aboutsummaryrefslogtreecommitdiffstats
path: root/progs/glsl/shadow_sampler.c
blob: 0adc9d88ba467a15638c833fa95b5c109b92efd6 (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
/**
 * Test shadow2DRectProj() and shadow2D() functions.
 * Brian Paul
 * 11 April 2007
 */

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


/** Use GL_RECTANGLE texture (with projective texcoords)? */
#define USE_RECT 01

#define TEXSIZE 16


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

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

static GLint uTexture2D;
static GLint uTextureRect;

static GLint win = 0;

static GLenum Filter = GL_LINEAR;

static void
CheckError(int line)
{
   GLenum err = glGetError();
   if (err) {
      printf("GL Error %s (0x%x) at line %d\n",
             gluErrorString(err), (int) err, line);
   }
}


static void
PrintString(const char *s)
{
   while (*s) {
      glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
      s++;
   }
}


static void
Redisplay(void)
{
   CheckError(__LINE__);
   glClear(GL_COLOR_BUFFER_BIT);

   glPushMatrix();

   CheckError(__LINE__);
   glUseProgram(program);
   CheckError(__LINE__);

   glBegin(GL_POLYGON);
#if USE_RECT
   /* scale coords by two to test projection */
   glTexCoord4f(        0,         0,   0, 2.0);  glVertex2f(-1, -1);
   glTexCoord4f(2*TEXSIZE,         0, 2*1, 2.0);  glVertex2f( 1, -1);
   glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0);  glVertex2f( 1,  1);
   glTexCoord4f(        0, 2*TEXSIZE,   0, 2.0);  glVertex2f(-1,  1);
#else
   glTexCoord3f(0, 0, 0);  glVertex2f(-1, -1);
   glTexCoord3f(1, 0, 1);  glVertex2f( 1, -1);
   glTexCoord3f(1, 1, 1);  glVertex2f( 1,  1);
   glTexCoord3f(0, 1, 0);  glVertex2f(-1,  1);
#endif
   glEnd();

   glPopMatrix();

   glUseProgram(0);
   glWindowPos2iARB(80, 20);
   PrintString("white   black   white   black");

   glutSwapBuffers();
}


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, -8.0f);
}


static void
CleanUp(void)
{
   glDeleteShader(fragShader);
   glDeleteShader(vertShader);
   glDeleteProgram(program);
   glutDestroyWindow(win);
}


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

   switch(key) {
   case 27:
      CleanUp();
      exit(0);
      break;
   }
   glutPostRedisplay();
}


static void
MakeTexture(void)
{
   GLfloat image[TEXSIZE][TEXSIZE];
   GLuint i, j;

   for (i = 0; i < TEXSIZE; i++) {
      for (j = 0; j < TEXSIZE; j++) {
         if (j < (TEXSIZE / 2)) {
            image[i][j] = 0.25;
         }
         else {
            image[i][j] = 0.75;
         }
      }
   }

   glActiveTexture(GL_TEXTURE0); /* unit 0 */
   glBindTexture(GL_TEXTURE_2D, 42);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0,
                GL_DEPTH_COMPONENT, GL_FLOAT, image);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
                   GL_COMPARE_R_TO_TEXTURE_ARB);
   CheckError(__LINE__);

   glActiveTexture(GL_TEXTURE1); /* unit 1 */
   glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43);
   glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT,
                TEXSIZE, 10, 0,/*16x10*/
                GL_DEPTH_COMPONENT, GL_FLOAT, image);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB,
                   GL_COMPARE_R_TO_TEXTURE_ARB);
   CheckError(__LINE__);
}


static void
LoadAndCompileShader(GLuint shader, const char *text)
{
   GLint stat;
   glShaderSource(shader, 1, (const GLchar **) &text, NULL);
   glCompileShader(shader);
   glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
   if (!stat) {
      GLchar log[1000];
      GLsizei len;
      glGetShaderInfoLog(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(prog, GL_LINK_STATUS, &stat);
   if (!stat) {
      GLchar log[1000];
      GLsizei len;
      glGetProgramInfoLog(prog, 1000, &len, log);
      fprintf(stderr, "Linker error:\n%s\n", log);
   }
}


static void
Init(void)
{
   static const char *fragShaderText =
      "uniform sampler2DShadow shadowTex2D; \n"
      "uniform sampler2DRectShadow shadowTexRect; \n"
      "void main() {\n"
#if USE_RECT
      "   gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n"
#else
      "   gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n"
#endif
      "}\n";
   static const char *vertShaderText =
      "void main() {\n"
      "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
      "   gl_TexCoord[0] = gl_MultiTexCoord0; \n"
      "}\n";
   const char *version;

#if USE_RECT
   if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
      printf("This program requires GL_ARB_texture_rectangle\n");
      exit(1);
   }
#endif

   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);
   }
   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));

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

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

   program = glCreateProgram();
   glAttachShader(program, fragShader);
   glAttachShader(program, vertShader);
   glLinkProgram(program);
   CheckLink(program);
   glUseProgram(program);

   uTexture2D = glGetUniformLocation(program, "shadowTex2D");
   uTextureRect = glGetUniformLocation(program, "shadowTexRect");
   printf("uTexture2D %d  uTextureRect %d\n", uTexture2D, uTextureRect);
   if (uTexture2D >= 0) {
      glUniform1i(uTexture2D, 0);  /* use texture unit 0 */
   }
   if (uTextureRect >= 0) {
      glUniform1i(uTextureRect, 1);  /* use texture unit 0 */
   }
   CheckError(__LINE__);

   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
   glColor3f(1, 1, 1);

   MakeTexture();
   CheckError(__LINE__);
}


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);
   glutInitWindowSize(400, 300);
   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
   win = glutCreateWindow(argv[0]);
   glewInit();
   glutReshapeFunc(Reshape);
   glutKeyboardFunc(Key);
   glutDisplayFunc(Redisplay);
   ParseOptions(argc, argv);
   Init();
   glutMainLoop();
   return 0;
}