/* Test glGenProgramsNV(), glIsProgramNV(), glLoadProgramNV() */ #include #include #include #include #include #ifndef WIN32 #include #include #endif #include #include static const char *filename = NULL; static GLuint nr_steps = 4; static GLuint prim = GL_TRIANGLES; static GLfloat psz = 1.0; static void usage( char *name ) { fprintf( stderr, "usage: %s [ options ] shader_filename\n", name ); fprintf( stderr, "\n" ); fprintf( stderr, "options:\n" ); fprintf( stderr, " -f flat shaded\n" ); fprintf( stderr, " -nNr subdivision steps\n" ); fprintf( stderr, " -fps show frames per second\n" ); } unsigned show_fps = 0; unsigned int frame_cnt = 0; #ifndef WIN32 void alarmhandler(int); void alarmhandler (int sig) { if (sig == SIGALRM) { printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt, frame_cnt / 5.0); frame_cnt = 0; } signal(SIGALRM, alarmhandler); alarm(5); } #endif static void args(int argc, char *argv[]) { GLint i; for (i = 1; i < argc; i++) { if (strncmp(argv[i], "-n", 2) == 0) { nr_steps = atoi((argv[i]) + 2); } else if (strcmp(argv[i], "-f") == 0) { glShadeModel(GL_FLAT); } else if (strcmp(argv[i], "-fps") == 0) { show_fps = 1; } else if (i == argc - 1) { filename = argv[i]; } else { usage(argv[0]); exit(1); } } if (!filename) { usage(argv[0]); exit(1); } } static void Init( void ) { GLint errno; GLuint prognum; char buf[4096]; GLuint sz; FILE *f; if ((f = fopen(filename, "r")) == NULL) { fprintf(stderr, "couldn't open %s\n", filename); exit(1); } sz = (GLuint) fread(buf, 1, sizeof(buf), f); if (!feof(f)) { fprintf(stderr, "file too long\n"); exit(1); } fprintf(stderr, "%.*s\n", sz, buf); if (strncmp( buf, "!!VP", 4 ) == 0) { glEnable( GL_VERTEX_PROGRAM_NV ); glGenProgramsNV( 1, &prognum ); glBindProgramNV( GL_VERTEX_PROGRAM_NV, prognum ); glLoadProgramNV( GL_VERTEX_PROGRAM_NV, prognum, sz, (const GLubyte *) buf ); assert( glIsProgramNV( prognum ) ); } else { glEnable(GL_VERTEX_PROGRAM_ARB); glGenProgramsARB(1, &prognum); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, sz, (const GLubyte *) buf); assert(glIsProgramARB(prognum)); } errno = glGetError(); printf("glGetError = %d\n", errno); if (errno != GL_NO_ERROR) { GLint errorpos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos); printf("errorpos: %d\n", errorpos); printf("%s\n", (char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)); } { const float Ambient[4] = { 0.0, 1.0, 0.0, 0.0 }; const float Diffuse[4] = { 1.0, 0.0, 0.0, 0.0 }; const float Specular[4] = { 0.0, 0.0, 1.0, 0.0 }; const float Emission[4] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Emission); } } union vert { struct { GLfloat color[3]; GLfloat pos[3]; } v; GLfloat f[6]; }; static void make_midpoint( union vert *out, const union vert *v0, const union vert *v1) { int i; for (i = 0; i < 6; i++) out->f[i] = v0->f[i] + .5 * (v1->f[i] - v0->f[i]); } static void subdiv( union vert *v0, union vert *v1, union vert *v2, GLuint depth ) { if (depth == 0) { glColor3fv(v0->v.color); glVertex3fv(v0->v.pos); glColor3fv(v1->v.color); glVertex3fv(v1->v.pos); glColor3fv(v2->v.color); glVertex3fv(v2->v.pos); } else { union vert m[3]; make_midpoint(&m[0], v0, v1); make_midpoint(&m[1], v1, v2); make_midpoint(&m[2], v2, v0); subdiv(&m[0], &m[2], v0, depth-1); subdiv(&m[1], &m[0], v1, depth-1); subdiv(&m[2], &m[1], v2, depth-1); subdiv(&m[0], &m[1], &m[2], depth-1); } } /** Assignment */ #define ASSIGN_3V( V, V0, V1, V2 ) \ do { \ V[0] = V0; \ V[1] = V1; \ V[2] = V2; \ } while(0) static void Display( void ) { glClearColor(0.3, 0.3, 0.3, 1); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPointSize(psz); glBegin(prim); { union vert v[3]; ASSIGN_3V(v[0].v.color, 0,0,1); ASSIGN_3V(v[0].v.pos, 0.9, -0.9, 0.0); ASSIGN_3V(v[1].v.color, 1,0,0); ASSIGN_3V(v[1].v.pos, 0.9, 0.9, 0.0); ASSIGN_3V(v[2].v.color, 0,1,0); ASSIGN_3V(v[2].v.pos, -0.9, 0, 0.0); subdiv(&v[0], &v[1], &v[2], nr_steps); } glEnd(); glFlush(); if (show_fps) { ++frame_cnt; glutPostRedisplay(); } } static void Reshape( int width, int height ) { glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); /*glTranslatef( 0.0, 0.0, -15.0 );*/ } static void Key( unsigned char key, int x, int y ) { (void) x; (void) y; switch (key) { case 'p': prim = GL_POINTS; break; case 't': prim = GL_TRIANGLES; break; case 's': psz += .5; break; case 'S': if (psz > .5) psz -= .5; break; case '+': nr_steps++; break; case '-': if (nr_steps) nr_steps--; break; case ' ': psz = 1.0; prim = GL_TRIANGLES; nr_steps = 4; break; case 27: exit(0); break; } glutPostRedisplay(); } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( 250, 250 ); glutInitDisplayMode( GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH ); glutCreateWindow(argv[argc-1]); glewInit(); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); args( argc, argv ); Init(); #ifndef WIN32 if (show_fps) { signal(SIGALRM, alarmhandler); alarm(5); } #endif glutMainLoop(); return 0; }