aboutsummaryrefslogtreecommitdiffstats
path: root/progs/demos/fplight.c
blob: fb510cccc8ad4ef670bc605e79e1e02f4c51f173 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
/*
 * Use GL_NV_fragment_program to implement per-pixel lighting.
 *
 * Brian Paul
 * 7 April 2003
 */

#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glut.h>


static GLfloat Diffuse[4] = { 0.5, 0.5, 1.0, 1.0 };
static GLfloat Specular[4] = { 0.8, 0.8, 0.8, 1.0 };
static GLfloat LightPos[4] = { 0.0, 10.0, 20.0, 1.0 };
static GLfloat Delta = 1.0;

static GLuint FragProg;
static GLuint VertProg;
static GLboolean Anim = GL_TRUE;
static GLboolean Wire = GL_FALSE;
static GLboolean PixelLight = GL_TRUE;
static GLint Win;
static GLfloat Xrot = 0, Yrot = 0;


#define NAMED_PARAMETER4FV(prog, name, v)        \
  glProgramNamedParameter4fvNV(prog, strlen(name), (const GLubyte *) name, v)


static void Display( void )
{
   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

   if (PixelLight) {
#if defined(GL_NV_fragment_program)
      NAMED_PARAMETER4FV(FragProg, "LightPos", LightPos);
      glEnable(GL_FRAGMENT_PROGRAM_NV);
      glEnable(GL_VERTEX_PROGRAM_NV);
#endif
      glDisable(GL_LIGHTING);
   }
   else {
      glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
#if defined(GL_NV_fragment_program)
      glDisable(GL_FRAGMENT_PROGRAM_NV);
      glDisable(GL_VERTEX_PROGRAM_NV);
#endif
      glEnable(GL_LIGHTING);
   }

   glPushMatrix();
   glRotatef(Xrot, 1, 0, 0);
   glRotatef(Yrot, 0, 1, 0);

#if 1
   glutSolidSphere(2.0, 10, 5);
#else
   {
      GLUquadricObj *q = gluNewQuadric();
      gluQuadricNormals(q, GL_SMOOTH);
      gluQuadricTexture(q, GL_TRUE);
      glRotatef(90, 1, 0, 0);
      glTranslatef(0, 0, -1);
      gluCylinder(q, 1.0, 1.0, 2.0, 24, 1);
      gluDeleteQuadric(q);
   }
#endif

   glPopMatrix();

   glutSwapBuffers();
}


static void Idle(void)
{
   LightPos[0] += Delta;
   if (LightPos[0] > 25.0)
      Delta = -1.0;
   else if (LightPos[0] <- 25.0)
      Delta = 1.0;
   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 );
   /*glOrtho( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 );*/
   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 ' ':
        Anim = !Anim;
        if (Anim)
           glutIdleFunc(Idle);
        else
           glutIdleFunc(NULL);
        break;
      case 'x':
         LightPos[0] -= 1.0;
         break;
      case 'X':
         LightPos[0] += 1.0;
         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:
         glutDestroyWindow(Win);
         exit(0);
   }
   glutPostRedisplay();
}

static void SpecialKey( int key, int x, int y )
{
   const GLfloat step = 3.0;
   (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 Init( void )
{
   static const char *fragProgramText =
      "!!FP1.0\n"
      "DECLARE Diffuse; \n"
      "DECLARE Specular; \n"
      "DECLARE LightPos; \n"

      "# Compute normalized LightPos, put it in R0\n"
      "DP3 R0.x, LightPos, LightPos;\n"
      "RSQ R0.y, R0.x;\n"
      "MUL R0, LightPos, R0.y;\n"

      "# Compute normalized normal, put it in R1\n"
      "DP3 R1, f[TEX0], f[TEX0]; \n"
      "RSQ R1.y, R1.x;\n"
      "MUL R1, f[TEX0], R1.y;\n"

      "# Compute dot product of light direction and normal vector\n"
      "DP3_SAT R2, R0, R1;"

      "MUL R3, Diffuse, R2;    # diffuse attenuation\n"

      "POW R4, R2.x, {20.0}.x; # specular exponent\n"

      "MUL R5, Specular, R4;   # specular attenuation\n"

      "ADD o[COLR], R3, R5;    # add diffuse and specular colors\n"
      "END \n"
      ;

   static const char *vertProgramText =
      "!!VP1.0\n"
      "# typical modelview/projection transform\n"
      "DP4   o[HPOS].x, c[0], v[OPOS] ;\n"
      "DP4   o[HPOS].y, c[1], v[OPOS] ;\n"
      "DP4   o[HPOS].z, c[2], v[OPOS] ;\n"
      "DP4   o[HPOS].w, c[3], v[OPOS] ;\n"
      "# transform normal by inv transpose of modelview, put in tex0\n"
      "DP3   o[TEX0].x, c[4], v[NRML] ;\n"
      "DP3   o[TEX0].y, c[5], v[NRML] ;\n"
      "DP3   o[TEX0].z, c[6], v[NRML] ;\n"
      "DP3   o[TEX0].w, c[7], v[NRML] ;\n"
      "END\n";
   ;

   if (!glutExtensionSupported("GL_NV_vertex_program")) {
      printf("Sorry, this demo requires GL_NV_vertex_program\n");
      exit(1);
   }
   if (!glutExtensionSupported("GL_NV_fragment_program")) {
      printf("Sorry, this demo requires GL_NV_fragment_program\n");
      exit(1);
   }
         
#if defined(GL_NV_fragment_program)
   glGenProgramsNV(1, &FragProg);
   assert(FragProg > 0);
   glGenProgramsNV(1, &VertProg);
   assert(VertProg > 0);

   /*
    * Fragment program
    */
   glLoadProgramNV(GL_FRAGMENT_PROGRAM_NV, FragProg,
                   strlen(fragProgramText),
                   (const GLubyte *) fragProgramText);
   assert(glIsProgramNV(FragProg));
   glBindProgramNV(GL_FRAGMENT_PROGRAM_NV, FragProg);

   NAMED_PARAMETER4FV(FragProg, "Diffuse", Diffuse);
   NAMED_PARAMETER4FV(FragProg, "Specular", Specular);

   /*
    * Vertex program
    */
   glLoadProgramNV(GL_VERTEX_PROGRAM_NV, VertProg,
                   strlen(vertProgramText),
                   (const GLubyte *) vertProgramText);
   assert(glIsProgramNV(VertProg));
   glBindProgramNV(GL_VERTEX_PROGRAM_NV, VertProg);
   glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
   glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_INVERSE_TRANSPOSE_NV);
#endif

   /*
    * Misc init
    */
   glClearColor(0.3, 0.3, 0.3, 0.0);
   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, 20.0);

   printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
   printf("Press p to toggle between per-pixel and per-vertex lighting\n");
}


int main( int argc, char *argv[] )
{
   glutInit( &argc, argv );
   glutInitWindowPosition( 0, 0 );
   glutInitWindowSize( 200, 200 );
   glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
   Win = glutCreateWindow(argv[0]);
   glutReshapeFunc( Reshape );
   glutKeyboardFunc( Key );
   glutSpecialFunc( SpecialKey );
   glutDisplayFunc( Display );
   if (Anim)
      glutIdleFunc(Idle);
   Init();
   glutMainLoop();
   return 0;
}