2
* Simple shader test harness.
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* shtest --vs vertShaderFile --fs fragShaderFile
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* In this case the given vertex/frag shaders are read and compiled.
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* Random values are assigned to the uniforms.
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* In this case a config file is read that specifies the file names
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* of the shaders plus initial values for uniforms.
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* Example config file:
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* uniform v1 1.0 0.5 0.2 0.3
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* texture 0 2D texture0.rgb
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* texture 1 CUBE texture1.rgb
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* texture 2 RECT texture2.rgb
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#include "shaderutil.h"
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static char *FragShaderFile = NULL;
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static char *VertShaderFile = NULL;
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static char *ConfigFile = NULL;
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/* program/shader objects */
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static GLuint fragShader;
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static GLuint vertShader;
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static GLuint Program;
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#define MAX_UNIFORMS 100
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static struct uniform_info Uniforms[MAX_UNIFORMS];
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static GLuint NumUniforms = 0;
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#define MAX_ATTRIBS 100
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static struct attrib_info Attribs[MAX_ATTRIBS];
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static GLuint NumAttribs = 0;
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static GLboolean Anim = GL_FALSE;
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static GLfloat TexRot = 0.0;
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static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
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static shape Object = SPHERE;
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RandomFloat(float min, float max)
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int k = rand() % 10000;
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float x = min + (max - min) * k / 10000.0;
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/** Set new random values for uniforms */
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RandomUniformValues(void)
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for (i = 0; i < NumUniforms; i++) {
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switch (Uniforms[i].type) {
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Uniforms[i].value[0] = RandomFloat(0.0, 1.0);
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case GL_SAMPLER_CUBE:
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case GL_SAMPLER_2D_RECT_ARB:
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/* don't change sampler values - random values are bad */
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Uniforms[i].value[0] = RandomFloat(-1.0, 2.0);
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Uniforms[i].value[1] = RandomFloat(-1.0, 2.0);
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Uniforms[i].value[2] = RandomFloat(-1.0, 2.0);
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Uniforms[i].value[3] = RandomFloat(-1.0, 2.0);
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SquareVertex(GLfloat s, GLfloat t, GLfloat size)
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GLfloat x = -size + s * 2.0 * size;
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GLfloat y = -size + t * 2.0 * size;
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glMultiTexCoord2f(GL_TEXTURE0, s, t);
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glMultiTexCoord2f(GL_TEXTURE1, s, t);
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glMultiTexCoord2f(GL_TEXTURE2, s, t);
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glMultiTexCoord2f(GL_TEXTURE3, s, t);
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/* assign (s,t) to the generic attributes */
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for (i = 0; i < NumAttribs; i++) {
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if (Attribs[i].location >= 0) {
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glVertexAttrib2f(Attribs[i].location, s, t);
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* Draw a square, specifying normal and tangent vectors.
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GLint tangentAttrib = 1;
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glVertexAttrib3f(tangentAttrib, 1, 0, 0);
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SquareVertex(0, 0, size);
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SquareVertex(1, 0, size);
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SquareVertex(1, 1, size);
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SquareVertex(0, 1, size);
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glTexCoord2f(0, 0); glVertex2f(-size, -size);
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glTexCoord2f(1, 0); glVertex2f( size, -size);
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glTexCoord2f(1, 1); glVertex2f( size, size);
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glTexCoord2f(0, 1); glVertex2f(-size, size);
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glRotatef(90, 0, 1, 0);
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glTranslatef(0, 0, size);
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glRotatef(-90, 0, 1, 0);
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glTranslatef(0, 0, size);
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glRotatef(90, 1, 0, 0);
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glTranslatef(0, 0, size);
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glRotatef(-90, 1, 0, 0);
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glTranslatef(0, 0, size);
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glTranslatef(0, 0, size);
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glRotatef(180, 0, 1, 0);
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glTranslatef(0, 0, size);
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Sphere(GLfloat radius, GLint slices, GLint stacks)
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static GLUquadricObj *q = NULL;
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gluQuadricDrawStyle(q, GLU_FILL);
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gluQuadricNormals(q, GLU_SMOOTH);
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gluQuadricTexture(q, GL_TRUE);
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gluSphere(q, radius, slices, stacks);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot, 0.0f, 1.0f, 0.0f);
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glRotatef(zRot, 0.0f, 0.0f, 1.0f);
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glMatrixMode(GL_TEXTURE);
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glRotatef(TexRot, 0.0f, 1.0f, 0.0f);
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glMatrixMode(GL_MODELVIEW);
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if (Object == SPHERE) {
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else if (Object == CUBE) {
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Reshape(int width, int height)
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode(GL_MODELVIEW);
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glTranslatef(0.0f, 0.0f, -15.0f);
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glDeleteShader(fragShader);
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glDeleteShader(vertShader);
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glDeleteProgram(Program);
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glutDestroyWindow(win);
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Key(unsigned char key, int x, int y)
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const GLfloat step = 2.0;
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Object = (Object + 1) % NUM_SHAPES;
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RandomUniformValues();
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SetUniformValues(Program, Uniforms);
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PrintUniforms(Uniforms);
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SpecialKey(int key, int x, int y)
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const GLfloat step = 2.0;
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InitUniforms(const struct config_file *conf,
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struct uniform_info uniforms[])
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for (i = 0; i < conf->num_uniforms; i++) {
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for (j = 0; uniforms[j].name; j++) {
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if (strcmp(uniforms[j].name, conf->uniforms[i].name) == 0) {
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uniforms[j].type = conf->uniforms[i].type;
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uniforms[j].value[0] = conf->uniforms[i].value[0];
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uniforms[j].value[1] = conf->uniforms[i].value[1];
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uniforms[j].value[2] = conf->uniforms[i].value[2];
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uniforms[j].value[3] = conf->uniforms[i].value[3];
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LoadTexture(GLint unit, GLenum target, const char *texFileName)
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GLint imgWidth, imgHeight;
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GLubyte *image = NULL;
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GLenum filter = GL_LINEAR;
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image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat);
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printf("Couldn't read %s\n", texFileName);
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printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n",
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unit, target, texFileName, imgWidth, imgHeight);
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if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
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target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
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objTarget = GL_TEXTURE_CUBE_MAP;
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glActiveTexture(GL_TEXTURE0 + unit);
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glGenTextures(1, &tex);
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glBindTexture(objTarget, tex);
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if (target == GL_TEXTURE_3D) {
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gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1,
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imgFormat, GL_UNSIGNED_BYTE, image);
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else if (target == GL_TEXTURE_1D) {
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gluBuild1DMipmaps(target, 4, imgWidth,
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imgFormat, GL_UNSIGNED_BYTE, image);
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gluBuild2DMipmaps(target, 4, imgWidth, imgHeight,
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imgFormat, GL_UNSIGNED_BYTE, image);
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glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter);
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TypeFromName(const char *n)
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static const struct {
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{ "GL_FLOAT", GL_FLOAT },
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{ "GL_FLOAT_VEC2", GL_FLOAT_VEC2 },
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{ "GL_FLOAT_VEC3", GL_FLOAT_VEC3 },
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{ "GL_FLOAT_VEC4", GL_FLOAT_VEC4 },
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{ "GL_INT", GL_INT },
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{ "GL_INT_VEC2", GL_INT_VEC2 },
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{ "GL_INT_VEC3", GL_INT_VEC3 },
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{ "GL_INT_VEC4", GL_INT_VEC4 },
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{ "GL_SAMPLER_1D", GL_SAMPLER_1D },
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{ "GL_SAMPLER_2D", GL_SAMPLER_2D },
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{ "GL_SAMPLER_3D", GL_SAMPLER_3D },
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{ "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE },
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{ "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB },
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for (i = 0; types[i].name; i++) {
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if (strcmp(types[i].name, n) == 0)
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return types[i].type;
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* Read a config file.
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ReadConfigFile(const char *filename, struct config_file *conf)
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f = fopen(filename, "r");
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fprintf(stderr, "Unable to open config file %s\n", filename);
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conf->num_uniforms = 0;
493
/* ugly but functional parser */
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while (fgets(line, sizeof(line), f) != NULL) {
496
if (strncmp(line, "vs ", 3) == 0) {
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VertShaderFile = strdup(line + 3);
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VertShaderFile[strlen(VertShaderFile) - 1] = 0;
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else if (strncmp(line, "fs ", 3) == 0) {
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FragShaderFile = strdup(line + 3);
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FragShaderFile[strlen(FragShaderFile) - 1] = 0;
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else if (strncmp(line, "texture ", 8) == 0) {
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char target[100], texFileName[100];
507
k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName);
508
assert(k == 3 || k == 8);
509
if (strcmp(target, "CUBE") == 0) {
510
char texFileNames[6][100];
511
k = sscanf(line + 8, "%d %s %s %s %s %s %s %s",
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LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]);
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LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]);
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LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]);
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LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]);
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LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]);
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LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]);
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else if (!strcmp(target, "2D")) {
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LoadTexture(unit, GL_TEXTURE_2D, texFileName);
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else if (!strcmp(target, "3D")) {
530
LoadTexture(unit, GL_TEXTURE_3D, texFileName);
532
else if (!strcmp(target, "RECT")) {
533
LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName);
536
printf("Bad texture target: %s\n", target);
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else if (strncmp(line, "uniform ", 8) == 0) {
541
char name[1000], typeName[100];
543
float v1 = 0.0F, v2 = 0.0F, v3 = 0.0F, v4 = 0.0F;
546
k = sscanf(line + 8, "%s %s %f %f %f %f", name, typeName,
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type = TypeFromName(typeName);
551
if (strlen(name) + 1 > sizeof(conf->uniforms[conf->num_uniforms].name)) {
552
fprintf(stderr, "string overflow\n");
555
strcpy(conf->uniforms[conf->num_uniforms].name, name);
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conf->uniforms[conf->num_uniforms].value[0] = v1;
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conf->uniforms[conf->num_uniforms].value[1] = v2;
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conf->uniforms[conf->num_uniforms].value[2] = v3;
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conf->uniforms[conf->num_uniforms].value[3] = v4;
560
conf->uniforms[conf->num_uniforms].type = type;
561
conf->num_uniforms++;
564
if (strlen(line) > 1) {
565
fprintf(stderr, "syntax error in: %s\n", line);
579
GLdouble vertTime, fragTime, linkTime;
580
struct config_file config;
582
memset(&config, 0, sizeof(config));
585
ReadConfigFile(ConfigFile, &config);
587
if (!VertShaderFile) {
588
fprintf(stderr, "Error: no vertex shader\n");
592
if (!FragShaderFile) {
593
fprintf(stderr, "Error: no fragment shader\n");
597
if (!ShadersSupported())
600
vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertShaderFile);
601
vertTime = GetShaderCompileTime();
602
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile);
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fragTime = GetShaderCompileTime();
605
Program = LinkShaders(vertShader, fragShader);
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linkTime = GetShaderLinkTime();
608
printf("Read vert shader %s\n", VertShaderFile);
609
printf("Read frag shader %s\n", FragShaderFile);
611
printf("Time to compile vertex shader: %fs\n", vertTime);
612
printf("Time to compile fragment shader: %fs\n", fragTime);
613
printf("Time to link shaders: %fs\n", linkTime);
615
assert(ValidateShaderProgram(Program));
617
glUseProgram(Program);
619
NumUniforms = GetUniforms(Program, Uniforms);
620
if (config.num_uniforms) {
621
InitUniforms(&config, Uniforms);
624
RandomUniformValues();
626
SetUniformValues(Program, Uniforms);
627
PrintUniforms(Uniforms);
629
NumAttribs = GetAttribs(Program, Attribs);
630
PrintAttribs(Attribs);
632
/* assert(glGetError() == 0); */
634
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
636
glEnable(GL_DEPTH_TEST);
645
printf("Keyboard:\n");
646
printf(" a Animation toggle\n");
647
printf(" r Randomize uniform values\n");
648
printf(" o Change object\n");
649
printf(" arrows Rotate object\n");
650
printf(" ESC Exit\n");
658
printf(" shtest config.shtest\n");
659
printf(" Run w/ given config file.\n");
660
printf(" shtest --vs vertShader --fs fragShader\n");
661
printf(" Load/compile given shaders.\n");
666
ParseOptions(int argc, char *argv[])
675
for (i = 1; i < argc; i++) {
676
if (strcmp(argv[i], "--fs") == 0) {
677
FragShaderFile = argv[i+1];
680
else if (strcmp(argv[i], "--vs") == 0) {
681
VertShaderFile = argv[i+1];
685
/* assume the arg is a config file */
686
ConfigFile = argv[i];
694
main(int argc, char *argv[])
696
glutInitWindowSize(400, 400);
697
glutInit(&argc, argv);
698
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
699
win = glutCreateWindow(argv[0]);
701
glutReshapeFunc(Reshape);
702
glutKeyboardFunc(Key);
703
glutSpecialFunc(SpecialKey);
704
glutDisplayFunc(Redisplay);
705
ParseOptions(argc, argv);