use sqrt(), not sqrtf() for Windows
[mesa.git] / progs / demos / fslight.c
1 /**
2 * Test OpenGL 2.0 vertex/fragment shaders.
3 * Brian Paul
4 * 1 November 2006
5 *
6 * Based on ARB version by:
7 * Michal Krol
8 * 20 February 2006
9 *
10 * Based on the original demo by:
11 * Brian Paul
12 * 17 April 2003
13 */
14
15 #include <assert.h>
16 #include <string.h>
17 #include <stdio.h>
18 #include <stdlib.h>
19 #include <math.h>
20 #include <GL/gl.h>
21 #include <GL/glut.h>
22 #include <GL/glext.h>
23 #include "extfuncs.h"
24
25
26 #define TEXTURE 0
27
28 static GLint CoordAttrib = 0;
29
30 static char *FragProgFile = NULL;
31 static char *VertProgFile = NULL;
32
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;
37
38 static GLuint fragShader;
39 static GLuint vertShader;
40 static GLuint program;
41
42 static GLint uDiffuse;
43 static GLint uSpecular;
44 static GLint uTexture;
45
46 static GLuint SphereList, RectList, CurList;
47 static GLint win = 0;
48 static GLboolean anim = GL_TRUE;
49 static GLboolean wire = GL_FALSE;
50 static GLboolean pixelLight = GL_TRUE;
51
52 static GLint t0 = 0;
53 static GLint frames = 0;
54
55 static GLfloat xRot = 90.0f, yRot = 0.0f;
56
57
58 static void
59 normalize(GLfloat *dst, const GLfloat *src)
60 {
61 GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
62 dst[0] = src[0] / len;
63 dst[1] = src[1] / len;
64 dst[2] = src[2] / len;
65 dst[3] = src[3];
66 }
67
68
69 static void
70 Redisplay(void)
71 {
72 GLfloat vec[4];
73
74 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
75
76 /* update light position */
77 normalize(vec, lightPos);
78 glLightfv(GL_LIGHT0, GL_POSITION, vec);
79
80 if (pixelLight) {
81 glUseProgram_func(program);
82 glDisable(GL_LIGHTING);
83 }
84 else {
85 glUseProgram_func(0);
86 glEnable(GL_LIGHTING);
87 }
88
89 glPushMatrix();
90 glRotatef(xRot, 1.0f, 0.0f, 0.0f);
91 glRotatef(yRot, 0.0f, 1.0f, 0.0f);
92 /*
93 glutSolidSphere(2.0, 10, 5);
94 */
95 glCallList(CurList);
96 glPopMatrix();
97
98 glutSwapBuffers();
99 frames++;
100
101 if (anim) {
102 GLint t = glutGet(GLUT_ELAPSED_TIME);
103 if (t - t0 >= 5000) {
104 GLfloat seconds =(GLfloat)(t - t0) / 1000.0f;
105 GLfloat fps = frames / seconds;
106 printf("%d frames in %6.3f seconds = %6.3f FPS\n",
107 frames, seconds, fps);
108 t0 = t;
109 frames = 0;
110 }
111 }
112 }
113
114
115 static void
116 Idle(void)
117 {
118 lightPos[0] += delta;
119 if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
120 delta = -delta;
121 glutPostRedisplay();
122 }
123
124
125 static void
126 Reshape(int width, int height)
127 {
128 glViewport(0, 0, width, height);
129 glMatrixMode(GL_PROJECTION);
130 glLoadIdentity();
131 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
132 glMatrixMode(GL_MODELVIEW);
133 glLoadIdentity();
134 glTranslatef(0.0f, 0.0f, -15.0f);
135 }
136
137
138 static void
139 CleanUp(void)
140 {
141 glDeleteShader_func(fragShader);
142 glDeleteShader_func(vertShader);
143 glDeleteProgram_func(program);
144 glutDestroyWindow(win);
145 }
146
147
148 static void
149 Key(unsigned char key, int x, int y)
150 {
151 (void) x;
152 (void) y;
153
154 switch(key) {
155 case ' ':
156 case 'a':
157 anim = !anim;
158 if (anim)
159 glutIdleFunc(Idle);
160 else
161 glutIdleFunc(NULL);
162 break;
163 case 'x':
164 lightPos[0] -= 1.0f;
165 break;
166 case 'X':
167 lightPos[0] += 1.0f;
168 break;
169 case 'w':
170 wire = !wire;
171 if (wire)
172 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
173 else
174 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
175 break;
176 case 'o':
177 if (CurList == SphereList)
178 CurList = RectList;
179 else
180 CurList = SphereList;
181 break;
182 case 'p':
183 pixelLight = !pixelLight;
184 if (pixelLight)
185 printf("Per-pixel lighting\n");
186 else
187 printf("Conventional lighting\n");
188 break;
189 case 27:
190 CleanUp();
191 exit(0);
192 break;
193 }
194 glutPostRedisplay();
195 }
196
197
198 static void
199 SpecialKey(int key, int x, int y)
200 {
201 const GLfloat step = 3.0f;
202
203 (void) x;
204 (void) y;
205
206 switch(key) {
207 case GLUT_KEY_UP:
208 xRot -= step;
209 break;
210 case GLUT_KEY_DOWN:
211 xRot += step;
212 break;
213 case GLUT_KEY_LEFT:
214 yRot -= step;
215 break;
216 case GLUT_KEY_RIGHT:
217 yRot += step;
218 break;
219 }
220 glutPostRedisplay();
221 }
222
223
224 static void
225 TestFunctions(void)
226 {
227 printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
228 {
229 GLfloat pos[3];
230 printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
231 printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
232 }
233
234
235 {
236 GLfloat m[16], result[16];
237 GLint mPos;
238 int i;
239
240 for (i = 0; i < 16; i++)
241 m[i] = (float) i;
242
243 mPos = glGetUniformLocation_func(program, "m");
244 printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
245 glUniformMatrix4fv_func(mPos, 1, GL_FALSE, m);
246 printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
247
248 glGetUniformfv_func(program, mPos, result);
249 printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
250
251 for (i = 0; i < 16; i++) {
252 printf("%8g %8g\n", m[i], result[i]);
253 }
254 }
255
256 assert(glIsProgram_func(program));
257 assert(glIsShader_func(fragShader));
258 assert(glIsShader_func(vertShader));
259
260 /* attached shaders */
261 {
262 GLuint shaders[20];
263 GLsizei count;
264 int i;
265 glGetAttachedShaders_func(program, 20, &count, shaders);
266 for (i = 0; i < count; i++) {
267 printf("Attached: %u\n", shaders[i]);
268 assert(shaders[i] == fragShader ||
269 shaders[i] == vertShader);
270 }
271 }
272
273 {
274 GLchar log[1000];
275 GLsizei len;
276 glGetShaderInfoLog_func(vertShader, 1000, &len, log);
277 printf("Vert Shader Info Log: %s\n", log);
278 glGetShaderInfoLog_func(fragShader, 1000, &len, log);
279 printf("Frag Shader Info Log: %s\n", log);
280 glGetProgramInfoLog_func(program, 1000, &len, log);
281 printf("Program Info Log: %s\n", log);
282 }
283 }
284
285
286 #if TEXTURE
287 static void
288 MakeTexture(void)
289 {
290 #define SZ0 64
291 #define SZ1 32
292 GLubyte image0[SZ0][SZ0][SZ0][4];
293 GLubyte image1[SZ1][SZ1][SZ1][4];
294 GLuint i, j, k;
295
296 /* level 0: two-tone gray checkboard */
297 for (i = 0; i < SZ0; i++) {
298 for (j = 0; j < SZ0; j++) {
299 for (k = 0; k < SZ0; k++) {
300 if ((i/8 + j/8 + k/8) & 1) {
301 image0[i][j][k][0] =
302 image0[i][j][k][1] =
303 image0[i][j][k][2] = 200;
304 }
305 else {
306 image0[i][j][k][0] =
307 image0[i][j][k][1] =
308 image0[i][j][k][2] = 100;
309 }
310 image0[i][j][k][3] = 255;
311 }
312 }
313 }
314
315 /* level 1: two-tone green checkboard */
316 for (i = 0; i < SZ1; i++) {
317 for (j = 0; j < SZ1; j++) {
318 for (k = 0; k < SZ1; k++) {
319 if ((i/8 + j/8 + k/8) & 1) {
320 image1[i][j][k][0] = 0;
321 image1[i][j][k][1] = 250;
322 image1[i][j][k][2] = 0;
323 }
324 else {
325 image1[i][j][k][0] = 0;
326 image1[i][j][k][1] = 200;
327 image1[i][j][k][2] = 0;
328 }
329 image1[i][j][k][3] = 255;
330 }
331 }
332 }
333
334 glActiveTexture(GL_TEXTURE2); /* unit 2 */
335 glBindTexture(GL_TEXTURE_2D, 42);
336 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
337 GL_RGBA, GL_UNSIGNED_BYTE, image0);
338 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);
343
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);
353 }
354 #endif
355
356
357 static void
358 MakeSphere(void)
359 {
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);
365 glEndList();
366 }
367
368 static void
369 VertAttrib(GLint index, float x, float y)
370 {
371 #if 1
372 glVertexAttrib2f_func(index, x, y);
373 #else
374 glTexCoord2f(x, y);
375 #endif
376 }
377
378 static void
379 MakeRect(void)
380 {
381 RectList = glGenLists(1);
382 glNewList(RectList, GL_COMPILE);
383 glNormal3f(0, 0, 1);
384 glBegin(GL_POLYGON);
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! */
390 glEndList();
391 }
392
393
394
395 static void
396 LoadAndCompileShader(GLuint shader, const char *text)
397 {
398 GLint stat;
399
400 glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
401
402 glCompileShader_func(shader);
403
404 glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
405 if (!stat) {
406 GLchar log[1000];
407 GLsizei len;
408 glGetShaderInfoLog_func(shader, 1000, &len, log);
409 fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
410 exit(1);
411 }
412 }
413
414
415 /**
416 * Read a shader from a file.
417 */
418 static void
419 ReadShader(GLuint shader, const char *filename)
420 {
421 const int max = 100*1000;
422 int n;
423 char *buffer = (char*) malloc(max);
424 FILE *f = fopen(filename, "r");
425 if (!f) {
426 fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
427 exit(1);
428 }
429
430 n = fread(buffer, 1, max, f);
431 printf("fslight: read %d bytes from shader file %s\n", n, filename);
432 if (n > 0) {
433 buffer[n] = 0;
434 LoadAndCompileShader(shader, buffer);
435 }
436
437 fclose(f);
438 free(buffer);
439 }
440
441
442 static void
443 CheckLink(GLuint prog)
444 {
445 GLint stat;
446 glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
447 if (!stat) {
448 GLchar log[1000];
449 GLsizei len;
450 glGetProgramInfoLog_func(prog, 1000, &len, log);
451 fprintf(stderr, "Linker error:\n%s\n", log);
452 }
453 }
454
455
456 static void
457 Init(void)
458 {
459 static const char *fragShaderText =
460 "uniform vec4 diffuse;\n"
461 "uniform vec4 specular;\n"
462 "varying vec3 normal;\n"
463 "void main() {\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"
469 "}\n";
470 static const char *vertShaderText =
471 "varying vec3 normal;\n"
472 "void main() {\n"
473 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
474 " normal = gl_NormalMatrix * gl_Normal;\n"
475 "}\n";
476 const char *version;
477
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);
481 exit(1);
482 }
483
484 GetExtensionFuncs();
485
486 fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
487 if (FragProgFile)
488 ReadShader(fragShader, FragProgFile);
489 else
490 LoadAndCompileShader(fragShader, fragShaderText);
491
492
493 vertShader = glCreateShader_func(GL_VERTEX_SHADER);
494 if (VertProgFile)
495 ReadShader(vertShader, VertProgFile);
496 else
497 LoadAndCompileShader(vertShader, vertShaderText);
498
499 program = glCreateProgram_func();
500 glAttachShader_func(program, fragShader);
501 glAttachShader_func(program, vertShader);
502 glLinkProgram_func(program);
503 CheckLink(program);
504 glUseProgram_func(program);
505
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);
511
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);*/
517
518 if (CoordAttrib) {
519 int i;
520 glBindAttribLocation_func(program, CoordAttrib, "coord");
521 i = glGetAttribLocation_func(program, "coord");
522 assert(i >= 0);
523 if (i != CoordAttrib) {
524 printf("Hmmm, NVIDIA bug?\n");
525 CoordAttrib = i;
526 }
527 else {
528 printf("Mesa bind attrib: coord = %d\n", i);
529 }
530 }
531
532 /*assert(glGetError() == 0);*/
533
534 glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
535 glEnable(GL_DEPTH_TEST);
536 glEnable(GL_LIGHT0);
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);
541
542 MakeSphere();
543 MakeRect();
544
545 CurList = SphereList;
546
547 #if TEXTURE
548 MakeTexture();
549 #endif
550
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");
553
554 /* test glGetShaderSource() */
555 if (0) {
556 GLsizei len = strlen(fragShaderText) + 1;
557 GLsizei lenOut;
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);
563 free(src);
564 }
565
566 assert(glIsProgram_func(program));
567 assert(glIsShader_func(fragShader));
568 assert(glIsShader_func(vertShader));
569
570 glColor3f(1, 0, 0);
571
572 /* for testing state vars */
573 {
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);
578 }
579
580 #if 0
581 TestFunctions();
582 #else
583 (void) TestFunctions;
584 #endif
585 }
586
587
588 static void
589 ParseOptions(int argc, char *argv[])
590 {
591 int i;
592 for (i = 1; i < argc; i++) {
593 if (strcmp(argv[i], "-fs") == 0) {
594 FragProgFile = argv[i+1];
595 }
596 else if (strcmp(argv[i], "-vs") == 0) {
597 VertProgFile = argv[i+1];
598 }
599 }
600 }
601
602
603 int
604 main(int argc, char *argv[])
605 {
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);
615 if (anim)
616 glutIdleFunc(Idle);
617 ParseOptions(argc, argv);
618 Init();
619 glutMainLoop();
620 return 0;
621 }
622
623