/** * Test noise() functions. * 28 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 const char *VertShaderText = "void main() {\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n"; static const char *FragShaderText = "uniform vec4 Scale, Bias;\n" "uniform float Slice;\n" "void main()\n" "{\n" " vec4 scale = vec4(5.0);\n" " vec4 p;\n" " p.xy = gl_TexCoord[0].xy;\n" " p.z = Slice;\n" " vec4 n = noise4(p * scale);\n" " gl_FragColor = n * Scale + Bias;\n" "}\n"; struct uniform_info { const char *name; GLuint size; GLint location; GLfloat value[4]; }; static struct uniform_info Uniforms[] = { { "Scale", 4, -1, { 0.5, 0.4, 0.0, 0} }, { "Bias", 4, -1, { 0.5, 0.3, 0.0, 0} }, { "Slice", 1, -1, { 0.5, 0, 0, 0} }, { NULL, 0, 0, { 0, 0, 0, 0 } } }; /* program/shader objects */ static GLuint fragShader; static GLuint vertShader; static GLuint program; static GLint win = 0; static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; static GLfloat Slice = 0.0; static GLboolean Anim = GL_FALSE; static void Idle(void) { Slice += 0.01; glutPostRedisplay(); } static void Redisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUniform1fv_func(Uniforms[2].location, 1, &Slice); 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); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex2f(-2, -2); glTexCoord2f(1, 0); glVertex2f( 2, -2); glTexCoord2f(1, 1); glVertex2f( 2, 2); glTexCoord2f(0, 1); glVertex2f(-2, 2); glEnd(); 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 = 0.01; (void) x; (void) y; switch(key) { case 'a': Anim = !Anim; glutIdleFunc(Anim ? Idle : NULL); case 's': Slice -= step; break; case 'S': Slice += step; break; case 'z': zRot -= 1.0; break; case 'Z': zRot += 1.0; break; case 27: CleanUp(); 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 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"); } } 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);*/ } GetExtensionFuncs(); vertShader = glCreateShader_func(GL_VERTEX_SHADER); LoadAndCompileShader(vertShader, VertShaderText); fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); LoadAndCompileShader(fragShader, FragShaderText); 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++) { 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); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); assert(glIsProgram_func(program)); assert(glIsShader_func(fragShader)); assert(glIsShader_func(vertShader)); glColor3f(1, 0, 0); } 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); Init(); glutMainLoop(); return 0; }