summaryrefslogtreecommitdiffstats
path: root/progs/glsl/points.c
blob: 98490f1819c781cd2d714de751cdeb3f78476cd1 (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
/**
 * Implement smooth (AA) points with shaders.
 * A simple variation could be used for sprite points.
 * Brian Paul
 * 29 July 2007
 */

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


static GLuint FragShader;
static GLuint VertShader;
static GLuint Program;

static GLint Win = 0;
static GLint WinWidth = 500, WinHeight = 200;
static GLfloat Xpos = 0.0f, Ypos = 0.0f;
static GLint uViewportInv;
static GLboolean Smooth = GL_TRUE, Blend = GL_TRUE;


/**
 * Issue vertices for a "shader point".
 * The position is duplicated, only texcoords (or other vertex attrib) change.
 * The vertex program will compute the "real" quad corners.
 */
static void
PointVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
   glTexCoord2f(-1, -1);
   glVertex3f(x, y, z);

   glTexCoord2f( 1, -1);
   glVertex3f(x, y, z);

   glTexCoord2f( 1,  1);
   glVertex3f(x, y, z);

   glTexCoord2f(-1,  1);
   glVertex3f(x, y, z);
}


static void
DrawPoints(GLboolean shaderPoints)
{
   int i;
   for (i = 0; i < 9; i++) {
      GLfloat x = i - 4, y = 0, z = 0;
      /* note: can't call glPointSize inside Begin/End :( */
      glPointSize( 2 + i * 5 );
      if (shaderPoints) {
         glBegin(GL_QUADS);
         PointVertex3f(x, y, z);
         glEnd();
      }
      else {
         glBegin(GL_POINTS);
         glVertex3f(x, y, z);
         glEnd();
      }
   }
}


/**
 * Top row of points is rendered conventionally with GL_POINT_SMOOTH.
 * Bottom row is rendered with special vertex/fragment shaders (see Init()).
 */
static void
Redisplay(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   if (Smooth)
      glEnable(GL_POINT_SMOOTH);
   else
      glDisable(GL_POINT_SMOOTH);

   if (Blend)
      glEnable(GL_BLEND);
   else
      glDisable(GL_BLEND);

   glPushMatrix();
   glTranslatef(Xpos, Ypos, 0);

   /*
    * regular points
    */
   glPushMatrix();
   glTranslatef(0, 1.2, 0);
   glUseProgram(0);
   DrawPoints(GL_FALSE);
   glPopMatrix();

   /*
    * shader points
    */
   glPushMatrix();
   glTranslatef(0, -1.2, 0);
   glUseProgram(Program);
   if (uViewportInv != -1) {
      glUniform2f(uViewportInv, 1.0 / WinWidth, 1.0 / WinHeight);
   }
   DrawPoints(GL_TRUE);
   glPopMatrix();

   glPopMatrix();

   glutSwapBuffers();
}


static void
Reshape(int width, int height)
{
   WinWidth = width;
   WinHeight = height;
   glViewport(0, 0, width, height);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum(-1.0, 1.0, -1.0, 1.0, 4.0, 30.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef(0.0f, 0.0f, -20.0f);
}


static void
Key(unsigned char key, int x, int y)
{
  (void) x;
  (void) y;

   switch(key) {
   case 'b':
      Blend = !Blend;
      break;
   case 's':
      Smooth = !Smooth;
      break;
   case 27:
      glDeleteShader(FragShader);
      glDeleteShader(VertShader);
      glDeleteProgram(Program);
      glutDestroyWindow(Win);
      exit(0);
   }
   glutPostRedisplay();
}


static void
SpecialKey(int key, int x, int y)
{
   const GLfloat step = 1/100.0;
   switch(key) {
   case GLUT_KEY_UP:
      Ypos += step;
      break;
   case GLUT_KEY_DOWN:
      Ypos -= step;
      break;
   case GLUT_KEY_LEFT:
      Xpos -= step;
      break;
   case GLUT_KEY_RIGHT:
      Xpos += step;
      break;
   }
   glutPostRedisplay();
}


static void
Init(void)
{
   /* Fragment shader: compute distance of fragment from center of point
    * (we're using texcoords but another varying could be used).
    *   if dist > 1, discard (coverage==0)
    *   if dist < k, coverage = 1
    *   else, coverage = func(dist)
    * Note: length() uses sqrt() and may be expensive.  The distance could
    * be squared instead (with adjustments to the threshold (k) test)
    */
   static const char *fragShaderText =
      "void main() {\n"
      "   float cover; \n"
      "   float k = 2.0 / gl_Point.size; \n"
      "   float d = length(gl_TexCoord[0].xy); \n"
      "   if (d >= 1.0) \n"
      "      discard; \n"
      "   if (d < 1.0 - k) \n"
      "      cover = 1.0; \n"
      "   else \n"
      "      cover = (1.0 - d) * 0.5 * gl_Point.size; \n"
      "   gl_FragColor.rgb = gl_Color.rgb; \n"
      "   gl_FragColor.a = cover; \n"
      "}\n";
   /* Vertex shader: compute new vertex position based on incoming vertex pos,
    * texcoords, point size, and inverse viewport scale factor.
    * Note: should compute point size attenuation here too.
    */
   static const char *vertShaderText =
      "uniform vec2 viewportInv; \n"
      "void main() {\n"
      "   vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
      "   gl_Position.xy = pos.xy + gl_MultiTexCoord0.xy * viewportInv \n"
      "                    * gl_Point.size * pos.w; \n"
      "   gl_Position.zw = pos.zw; \n"
      "   gl_TexCoord[0] = gl_MultiTexCoord0; \n"
      "   gl_FrontColor = gl_Color; \n"
      "}\n";

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

   VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
   FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
   Program = LinkShaders(VertShader, FragShader);

   glUseProgram(Program);

   uViewportInv = glGetUniformLocation(Program, "viewportInv");

   glUseProgram(0);

   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}


int
main(int argc, char *argv[])
{
   glutInit(&argc, argv);
   glutInitWindowSize(WinWidth, WinHeight);
   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
   Win = glutCreateWindow(argv[0]);
   glewInit();
   glutReshapeFunc(Reshape);
   glutKeyboardFunc(Key);
   glutSpecialFunc(SpecialKey);
   glutDisplayFunc(Redisplay);
   Init();
   glutMainLoop();
   return 0;
}