfColor; // Computed color of the surface + float intensity; // Computed light intensity + vec4 distance; // Computed distance values + float inorout; // Counter for computing star pattern + + p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p + p.w = 1.0; + + inorout = InOrOutInit; // initialize inorout to -3 + + distance[0] = dot(p, HalfSpace0); + distance[1] = dot(p, HalfSpace1); + distance[2] = dot(p, HalfSpace2); + distance[3] = dot(p, HalfSpace3); + +#if 1 + distance = smoothstep(-FWidth, FWidth, distance); + inorout += dot(distance, vec4(1.0)); + + distance.x = dot(p, HalfSpace4); + distance.y = StripeWidth - abs(p.z); + distance = smoothstep(-FWidth, FWidth, distance); + inorout += distance.x; + + inorout = clamp(inorout, 0.0, 1.0); + + surfColor = mix(Yellow, Red, inorout); + surfColor = mix(surfColor, Blue, distance.y); + + // normal = point on surface for sphere at (0,0,0) + normal = p; + + // Per fragment diffuse lighting + intensity = 0.2; // ambient + intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0); + surfColor *= intensity; + + // Per fragment specular lighting + intensity = clamp(dot(HVector, normal), 0.0, 1.0); + intensity = pow(intensity, SpecularColor.a); + surfColor += SpecularColor * intensity; + + gl_FragColor = surfColor; +#else + gl_FragColor = distance; +#endif +} diff --git a/progs/glsl/CH11-toyball.vert.txt b/progs/glsl/CH11-toyball.vert.txt new file mode 100644 index 00000000000..21795c17cd6 --- /dev/null +++ b/progs/glsl/CH11-toyball.vert.txt @@ -0,0 +1,20 @@ +// +// Fragment shader for procedurally generated toy ball +// +// Author: Bill Licea-Kane +// +// Copyright (c) 2002-2003 ATI Research +// +// See ATI-License.txt for license information +// + +varying vec4 ECposition; // surface position in eye coordinates +varying vec4 ECballCenter; // ball center in eye coordinates +uniform vec4 BallCenter; // ball center in modelling coordinates + +void main() +{ + ECposition = gl_ModelViewMatrix * gl_Vertex; + ECballCenter = gl_ModelViewMatrix * BallCenter; + gl_Position = ftransform(); +}
\ No newline at end of file diff --git a/progs/glsl/CH18-mandel.frag.txt b/progs/glsl/CH18-mandel.frag.txt index 3769cffdc8b..a472d812526 100644 --- a/progs/glsl/CH18-mandel.frag.txt +++ b/progs/glsl/CH18-mandel.frag.txt @@ -30,8 +30,8 @@ void main() float r2 = 0.0; float iter; - for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter) -//nv: for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter) +// for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter) + for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter) { float tempreal = real; diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile index 174f5bebe4d..fa7f191986e 100644 --- a/progs/glsl/Makefile +++ b/progs/glsl/Makefile @@ -15,7 +15,9 @@ LIB_DEP = $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) $(T PROGS = \ brick \ - mandelbrot + bump \ + mandelbrot \ + toyball ##### RULES ##### @@ -33,7 +35,9 @@ PROGS = \ default: $(PROGS) -$(PROGS): + + +##### Extra dependencies extfuncs.h: $(TOP)/progs/util/extfuncs.h cp $< . @@ -41,8 +45,12 @@ extfuncs.h: $(TOP)/progs/util/extfuncs.h brick.c: extfuncs.h +bump.c: extfuncs.h + mandelbrot.c: extfuncs.h +toyball.c: extfuncs.h + clean: -rm -f $(PROGS) diff --git a/progs/glsl/bump.c b/progs/glsl/bump.c new file mode 100644 index 00000000000..b71c3af970b --- /dev/null +++ b/progs/glsl/bump.c @@ -0,0 +1,348 @@ +/** + * Procedural Bump Mapping demo. Uses the example shaders from + * chapter 11 of the OpenGL Shading Language "orange" book. + * 16 Jan 2007 + */ + +#include <assert.h> +#include <string.h> +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/glut.h> +#include <GL/glu.h> +#include <GL/glext.h> +#include "extfuncs.h" + + +static char *FragProgFile = "CH11-bumpmap.frag.txt"; +static char *VertProgFile = "CH11-bumpmap.vert.txt"; + +/* program/shader objects */ +static GLuint fragShader; +static GLuint vertShader; +static GLuint program; + + +struct uniform_info { + const char *name; + GLuint size; + GLint location; + GLfloat value[4]; +}; + +static struct uniform_info Uniforms[] = { + { "LightPosition", 3, -1, { 0.57737, 0.57735, 0.57735, 0.0 } }, + { "SurfaceColor", 3, -1, { 0.8, 0.8, 0.2, 0 } }, + { "BumpDensity", 1, -1, { 16.0, 0, 0, 0 } }, + { "BumpSize", 1, -1, { 0.15, 0, 0, 0 } }, + { "SpecularFactor", 1, -1, { 0.5, 0, 0, 0 } }, + { NULL, 0, 0, { 0, 0, 0, 0 } } +}; + +static GLint win = 0; + +static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; + +static GLuint tangentAttrib; + + +static void +CheckError(int line) +{ + GLenum err = glGetError(); + if (err) { + printf("GL Error %s (0x%x) at line %d\n", + gluErrorString(err), (int) err, line); + } +} + +/* + * Draw a square, specifying normal and tangent vectors. + */ +static void +Square(GLfloat size) +{ + glNormal3f(0, 0, 1); + glVertexAttrib3f_func(tangentAttrib, 1, 0, 0); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex2f(-size, -size); + glTexCoord2f(1, 0); glVertex2f( size, -size); + glTexCoord2f(1, 1); glVertex2f( size, size); + glTexCoord2f(0, 1); glVertex2f(-size, size); + glEnd(); +} + + +static void +Redisplay(void) +{ + 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); + + Square(2.0); + + glPopMatrix(); + + glFinish(); + glFlush(); + + CheckError(__LINE__); + + 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 '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 +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, "brick: 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, "brick: Unable to open shader file %s\n", filename); + exit(1); + } + + n = fread(buffer, 1, max, f); + printf("brick: 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);*/ + } + printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); + + GetExtensionFuncs(); + + vertShader = glCreateShader_func(GL_VERTEX_SHADER); + ReadShader(vertShader, VertProgFile); + + fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); + ReadShader(fragShader, FragProgFile); + + program = glCreateProgram_func(); + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + CheckLink(program); + glUseProgram_func(program); + + assert(glIsProgram_func(program)); + assert(glIsShader_func(fragShader)); + assert(glIsShader_func(vertShader)); + + assert(glGetError() == 0); + + CheckError(__LINE__); + + for (i = 0; Uniforms[i].name; i++) { + Uniforms[i].location + = glGetUniformLocation_func(program, Uniforms[i].name); + printf("Uniform %s location: %d\n", Uniforms[i].name, + Uniforms[i].location); + switch (Uniforms[i].size) { + case 1: + glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 2: + glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 3: + glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 4: + glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + default: + abort(); + } + } + + CheckError(__LINE__); + + tangentAttrib = glGetAttribLocation_func(program, "Tangent"); + printf("Tangent Attrib: %d\n", tangentAttrib); + + assert(tangentAttrib >= 0); + + CheckError(__LINE__); + + 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); + glutInitWindowPosition( 0, 0); + glutInitWindowSize(400, 400); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + ParseOptions(argc, argv); + Init(); + glutMainLoop(); + return 0; +} + diff --git a/progs/glsl/toyball.c b/progs/glsl/toyball.c new file mode 100644 index 00000000000..2d3462fc61e --- /dev/null +++ b/progs/glsl/toyball.c @@ -0,0 +1,316 @@ +/** + * "Toy Ball" shader demo. Uses the example shaders from + * chapter 11 of the OpenGL Shading Language "orange" book. + * 16 Jan 2007 + */ + +#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" + + +static char *FragProgFile = "CH11-toyball.frag.txt"; +static char *VertProgFile = "CH11-toyball.vert.txt"; + +/* program/shader objects */ +static GLuint fragShader; +static GLuint vertShader; +static GLuint program; + + +struct uniform_info { + const char *name; + GLuint size; + GLint location; + GLfloat value[4]; +}; + +static struct uniform_info Uniforms[] = { + { "LightDir", 4, -1, { 0.57737, 0.57735, 0.57735, 0.0 } }, + { "HVector", 4, -1, { 0.32506, 0.32506, 0.88808, 0.0 } }, + { "BallCenter", 4, -1, { 0.0, 0.0, 0.0, 1.0 } }, + { "SpecularColor", 4, -1, { 0.4, 0.4, 0.4, 60.0 } }, + { "Red", 4, -1, { 0.6, 0.0, 0.0, 1.0 } }, + { "Blue", 4, -1, { 0.0, 0.3, 0.6, 1.0 } }, + { "Yellow", 4, -1, { 0.6, 0.5, 0.0, 1.0 } }, + { "HalfSpace0", 4, -1, { 1.0, 0.0, 0.0, 0.2 } }, + { "HalfSpace1", 4, -1, { 0.309016994, 0.951056516, 0.0, 0.2 } }, + { "HalfSpace2", 4, -1, { -0.809016994, 0.587785252, 0.0, 0.2 } }, + { "HalfSpace3", 4, -1, { -0.809016994, -0.587785252, 0.0, 0.2 } }, + { "HalfSpace4", 4, -1, { 0.309116994, -0.951056516, 0.0, 0.2 } }, + { "InOrOutInit", 1, -1, { -3.0, 0, 0, 0 } }, + { "StripeWidth", 1, -1, { 0.3, 0, 0, 0 } }, + { "FWidth", 1, -1, { 0.005, 0, 0, 0 } }, + { NULL, 0, 0, { 0, 0, 0, 0 } } +}; + +static GLint win = 0; + +static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; + + +static void +Redisplay(void) +{ + 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); + + glutSolidSphere(2.0, 20, 10); + + glPopMatrix(); + + glFinish(); + glFlush(); + 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 '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 +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, "brick: 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, "brick: Unable to open shader file %s\n", filename); + exit(1); + } + + n = fread(buffer, 1, max, f); + printf("brick: 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);*/ + } + printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); + + GetExtensionFuncs(); + + vertShader = glCreateShader_func(GL_VERTEX_SHADER); + ReadShader(vertShader, VertProgFile); + + fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); + ReadShader(fragShader, FragProgFile); + + program = glCreateProgram_func(); + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + CheckLink(program); + glUseProgram_func(program); + + assert(glIsProgram_func(program)); + assert(glIsShader_func(fragShader)); + assert(glIsShader_func(vertShader)); + + + for (i = 0; Uniforms[i].name; i++) { + Uniforms[i].location + = glGetUniformLocation_func(program, Uniforms[i].name); + printf("Uniform %s location: %d\n", Uniforms[i].name, + Uniforms[i].location); + switch (Uniforms[i].size) { + case 1: + glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 2: + glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 3: + glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 4: + glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + default: + abort(); + } + } + + 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); + glutInitWindowPosition( 0, 0); + glutInitWindowSize(400, 400); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + ParseOptions(argc, argv); + Init(); + glutMainLoop(); + return 0; +} + |