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path: root/progs/glsl/identity.c
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/**
 * Test very basic glsl functionality (identity vertex and fragment shaders).
 * Brian Paul & Stephane Marchesin
 */


#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
#include "shaderutil.h"


static char *FragProgFile = NULL;
static char *VertProgFile = NULL;
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint win = 0;
static GLboolean anim = GL_FALSE;
static GLfloat xRot = 0.0f, yRot = 0.0f;
static int w,h;


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

   glBegin(GL_TRIANGLES);
   glColor3f(.8,0,0); 
   glVertex3f(-0.9, -0.9, 0.0);
   glColor3f(0,.9,0); 
   glVertex3f( 0.9, -0.9, 0.0);
   glColor3f(0,0,.7); 
   glVertex3f( 0.0,  0.9, 0.0);
   glEnd();

   glutSwapBuffers();
}


static void
Idle(void)
{
   yRot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
   glutPostRedisplay();
}


static void
Reshape(int width, int height)
{
   glViewport(0, 0, width, height);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   w = width;
   h = height;
}


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 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
Init(void)
{
   static const char *fragShaderText =
      "void main() {\n"
      "   gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
      "}\n";
   static const char *vertShaderText =
      "void main() {\n"
      "   gl_Position = gl_Vertex;\n"
      "}\n";

   if (!ShadersSupported())
      exit(1);

   GetExtensionFuncs();

   if (FragProgFile)
      fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
   else
      fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);

   if (VertProgFile)
      vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
   else
      vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);

   program = LinkShaders(vertShader, fragShader);

   glUseProgram_func(program);

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

   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
   glEnable(GL_DEPTH_TEST);

   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);
}


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]);
   glewInit();
   glutReshapeFunc(Reshape);
   glutKeyboardFunc(Key);
   glutSpecialFunc(SpecialKey);
   glutDisplayFunc(Redisplay);
   if (anim)
      glutIdleFunc(Idle);
   ParseOptions(argc, argv);
   Init();
   glutMainLoop();
   return 0;
}