aboutsummaryrefslogtreecommitdiffstats
path: root/progs/demos/fslight.c
blob: e6d83bf8fb325d4dc7806acc4c2caf3f0df963b3 (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
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
/**
 * Test OpenGL 2.0 vertex/fragment shaders.
 * Brian Paul
 * 1 November 2006
 *
 * Based on ARB version by:
 * Michal Krol
 * 20 February 2006
 *
 * Based on the original demo by:
 * Brian Paul
 * 17 April 2003
 */

#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"


#define TEXTURE 0

static GLint CoordAttrib = 0;

static char *FragProgFile = NULL;
static char *VertProgFile = NULL;

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, 0.0f };
static GLfloat delta = 1.0f;

static GLuint fragShader;
static GLuint vertShader;
static GLuint program;

static GLint uDiffuse;
static GLint uSpecular;
static GLint uTexture;

static GLuint SphereList, RectList, CurList;
static GLint win = 0;
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 = 90.0f, yRot = 0.0f;


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;
   dst[3] = src[3];
}


static void
Redisplay(void)
{
   GLfloat vec[4];

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   /* update light position */
   normalize(vec, lightPos);
   glLightfv(GL_LIGHT0, GL_POSITION, vec);
   
   if (pixelLight) {
      glUseProgram_func(program);
      glDisable(GL_LIGHTING);
   }
   else {
      glUseProgram_func(0);
      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);
   */
   glCallList(CurList);
   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);
         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
CleanUp(void)
{
   glDeleteShader_func(fragShader);
   glDeleteShader_func(vertShader);
   glDeleteProgram_func(program);
   glutDestroyWindow(win);
}


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 'o':
      if (CurList == SphereList)
         CurList = RectList;
      else
         CurList = SphereList;
      break;
   case 'p':
      pixelLight = !pixelLight;
      if (pixelLight)
         printf("Per-pixel lighting\n");
      else
         printf("Conventional lighting\n");
      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
TestFunctions(void)
{
   printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
   {
      GLfloat pos[3];
      printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
      printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
   }


   {
      GLfloat m[16], result[16];
      GLint mPos;
      int i;

      for (i = 0; i < 16; i++)
         m[i] = (float) i;

      mPos = glGetUniformLocation_func(program, "m");
      printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
      glUniformMatrix4fv_func(mPos, 1, GL_FALSE, m);
      printf("Error 0x%x at line %d\n", glGetError(), __LINE__);

      glGetUniformfv_func(program, mPos, result);
      printf("Error 0x%x at line %d\n", glGetError(), __LINE__);

      for (i = 0; i < 16; i++) {
         printf("%8g %8g\n", m[i], result[i]);
      }
   }

   assert(glIsProgram_func(program));
   assert(glIsShader_func(fragShader));
   assert(glIsShader_func(vertShader));

   /* attached shaders */
   {
      GLuint shaders[20];
      GLsizei count;
      int i;
      glGetAttachedShaders_func(program, 20, &count, shaders);
      for (i = 0; i < count; i++) {
         printf("Attached: %u\n", shaders[i]);
         assert(shaders[i] == fragShader ||
                shaders[i] == vertShader);
      }
   }

   {
      GLchar log[1000];
      GLsizei len;
      glGetShaderInfoLog_func(vertShader, 1000, &len, log);
      printf("Vert Shader Info Log: %s\n", log);
      glGetShaderInfoLog_func(fragShader, 1000, &len, log);
      printf("Frag Shader Info Log: %s\n", log);
      glGetProgramInfoLog_func(program, 1000, &len, log);
      printf("Program Info Log: %s\n", log);
   }
}


#if TEXTURE
static void
MakeTexture(void)
{
#define SZ0 64
#define SZ1 32
   GLubyte image0[SZ0][SZ0][SZ0][4];
   GLubyte image1[SZ1][SZ1][SZ1][4];
   GLuint i, j, k;

   /* level 0: two-tone gray checkboard */
   for (i = 0; i < SZ0; i++) {
      for (j = 0; j < SZ0; j++) {
         for (k = 0; k < SZ0; k++) {
            if ((i/8 + j/8 + k/8) & 1) {
               image0[i][j][k][0] = 
               image0[i][j][k][1] = 
               image0[i][j][k][2] = 200;
            }
            else {
               image0[i][j][k][0] = 
               image0[i][j][k][1] = 
               image0[i][j][k][2] = 100;
            }
            image0[i][j][k][3] = 255;
         }
      }
   }

   /* level 1: two-tone green checkboard */
   for (i = 0; i < SZ1; i++) {
      for (j = 0; j < SZ1; j++) {
         for (k = 0; k < SZ1; k++) {
            if ((i/8 + j/8 + k/8) & 1) {
               image1[i][j][k][0] = 0;
               image1[i][j][k][1] = 250;
               image1[i][j][k][2] = 0;
            }
            else {
               image1[i][j][k][0] = 0;
               image1[i][j][k][1] = 200;
               image1[i][j][k][2] = 0;
            }
            image1[i][j][k][3] = 255;
         }
      }
   }

   glActiveTexture(GL_TEXTURE2); /* unit 2 */
   glBindTexture(GL_TEXTURE_2D, 42);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, image0);
   glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, image1);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

   glActiveTexture(GL_TEXTURE4); /* unit 4 */
   glBindTexture(GL_TEXTURE_3D, 43);
   glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, image0);
   glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, image1);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
#endif


static void
MakeSphere(void)
{
   GLUquadricObj *obj = gluNewQuadric();
   SphereList = glGenLists(1);
   gluQuadricTexture(obj, GL_TRUE);
   glNewList(SphereList, GL_COMPILE);
   gluSphere(obj, 2.0f, 10, 5);
   glEndList();
}

static void
VertAttrib(GLint index, float x, float y)
{
#if 1
   glVertexAttrib2f_func(index, x, y);
#else
   glTexCoord2f(x, y);
#endif
}

static void
MakeRect(void)
{
   RectList = glGenLists(1);
   glNewList(RectList, GL_COMPILE);
   glNormal3f(0, 0, 1);
   glBegin(GL_POLYGON);
   VertAttrib(CoordAttrib, 0, 0);   glVertex2f(-2, -2);
   VertAttrib(CoordAttrib, 1, 0);   glVertex2f( 2, -2);
   VertAttrib(CoordAttrib, 1, 1);   glVertex2f( 2,  2);
   VertAttrib(CoordAttrib, 0, 1);   glVertex2f(-2,  2);
   glEnd();    /* XXX omit this and crash! */
   glEndList();
}



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, "fslight: problem compiling shader:\n%s\n", log);
      exit(1);
   }
}


/**
 * 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, "fslight: Unable to open shader file %s\n", filename);
      exit(1);
   }

   n = fread(buffer, 1, max, f);
   printf("fslight: 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);
   }
}


static void
Init(void)
{
   static const char *fragShaderText =
      "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(gl_LightSource[0].position.xyz, \n"
      "                           normalize(normal)), 0.0);\n"
      "   // Compute diffuse and specular contributions\n"
      "   gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n"
      "}\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";
   const char *version;

   version = (const char *) glGetString(GL_VERSION);
   if (version[0] != '2' || version[1] != '.') {
      printf("This program requires OpenGL 2.x, found %s\n", version);
      exit(1);
   }

   GetExtensionFuncs();

   fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
   if (FragProgFile)
      ReadShader(fragShader, FragProgFile);
   else
      LoadAndCompileShader(fragShader, fragShaderText);


   vertShader = glCreateShader_func(GL_VERTEX_SHADER);
   if (VertProgFile)
      ReadShader(vertShader, VertProgFile);
   else
      LoadAndCompileShader(vertShader, vertShaderText);

   program = glCreateProgram_func();
   glAttachShader_func(program, fragShader);
   glAttachShader_func(program, vertShader);
   glLinkProgram_func(program);
   CheckLink(program);
   glUseProgram_func(program);

   uDiffuse = glGetUniformLocation_func(program, "diffuse");
   uSpecular = glGetUniformLocation_func(program, "specular");
   uTexture = glGetUniformLocation_func(program, "texture");
   printf("DiffusePos %d  SpecularPos %d  TexturePos %d\n",
          uDiffuse, uSpecular, uTexture);

   glUniform4fv_func(uDiffuse, 1, diffuse);
   glUniform4fv_func(uSpecular, 1, specular);
   /*   assert(glGetError() == 0);*/
   glUniform1i_func(uTexture, 2);  /* use texture unit 2 */
   /*assert(glGetError() == 0);*/

   if (CoordAttrib) {
      int i;
      glBindAttribLocation_func(program, CoordAttrib, "coord");
      i = glGetAttribLocation_func(program, "coord");
      assert(i >= 0);
      if (i != CoordAttrib) {
         printf("Hmmm, NVIDIA bug?\n");
         CoordAttrib = i;
      }
      else {
         printf("Mesa bind attrib: coord = %d\n", i);
      }
   }

   /*assert(glGetError() == 0);*/

   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);

   MakeSphere();
   MakeRect();

   CurList = SphereList;

#if TEXTURE
   MakeTexture();
#endif

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

   /* test glGetShaderSource() */
   if (0) {
      GLsizei len = strlen(fragShaderText) + 1;
      GLsizei lenOut;
      GLchar *src =(GLchar *) malloc(len * sizeof(GLchar));
      glGetShaderSource_func(fragShader, 0, NULL, src);
      glGetShaderSource_func(fragShader, len, &lenOut, src);
      assert(len == lenOut + 1);
      assert(strcmp(src, fragShaderText) == 0);
      free(src);
   }

   assert(glIsProgram_func(program));
   assert(glIsShader_func(fragShader));
   assert(glIsShader_func(vertShader));

   glColor3f(1, 0, 0);

   /* for testing state vars */
   {
      static GLfloat fc[4] = { 1, 1, 0, 0 };
      static GLfloat amb[4] = { 1, 0, 1, 0 };
      glFogfv(GL_FOG_COLOR, fc);
      glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
   }

#if 0
   TestFunctions();
#else
   (void) TestFunctions;
#endif
}


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(200, 200);
   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
   win = glutCreateWindow(argv[0]);
   glutReshapeFunc(Reshape);
   glutKeyboardFunc(Key);
   glutSpecialFunc(SpecialKey);
   glutDisplayFunc(Redisplay);
   if (anim)
      glutIdleFunc(Idle);
   ParseOptions(argc, argv);
   Init();
   glutMainLoop();
   return 0;
}