2
* Test OpenGL 2.0 vertex/fragment shaders.
6
* Based on ARB version by:
10
* Based on the original demo by:
28
static GLint CoordAttrib = 0;
30
static char *FragProgFile = NULL;
31
static char *VertProgFile = NULL;
33
static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
34
static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
35
static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
36
static GLfloat delta = 1.0f;
38
static GLuint fragShader;
39
static GLuint vertShader;
40
static GLuint program;
42
static GLint uDiffuse;
43
static GLint uSpecular;
44
static GLint uTexture;
46
static GLuint SphereList, RectList, CurList;
48
static GLboolean anim = GL_TRUE;
49
static GLboolean wire = GL_FALSE;
50
static GLboolean pixelLight = GL_TRUE;
53
static GLint frames = 0;
55
static GLfloat xRot = 90.0f, yRot = 0.0f;
59
normalize(GLfloat *dst, const GLfloat *src)
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GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
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dst[0] = src[0] / len;
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dst[1] = src[1] / len;
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dst[2] = src[2] / len;
74
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
76
/* update light position */
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normalize(vec, lightPos);
78
glLightfv(GL_LIGHT0, GL_POSITION, vec);
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glUseProgram_func(program);
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glDisable(GL_LIGHTING);
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glEnable(GL_LIGHTING);
90
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot, 0.0f, 1.0f, 0.0f);
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glutSolidSphere(2.0, 10, 5);
102
GLint t = glutGet(GLUT_ELAPSED_TIME);
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if (t - t0 >= 5000) {
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GLfloat seconds =(GLfloat)(t - t0) / 1000.0f;
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GLfloat fps = frames / seconds;
106
printf("%d frames in %6.3f seconds = %6.3f FPS\n",
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frames, seconds, fps);
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lightPos[0] += delta;
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if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
126
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_func(fragShader);
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glDeleteShader_func(vertShader);
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glDeleteProgram_func(program);
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glutDestroyWindow(win);
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Key(unsigned char key, int x, int y)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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if (CurList == SphereList)
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CurList = SphereList;
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pixelLight = !pixelLight;
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printf("Per-pixel lighting\n");
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printf("Conventional lighting\n");
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SpecialKey(int key, int x, int y)
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const GLfloat step = 3.0f;
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
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GLfloat m[16], result[16];
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for (i = 0; i < 16; i++)
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mPos = glGetUniformLocation_func(program, "m");
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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glUniformMatrix4fv_func(mPos, 1, GL_FALSE, m);
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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glGetUniformfv_func(program, mPos, result);
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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for (i = 0; i < 16; i++) {
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printf("%8g %8g\n", m[i], result[i]);
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assert(glIsProgram_func(program));
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assert(glIsShader_func(fragShader));
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assert(glIsShader_func(vertShader));
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/* attached shaders */
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glGetAttachedShaders_func(program, 20, &count, shaders);
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for (i = 0; i < count; i++) {
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printf("Attached: %u\n", shaders[i]);
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assert(shaders[i] == fragShader ||
269
shaders[i] == vertShader);
276
glGetShaderInfoLog_func(vertShader, 1000, &len, log);
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printf("Vert Shader Info Log: %s\n", log);
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glGetShaderInfoLog_func(fragShader, 1000, &len, log);
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printf("Frag Shader Info Log: %s\n", log);
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glGetProgramInfoLog_func(program, 1000, &len, log);
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printf("Program Info Log: %s\n", log);
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GLubyte image0[SZ0][SZ0][SZ0][4];
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GLubyte image1[SZ1][SZ1][SZ1][4];
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/* level 0: two-tone gray checkboard */
297
for (i = 0; i < SZ0; i++) {
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for (j = 0; j < SZ0; j++) {
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for (k = 0; k < SZ0; k++) {
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if ((i/8 + j/8 + k/8) & 1) {
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image0[i][j][k][2] = 200;
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image0[i][j][k][2] = 100;
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image0[i][j][k][3] = 255;
315
/* level 1: two-tone green checkboard */
316
for (i = 0; i < SZ1; i++) {
317
for (j = 0; j < SZ1; j++) {
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for (k = 0; k < SZ1; k++) {
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if ((i/8 + j/8 + k/8) & 1) {
320
image1[i][j][k][0] = 0;
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image1[i][j][k][1] = 250;
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image1[i][j][k][2] = 0;
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image1[i][j][k][0] = 0;
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image1[i][j][k][1] = 200;
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image1[i][j][k][2] = 0;
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image1[i][j][k][3] = 255;
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glActiveTexture(GL_TEXTURE2); /* unit 2 */
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
337
GL_RGBA, GL_UNSIGNED_BYTE, image0);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
339
GL_RGBA, GL_UNSIGNED_BYTE, image1);
340
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
341
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
342
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
344
glActiveTexture(GL_TEXTURE4); /* unit 4 */
345
glBindTexture(GL_TEXTURE_3D, 43);
346
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
347
GL_RGBA, GL_UNSIGNED_BYTE, image0);
348
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
349
GL_RGBA, GL_UNSIGNED_BYTE, image1);
350
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
351
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
352
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
360
GLUquadricObj *obj = gluNewQuadric();
361
SphereList = glGenLists(1);
362
gluQuadricTexture(obj, GL_TRUE);
363
glNewList(SphereList, GL_COMPILE);
364
gluSphere(obj, 2.0f, 10, 5);
369
VertAttrib(GLint index, float x, float y)
372
glVertexAttrib2f_func(index, x, y);
381
RectList = glGenLists(1);
382
glNewList(RectList, GL_COMPILE);
385
VertAttrib(CoordAttrib, 0, 0); glVertex2f(-2, -2);
386
VertAttrib(CoordAttrib, 1, 0); glVertex2f( 2, -2);
387
VertAttrib(CoordAttrib, 1, 1); glVertex2f( 2, 2);
388
VertAttrib(CoordAttrib, 0, 1); glVertex2f(-2, 2);
389
glEnd(); /* XXX omit this and crash! */
396
LoadAndCompileShader(GLuint shader, const char *text)
400
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
402
glCompileShader_func(shader);
404
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
408
glGetShaderInfoLog_func(shader, 1000, &len, log);
409
fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
416
* Read a shader from a file.
419
ReadShader(GLuint shader, const char *filename)
421
const int max = 100*1000;
423
char *buffer = (char*) malloc(max);
424
FILE *f = fopen(filename, "r");
426
fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
430
n = fread(buffer, 1, max, f);
431
printf("fslight: read %d bytes from shader file %s\n", n, filename);
434
LoadAndCompileShader(shader, buffer);
443
CheckLink(GLuint prog)
446
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
450
glGetProgramInfoLog_func(prog, 1000, &len, log);
451
fprintf(stderr, "Linker error:\n%s\n", log);
459
static const char *fragShaderText =
460
"uniform vec4 diffuse;\n"
461
"uniform vec4 specular;\n"
462
"varying vec3 normal;\n"
464
" // Compute dot product of light direction and normal vector\n"
465
" float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
466
" normalize(normal)), 0.0);\n"
467
" // Compute diffuse and specular contributions\n"
468
" gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n"
470
static const char *vertShaderText =
471
"varying vec3 normal;\n"
473
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
474
" normal = gl_NormalMatrix * gl_Normal;\n"
478
version = (const char *) glGetString(GL_VERSION);
479
if (version[0] != '2' || version[1] != '.') {
480
printf("This program requires OpenGL 2.x, found %s\n", version);
486
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
488
ReadShader(fragShader, FragProgFile);
490
LoadAndCompileShader(fragShader, fragShaderText);
493
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
495
ReadShader(vertShader, VertProgFile);
497
LoadAndCompileShader(vertShader, vertShaderText);
499
program = glCreateProgram_func();
500
glAttachShader_func(program, fragShader);
501
glAttachShader_func(program, vertShader);
502
glLinkProgram_func(program);
504
glUseProgram_func(program);
506
uDiffuse = glGetUniformLocation_func(program, "diffuse");
507
uSpecular = glGetUniformLocation_func(program, "specular");
508
uTexture = glGetUniformLocation_func(program, "texture");
509
printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
510
uDiffuse, uSpecular, uTexture);
512
glUniform4fv_func(uDiffuse, 1, diffuse);
513
glUniform4fv_func(uSpecular, 1, specular);
514
/* assert(glGetError() == 0);*/
515
glUniform1i_func(uTexture, 2); /* use texture unit 2 */
516
/*assert(glGetError() == 0);*/
520
glBindAttribLocation_func(program, CoordAttrib, "coord");
521
i = glGetAttribLocation_func(program, "coord");
523
if (i != CoordAttrib) {
524
printf("Hmmm, NVIDIA bug?\n");
528
printf("Mesa bind attrib: coord = %d\n", i);
532
/*assert(glGetError() == 0);*/
534
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
535
glEnable(GL_DEPTH_TEST);
537
glEnable(GL_LIGHTING);
538
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
539
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
540
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
545
CurList = SphereList;
551
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
552
printf("Press p to toggle between per-pixel and per-vertex lighting\n");
554
/* test glGetShaderSource() */
556
GLsizei len = strlen(fragShaderText) + 1;
558
GLchar *src =(GLchar *) malloc(len * sizeof(GLchar));
559
glGetShaderSource_func(fragShader, 0, NULL, src);
560
glGetShaderSource_func(fragShader, len, &lenOut, src);
561
assert(len == lenOut + 1);
562
assert(strcmp(src, fragShaderText) == 0);
566
assert(glIsProgram_func(program));
567
assert(glIsShader_func(fragShader));
568
assert(glIsShader_func(vertShader));
572
/* for testing state vars */
574
static GLfloat fc[4] = { 1, 1, 0, 0 };
575
static GLfloat amb[4] = { 1, 0, 1, 0 };
576
glFogfv(GL_FOG_COLOR, fc);
577
glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
583
(void) TestFunctions;
589
ParseOptions(int argc, char *argv[])
592
for (i = 1; i < argc; i++) {
593
if (strcmp(argv[i], "-fs") == 0) {
594
FragProgFile = argv[i+1];
596
else if (strcmp(argv[i], "-vs") == 0) {
597
VertProgFile = argv[i+1];
604
main(int argc, char *argv[])
606
glutInit(&argc, argv);
607
glutInitWindowPosition( 0, 0);
608
glutInitWindowSize(200, 200);
609
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
610
win = glutCreateWindow(argv[0]);
611
glutReshapeFunc(Reshape);
612
glutKeyboardFunc(Key);
613
glutSpecialFunc(SpecialKey);
614
glutDisplayFunc(Redisplay);
617
ParseOptions(argc, argv);