diff options
Diffstat (limited to 'progs/demos/arbfslight.c')
-rw-r--r-- | progs/demos/arbfslight.c | 328 |
1 files changed, 0 insertions, 328 deletions
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c deleted file mode 100644 index a0ce7f3f5bc..00000000000 --- a/progs/demos/arbfslight.c +++ /dev/null @@ -1,328 +0,0 @@ -/* - * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement - * simple per-pixel lighting. - * - * Michal Krol - * 20 February 2006 - * - * Based on the original demo by: - * Brian Paul - * 17 April 2003 - */ - -#ifdef WIN32 -#include <windows.h> -#endif - -#include <stdio.h> -#include <stdlib.h> -#include <math.h> -#include <GL/gl.h> -#include <GL/glut.h> -#include <GL/glext.h> - -#ifdef WIN32 -#define GETPROCADDRESS wglGetProcAddress -#else -#define GETPROCADDRESS glutGetProcAddress -#endif - -static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f }; -static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; -static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f }; -static GLfloat delta = 1.0f; - -static GLhandleARB fragShader; -static GLhandleARB vertShader; -static GLhandleARB program; - -static GLint uLightPos; -static GLint uDiffuse; -static GLint uSpecular; - -static GLboolean anim = GL_TRUE; -static GLboolean wire = GL_FALSE; -static GLboolean pixelLight = GL_TRUE; - -static GLint t0 = 0; -static GLint frames = 0; - -static GLfloat xRot = 0.0f, yRot = 0.0f; - -static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL; -static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL; -static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL; -static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL; -static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL; -static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL; -static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL; -static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL; -static PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL; -static PFNGLUNIFORM3FVARBPROC glUniform4fvARB = NULL; - -static void normalize (GLfloat *dst, const GLfloat *src) -{ - GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); - dst[0] = src[0] / len; - dst[1] = src[1] / len; - dst[2] = src[2] / len; -} - -static void Redisplay (void) -{ - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (pixelLight) - { - GLfloat vec[3]; - - glUseProgramObjectARB (program); - normalize (vec, lightPos); - glUniform3fvARB (uLightPos, 1, vec); - glDisable(GL_LIGHTING); - } - else - { - glUseProgramObjectARB (0); - glLightfv (GL_LIGHT0, GL_POSITION, lightPos); - glEnable(GL_LIGHTING); - } - - glPushMatrix (); - glRotatef (xRot, 1.0f, 0.0f, 0.0f); - glRotatef (yRot, 0.0f, 1.0f, 0.0f); - glutSolidSphere (2.0, 10, 5); - glPopMatrix (); - - glutSwapBuffers(); - frames++; - - if (anim) - { - GLint t = glutGet (GLUT_ELAPSED_TIME); - if (t - t0 >= 5000) - { - GLfloat seconds = (GLfloat) (t - t0) / 1000.0f; - GLfloat fps = frames / seconds; - printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps); - fflush(stdout); - t0 = t; - frames = 0; - } - } -} - -static void Idle (void) -{ - lightPos[0] += delta; - if (lightPos[0] > 25.0f || lightPos[0] < -25.0f) - delta = -delta; - glutPostRedisplay (); -} - -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 Key (unsigned char key, int x, int y) -{ - (void) x; - (void) y; - - switch (key) - { - case ' ': - case 'a': - anim = !anim; - if (anim) - glutIdleFunc (Idle); - else - glutIdleFunc (NULL); - break; - case 'x': - lightPos[0] -= 1.0f; - break; - case 'X': - lightPos[0] += 1.0f; - break; - case 'w': - wire = !wire; - if (wire) - glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); - else - glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); - break; - case 'p': - pixelLight = !pixelLight; - if (pixelLight) - printf ("Per-pixel lighting\n"); - else - printf ("Conventional lighting\n"); - break; - case 27: - exit(0); - break; - } - glutPostRedisplay (); -} - -static void SpecialKey (int key, int x, int y) -{ - const GLfloat step = 3.0f; - - (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) -{ - static const char *fragShaderText = - "uniform vec3 lightPos;\n" - "uniform vec4 diffuse;\n" - "uniform vec4 specular;\n" - "varying vec3 normal;\n" - "void main () {\n" - " // Compute dot product of light direction and normal vector\n" - " float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n" - " // Compute diffuse and specular contributions\n" -#if 1 - " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" -#elif 1 /* test IF/ELSE/ENDIF */ - " if (normal.y > 0.0) { \n" - " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" - " } \n" - " else { \n" - " if (normal.x < 0.0) { \n" - " gl_FragColor = vec4(1, 0, 0, 0); \n" - " } \n" - " else { \n" - " gl_FragColor = vec4(1, 1, 0, 0); \n" - " } \n" - " } \n" -#elif 1 /* test LOOP */ - " while (1) { \n" - " if (normal.y >= 0.0) { \n" - " gl_FragColor = vec4(1, 0, 0, 0); \n" - " break; \n" - " } else { \n" - " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" - " break; \n" - " } \n" - " } \n" -#endif - "}\n" - ; - static const char *vertShaderText = - "varying vec3 normal;\n" - "void main () {\n" - " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" - " normal = gl_NormalMatrix * gl_Normal;\n" - "}\n" - ; - - if (!glutExtensionSupported ("GL_ARB_fragment_shader")) - { - printf ("Sorry, this demo requires GL_ARB_fragment_shader\n"); - exit(1); - } - if (!glutExtensionSupported ("GL_ARB_shader_objects")) - { - printf ("Sorry, this demo requires GL_ARB_shader_objects\n"); - exit(1); - } - if (!glutExtensionSupported ("GL_ARB_shading_language_100")) - { - printf ("Sorry, this demo requires GL_ARB_shading_language_100\n"); - exit(1); - } - if (!glutExtensionSupported ("GL_ARB_vertex_shader")) - { - printf ("Sorry, this demo requires GL_ARB_vertex_shader\n"); - exit(1); - } - - glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB"); - glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB"); - glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB"); - glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB"); - glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB"); - glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB"); - glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB"); - glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB"); - glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform3fvARB"); - glUniform4fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform4fvARB"); - - fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB); - glShaderSourceARB (fragShader, 1, &fragShaderText, NULL); - glCompileShaderARB (fragShader); - - vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB); - glShaderSourceARB (vertShader, 1, &vertShaderText, NULL); - glCompileShaderARB (vertShader); - - program = glCreateProgramObjectARB (); - glAttachObjectARB (program, fragShader); - glAttachObjectARB (program, vertShader); - glLinkProgramARB (program); - glUseProgramObjectARB (program); - - uLightPos = glGetUniformLocationARB (program, "lightPos"); - uDiffuse = glGetUniformLocationARB (program, "diffuse"); - uSpecular = glGetUniformLocationARB (program, "specular"); - - glUniform4fvARB (uDiffuse, 1, diffuse); - glUniform4fvARB (uSpecular, 1, specular); - - glClearColor (0.3f, 0.3f, 0.3f, 0.0f); - glEnable (GL_DEPTH_TEST); - glEnable (GL_LIGHT0); - glEnable (GL_LIGHTING); - glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); - glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular); - glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20.0f); - - printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER)); - printf ("Press p to toggle between per-pixel and per-vertex lighting\n"); -} - -int main (int argc, char *argv[]) -{ - glutInitWindowSize (200, 200); - glutInit (&argc, argv); - glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); - glutCreateWindow (argv[0]); - glutReshapeFunc (Reshape); - glutKeyboardFunc (Key); - glutSpecialFunc (SpecialKey); - glutDisplayFunc (Redisplay); - if (anim) - glutIdleFunc (Idle); - Init (); - glutMainLoop (); - return 0; -} - |