Merge commit 'origin/gallium-0.1' into gallium-0.2
[mesa.git] / progs / demos / shadowtex.c
1 /*
2 * Shadow demo using the GL_ARB_depth_texture, GL_ARB_shadow and
3 * GL_ARB_shadow_ambient extensions.
4 *
5 * Brian Paul
6 * 19 Feb 2001
7 *
8 * Added GL_EXT_shadow_funcs support on 23 March 2002
9 * Added GL_EXT_packed_depth_stencil support on 15 March 2006.
10 * Added GL_EXT_framebuffer_object support on 27 March 2006.
11 * Removed old SGIX extension support on 5 April 2006.
12 * Added vertex / fragment program support on 7 June 2007 (Ian Romanick).
13 *
14 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
15 *
16 * Permission is hereby granted, free of charge, to any person obtaining a
17 * copy of this software and associated documentation files (the "Software"),
18 * to deal in the Software without restriction, including without limitation
19 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
20 * and/or sell copies of the Software, and to permit persons to whom the
21 * Software is furnished to do so, subject to the following conditions:
22 *
23 * The above copyright notice and this permission notice shall be included
24 * in all copies or substantial portions of the Software.
25 *
26 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
27 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
28 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
29 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
30 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
31 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 */
33
34 #define GL_GLEXT_PROTOTYPES
35 #include <assert.h>
36 #include <stdio.h>
37 #include <stdlib.h>
38 #include <string.h>
39 #include <math.h>
40 #include <GL/glut.h>
41 #include "showbuffer.h"
42
43 #define DEG_TO_RAD (3.14159 / 180.0)
44
45 static GLint WindowWidth = 450, WindowHeight = 300;
46 static GLfloat Xrot = 15, Yrot = 0, Zrot = 0;
47
48 static GLfloat Red[4] = {1, 0, 0, 1};
49 static GLfloat Green[4] = {0, 1, 0, 1};
50 static GLfloat Blue[4] = {0, 0, 1, 1};
51 static GLfloat Yellow[4] = {1, 1, 0, 1};
52
53 static GLfloat LightDist = 10;
54 static GLfloat LightLatitude = 45.0;
55 static GLfloat LightLongitude = 45.0;
56 static GLfloat LightPos[4];
57 static GLfloat SpotDir[3];
58 static GLfloat SpotAngle = 40.0 * DEG_TO_RAD;
59 static GLfloat ShadowNear = 4.0, ShadowFar = 24.0;
60 static GLint ShadowTexWidth = 256, ShadowTexHeight = 256;
61
62 static GLboolean LinearFilter = GL_FALSE;
63
64 static GLfloat Bias = -0.06;
65
66 static GLboolean Anim = GL_TRUE;
67
68 static GLboolean NeedNewShadowMap = GL_FALSE;
69 static GLuint ShadowTexture, GrayTexture;
70 static GLuint ShadowFBO;
71
72 static GLfloat lightModelview[16];
73 static GLfloat lightProjection[16];
74
75 static GLuint vert_prog;
76 static GLuint frag_progs[3];
77 static GLuint curr_frag = 0;
78 static GLuint max_frag = 1;
79
80 #define NUM_FRAG_MODES 3
81 static const char *FragProgNames[] = {
82 "fixed-function",
83 "program without \"OPTION ARB_fragment_program_shadow\"",
84 "program with \"OPTION ARB_fragment_program_shadow\"",
85 };
86
87 static GLboolean HaveShadow = GL_FALSE;
88 static GLboolean HaveFBO = GL_FALSE;
89 static GLboolean UseFBO = GL_FALSE;
90 static GLboolean HaveVP = GL_FALSE;
91 static GLboolean HaveFP = GL_FALSE;
92 static GLboolean HaveFP_Shadow = GL_FALSE;
93 static GLboolean UseVP = GL_FALSE;
94 static GLboolean HavePackedDepthStencil = GL_FALSE;
95 static GLboolean UsePackedDepthStencil = GL_FALSE;
96 static GLboolean HaveEXTshadowFuncs = GL_FALSE;
97 static GLboolean HaveShadowAmbient = GL_FALSE;
98
99 static GLint Operator = 0;
100 static const GLenum OperatorFunc[8] = {
101 GL_LEQUAL, GL_LESS, GL_GEQUAL, GL_GREATER,
102 GL_EQUAL, GL_NOTEQUAL, GL_ALWAYS, GL_NEVER };
103 static const char *OperatorName[8] = {
104 "GL_LEQUAL", "GL_LESS", "GL_GEQUAL", "GL_GREATER",
105 "GL_EQUAL", "GL_NOTEQUAL", "GL_ALWAYS", "GL_NEVER" };
106
107
108 static GLuint DisplayMode;
109 #define SHOW_SHADOWS 0
110 #define SHOW_DEPTH_IMAGE 1
111 #define SHOW_DEPTH_MAPPING 2
112 #define SHOW_DISTANCE 3
113
114
115
116 #define MAT4_MUL(dest_vec, src_mat, src_vec) \
117 "DP4 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \
118 "DP4 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \
119 "DP4 " dest_vec ".z, " src_mat "[2], " src_vec ";\n" \
120 "DP4 " dest_vec ".w, " src_mat "[3], " src_vec ";\n"
121
122 #define MAT3_MUL(dest_vec, src_mat, src_vec) \
123 "DP3 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \
124 "DP3 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \
125 "DP3 " dest_vec ".z, " src_mat "[2], " src_vec ";\n"
126
127 #define NORMALIZE(dest, src) \
128 "DP3 " dest ".w, " src ", " src ";\n" \
129 "RSQ " dest ".w, " dest ".w;\n" \
130 "MUL " dest ", " src ", " dest ".w;\n"
131
132 /**
133 * Vertex program for shadow mapping.
134 */
135 static const char vert_code[] =
136 "!!ARBvp1.0\n"
137 "ATTRIB iPos = vertex.position;\n"
138 "ATTRIB iNorm = vertex.normal;\n"
139
140 "PARAM mvinv[4] = { state.matrix.modelview.invtrans };\n"
141 "PARAM mvp[4] = { state.matrix.mvp };\n"
142 "PARAM mv[4] = { state.matrix.modelview };\n"
143 "PARAM texmat[4] = { state.matrix.texture[0] };\n"
144 "PARAM lightPos = state.light[0].position;\n"
145 "PARAM ambientCol = state.lightprod[0].ambient;\n"
146 "PARAM diffuseCol = state.lightprod[0].diffuse;\n"
147
148 "TEMP n, lightVec;\n"
149 "ALIAS V = lightVec;\n"
150 "ALIAS NdotL = n;\n"
151
152 "OUTPUT oPos = result.position;\n"
153 "OUTPUT oColor = result.color;\n"
154 "OUTPUT oTex = result.texcoord[0];\n"
155
156 /* Transform the vertex to clip coordinates. */
157 MAT4_MUL("oPos", "mvp", "iPos")
158
159 /* Transform the vertex to eye coordinates. */
160 MAT4_MUL("V", "mv", "iPos")
161
162 /* Transform the vertex to projected light coordinates. */
163 MAT4_MUL("oTex", "texmat", "iPos")
164
165 /* Transform the normal to eye coordinates. */
166 MAT3_MUL("n", "mvinv", "iNorm")
167
168 /* Calculate the vector from the vertex to the light in eye
169 * coordinates.
170 */
171 "SUB lightVec, lightPos, V;\n"
172 NORMALIZE("lightVec", "lightVec")
173
174 /* Compute diffuse lighting coefficient.
175 */
176 "DP3 NdotL.x, n, lightVec;\n"
177 "MAX NdotL.x, NdotL.x, {0.0};\n"
178 "MIN NdotL.x, NdotL.x, {1.0};\n"
179
180 /* Accumulate color contributions.
181 */
182 "MOV oColor, diffuseCol;\n"
183 "MAD oColor.xyz, NdotL.x, diffuseCol, ambientCol;\n"
184 "END\n"
185 ;
186
187 static const char frag_code[] =
188 "!!ARBfp1.0\n"
189
190 "TEMP shadow, temp;\n"
191
192 "TXP shadow, fragment.texcoord[0], texture[0], 2D;\n"
193 "RCP temp.x, fragment.texcoord[0].w;\n"
194 "MUL temp.x, temp.x, fragment.texcoord[0].z;\n"
195 "SGE shadow, shadow.x, temp.x;\n"
196 "MUL result.color.rgb, fragment.color, shadow.x;\n"
197 "MOV result.color.a, fragment.color;\n"
198 "END\n"
199 ;
200
201 static const char frag_shadow_code[] =
202 "!!ARBfp1.0\n"
203 "OPTION ARB_fragment_program_shadow;\n"
204
205 "TEMP shadow;\n"
206
207 "TXP shadow, fragment.texcoord[0], texture[0], SHADOW2D;\n"
208 "MUL result.color.rgb, fragment.color, shadow.x;\n"
209 "MOV result.color.a, fragment.color.a;\n"
210 "END\n"
211 ;
212
213 static void
214 DrawScene(void)
215 {
216 GLfloat k = 6;
217
218 /* sphere */
219 glPushMatrix();
220 glTranslatef(1.6, 2.2, 2.7);
221 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Green);
222 glColor4fv(Green);
223 glutSolidSphere(1.5, 15, 15);
224 glPopMatrix();
225 /* dodecahedron */
226 glPushMatrix();
227 glTranslatef(-2.0, 1.2, 2.1);
228 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
229 glColor4fv(Red);
230 glutSolidDodecahedron();
231 glPopMatrix();
232 /* icosahedron */
233 glPushMatrix();
234 glTranslatef(-0.6, 1.3, -0.5);
235 glScalef(1.5, 1.5, 1.5);
236 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Yellow);
237 glColor4fv(Red);
238 glutSolidIcosahedron();
239 glPopMatrix();
240 /* a plane */
241 glPushMatrix();
242 glTranslatef(0, -1.1, 0);
243 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
244 glColor4fv(Blue);
245 glNormal3f(0, 1, 0);
246 glBegin(GL_POLYGON);
247 glVertex3f(-k, 0, -k);
248 glVertex3f( k, 0, -k);
249 glVertex3f( k, 0, k);
250 glVertex3f(-k, 0, k);
251 glEnd();
252 glPopMatrix();
253 }
254
255
256 /**
257 * Calculate modelview and project matrices for the light
258 *
259 * Stores the results in \c lightProjection (projection matrix) and
260 * \c lightModelview (modelview matrix).
261 */
262 static void
263 MakeShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3],
264 GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar)
265 {
266 /* compute frustum to enclose spot light cone */
267 const GLfloat d = shadowNear * tan(spotAngle);
268
269 glMatrixMode(GL_PROJECTION);
270 glPushMatrix();
271 glLoadIdentity();
272 glFrustum(-d, d, -d, d, shadowNear, shadowFar);
273 glGetFloatv(GL_PROJECTION_MATRIX, lightProjection);
274 glPopMatrix();
275
276 glMatrixMode(GL_MODELVIEW);
277 glPushMatrix();
278 glLoadIdentity();
279 gluLookAt(lightPos[0], lightPos[1], lightPos[2],
280 lightPos[0] + spotDir[0],
281 lightPos[1] + spotDir[1],
282 lightPos[2] + spotDir[2],
283 0.0, 1.0, 0.0);
284 glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview);
285 glPopMatrix();
286 }
287
288
289 /**
290 * Load \c GL_TEXTURE matrix with light's MVP matrix.
291 */
292 static void SetShadowTextureMatrix(void)
293 {
294 static const GLfloat biasMatrix[16] = {
295 0.5, 0.0, 0.0, 0.0,
296 0.0, 0.5, 0.0, 0.0,
297 0.0, 0.0, 0.5, 0.0,
298 0.5, 0.5, 0.5, 1.0,
299 };
300
301 glMatrixMode(GL_TEXTURE);
302 glLoadMatrixf(biasMatrix);
303 glTranslatef(0.0, 0.0, Bias);
304 glMultMatrixf(lightProjection);
305 glMultMatrixf(lightModelview);
306 glMatrixMode(GL_MODELVIEW);
307 }
308
309
310 static void
311 EnableIdentityTexgen(void)
312 {
313 /* texgen so that texcoord = vertex coord */
314 static GLfloat sPlane[4] = { 1, 0, 0, 0 };
315 static GLfloat tPlane[4] = { 0, 1, 0, 0 };
316 static GLfloat rPlane[4] = { 0, 0, 1, 0 };
317 static GLfloat qPlane[4] = { 0, 0, 0, 1 };
318
319 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
320 glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
321 glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
322 glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane);
323 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
324 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
325 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
326 glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
327
328 glEnable(GL_TEXTURE_GEN_S);
329 glEnable(GL_TEXTURE_GEN_T);
330 glEnable(GL_TEXTURE_GEN_R);
331 glEnable(GL_TEXTURE_GEN_Q);
332 }
333
334
335 /*
336 * Setup 1-D texgen so that the distance from the light source, between
337 * the near and far planes maps to s=0 and s=1. When we draw the scene,
338 * the grayness will indicate the fragment's distance from the light
339 * source.
340 */
341 static void
342 EnableDistanceTexgen(const GLfloat lightPos[4], const GLfloat lightDir[3],
343 GLfloat lightNear, GLfloat lightFar)
344 {
345 GLfloat m, d;
346 GLfloat sPlane[4];
347 GLfloat nearPoint[3];
348
349 m = sqrt(lightDir[0] * lightDir[0] +
350 lightDir[1] * lightDir[1] +
351 lightDir[2] * lightDir[2]);
352
353 d = lightFar - lightNear;
354
355 /* nearPoint = point on light direction vector which intersects the
356 * near plane of the light frustum.
357 */
358 nearPoint[0] = lightPos[0] + lightDir[0] / m * lightNear;
359 nearPoint[1] = lightPos[1] + lightDir[1] / m * lightNear;
360 nearPoint[2] = lightPos[2] + lightDir[2] / m * lightNear;
361
362 sPlane[0] = lightDir[0] / d / m;
363 sPlane[1] = lightDir[1] / d / m;
364 sPlane[2] = lightDir[2] / d / m;
365 sPlane[3] = -(sPlane[0] * nearPoint[0]
366 + sPlane[1] * nearPoint[1]
367 + sPlane[2] * nearPoint[2]);
368
369 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
370 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
371 glEnable(GL_TEXTURE_GEN_S);
372 }
373
374
375 static void
376 DisableTexgen(void)
377 {
378 glDisable(GL_TEXTURE_GEN_S);
379 glDisable(GL_TEXTURE_GEN_T);
380 glDisable(GL_TEXTURE_GEN_R);
381 glDisable(GL_TEXTURE_GEN_Q);
382 }
383
384
385 static void
386 ComputeLightPos(GLfloat dist, GLfloat latitude, GLfloat longitude,
387 GLfloat pos[4], GLfloat dir[3])
388 {
389
390 pos[0] = dist * sin(longitude * DEG_TO_RAD);
391 pos[1] = dist * sin(latitude * DEG_TO_RAD);
392 pos[2] = dist * cos(latitude * DEG_TO_RAD) * cos(longitude * DEG_TO_RAD);
393 pos[3] = 1;
394 dir[0] = -pos[0];
395 dir[1] = -pos[1];
396 dir[2] = -pos[2];
397 }
398
399
400 /**
401 * Render the shadow map / depth texture.
402 * The result will be in the texture object named ShadowTexture.
403 */
404 static void
405 RenderShadowMap(void)
406 {
407 GLenum depthFormat; /* GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT */
408 GLenum depthType; /* GL_UNSIGNED_INT_24_8_EXT or GL_UNSIGNED_INT */
409
410 if (WindowWidth >= 1024 && WindowHeight >= 1024) {
411 ShadowTexWidth = ShadowTexHeight = 1024;
412 }
413 else if (WindowWidth >= 512 && WindowHeight >= 512) {
414 ShadowTexWidth = ShadowTexHeight = 512;
415 }
416 else if (WindowWidth >= 256 && WindowHeight >= 256) {
417 ShadowTexWidth = ShadowTexHeight = 256;
418 }
419 else {
420 ShadowTexWidth = ShadowTexHeight = 128;
421 }
422 printf("Rendering %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight);
423
424 if (UsePackedDepthStencil) {
425 depthFormat = GL_DEPTH_STENCIL_EXT;
426 depthType = GL_UNSIGNED_INT_24_8_EXT;
427 }
428 else {
429 depthFormat = GL_DEPTH_COMPONENT;
430 depthType = GL_UNSIGNED_INT;
431 }
432
433 glMatrixMode(GL_PROJECTION);
434 glLoadMatrixf(lightProjection);
435
436 glMatrixMode(GL_MODELVIEW);
437 glLoadMatrixf(lightModelview);
438
439 if (UseFBO) {
440 GLenum fbo_status;
441
442 glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
443 ShadowTexWidth, ShadowTexHeight, 0,
444 depthFormat, depthType, NULL);
445
446 /* Set the filter mode so that the texture is texture-complete.
447 * Otherwise it will cause the framebuffer to fail the framebuffer
448 * completeness test.
449 */
450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
451
452 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
453 glDrawBuffer(GL_NONE);
454 glReadBuffer(GL_NONE);
455
456 fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
457 if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) {
458 fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status);
459 assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT);
460 }
461 }
462
463 assert(!glIsEnabled(GL_TEXTURE_1D));
464 assert(!glIsEnabled(GL_TEXTURE_2D));
465
466 glViewport(0, 0, ShadowTexWidth, ShadowTexHeight);
467 glClear(GL_DEPTH_BUFFER_BIT);
468 glEnable(GL_DEPTH_TEST);
469 DrawScene();
470
471 if (UseFBO) {
472 /* all done! */
473 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
474 }
475 else {
476 /*
477 * copy depth buffer into the texture map
478 */
479 if (DisplayMode == SHOW_DEPTH_MAPPING) {
480 /* load depth image as gray-scale luminance texture */
481 GLuint *depth = (GLuint *)
482 malloc(ShadowTexWidth * ShadowTexHeight * sizeof(GLuint));
483 assert(depth);
484 glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight,
485 depthFormat, depthType, depth);
486 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
487 ShadowTexWidth, ShadowTexHeight, 0,
488 GL_LUMINANCE, GL_UNSIGNED_INT, depth);
489 free(depth);
490 }
491 else {
492 /* The normal shadow case - a real depth texture */
493 glCopyTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
494 0, 0, ShadowTexWidth, ShadowTexHeight, 0);
495 if (UsePackedDepthStencil) {
496 /* debug check */
497 GLint intFormat;
498 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
499 GL_TEXTURE_INTERNAL_FORMAT, &intFormat);
500 assert(intFormat == GL_DEPTH_STENCIL_EXT);
501 }
502 }
503 }
504 }
505
506
507 /**
508 * Show the shadow map as a grayscale image.
509 */
510 static void
511 ShowShadowMap(void)
512 {
513 glClear(GL_COLOR_BUFFER_BIT);
514
515 glMatrixMode(GL_TEXTURE);
516 glLoadIdentity();
517
518 glMatrixMode(GL_PROJECTION);
519 glLoadIdentity();
520 glOrtho(0, WindowWidth, 0, WindowHeight, -1, 1);
521
522 glMatrixMode(GL_MODELVIEW);
523 glLoadIdentity();
524
525 glDisable(GL_DEPTH_TEST);
526 glDisable(GL_LIGHTING);
527
528 glEnable(GL_TEXTURE_2D);
529
530 DisableTexgen();
531
532 /* interpret texture's depth values as luminance values */
533 if (HaveShadow) {
534 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
535 }
536
537 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
538 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
539
540 glBegin(GL_POLYGON);
541 glTexCoord2f(0, 0); glVertex2f(0, 0);
542 glTexCoord2f(1, 0); glVertex2f(ShadowTexWidth, 0);
543 glTexCoord2f(1, 1); glVertex2f(ShadowTexWidth, ShadowTexHeight);
544 glTexCoord2f(0, 1); glVertex2f(0, ShadowTexHeight);
545 glEnd();
546
547 glDisable(GL_TEXTURE_2D);
548 glEnable(GL_DEPTH_TEST);
549 glEnable(GL_LIGHTING);
550 }
551
552
553 /**
554 * Redraw window image
555 */
556 static void
557 Display(void)
558 {
559 GLenum error;
560
561 ComputeLightPos(LightDist, LightLatitude, LightLongitude,
562 LightPos, SpotDir);
563
564 if (NeedNewShadowMap) {
565 MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
566 RenderShadowMap();
567 NeedNewShadowMap = GL_FALSE;
568 }
569
570 glViewport(0, 0, WindowWidth, WindowHeight);
571 if (DisplayMode == SHOW_DEPTH_IMAGE) {
572 ShowShadowMap();
573 }
574 else {
575 /* prepare to draw scene from camera's view */
576 const GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
577
578 glMatrixMode(GL_PROJECTION);
579 glLoadIdentity();
580 glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0);
581
582 glMatrixMode(GL_MODELVIEW);
583 glLoadIdentity();
584 glTranslatef(0.0, 0.0, -22.0);
585 glRotatef(Xrot, 1, 0, 0);
586 glRotatef(Yrot, 0, 1, 0);
587 glRotatef(Zrot, 0, 0, 1);
588
589 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
590
591 glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
592
593 if (LinearFilter) {
594 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
595 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
596 }
597 else {
598 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
599 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
600 }
601
602 if (DisplayMode == SHOW_DEPTH_MAPPING) {
603 if (HaveShadow) {
604 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
605 }
606 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
607 glEnable(GL_TEXTURE_2D);
608
609 SetShadowTextureMatrix();
610 EnableIdentityTexgen();
611 }
612 else if (DisplayMode == SHOW_DISTANCE) {
613 glMatrixMode(GL_TEXTURE);
614 glLoadIdentity();
615 glMatrixMode(GL_MODELVIEW);
616 EnableDistanceTexgen(LightPos, SpotDir, ShadowNear+Bias, ShadowFar);
617 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
618 glEnable(GL_TEXTURE_1D);
619 assert(!glIsEnabled(GL_TEXTURE_2D));
620 }
621 else {
622 assert(DisplayMode == SHOW_SHADOWS);
623 if (HaveShadow) {
624 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
625 GL_COMPARE_R_TO_TEXTURE_ARB);
626 }
627
628 if (curr_frag > 0) {
629 glEnable(GL_FRAGMENT_PROGRAM_ARB);
630 }
631 else {
632 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
633 }
634 glEnable(GL_TEXTURE_2D);
635
636 SetShadowTextureMatrix();
637
638 if (UseVP) {
639 glEnable(GL_VERTEX_PROGRAM_ARB);
640 }
641 else {
642 glEnable(GL_LIGHTING);
643 EnableIdentityTexgen();
644 }
645 }
646
647 DrawScene();
648
649 if (UseVP) {
650 glDisable(GL_VERTEX_PROGRAM_ARB);
651 }
652 else {
653 DisableTexgen();
654 glDisable(GL_LIGHTING);
655 }
656
657 if (curr_frag > 0) {
658 glDisable(GL_FRAGMENT_PROGRAM_ARB);
659 }
660
661 glDisable(GL_TEXTURE_1D);
662 glDisable(GL_TEXTURE_2D);
663 }
664
665 glutSwapBuffers();
666
667 error = glGetError();
668 if (error) {
669 printf("GL Error: %s\n", (char *) gluErrorString(error));
670 }
671 }
672
673
674 static void
675 Reshape(int width, int height)
676 {
677 WindowWidth = width;
678 WindowHeight = height;
679 NeedNewShadowMap = GL_TRUE;
680 }
681
682
683 static void
684 Idle(void)
685 {
686 static double t0 = -1.;
687 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
688 if (t0 < 0.0)
689 t0 = t;
690 dt = t - t0;
691 t0 = t;
692 Yrot += 75.0 * dt;
693 /*LightLongitude -= 5.0;*/
694 glutPostRedisplay();
695 }
696
697
698 static void
699 Key(unsigned char key, int x, int y)
700 {
701 const GLfloat step = 3.0;
702 (void) x;
703 (void) y;
704 switch (key) {
705 case 'a':
706 Anim = !Anim;
707 if (Anim)
708 glutIdleFunc(Idle);
709 else
710 glutIdleFunc(NULL);
711 break;
712 case 'b':
713 Bias -= 0.01;
714 printf("Bias %g\n", Bias);
715 break;
716 case 'B':
717 Bias += 0.01;
718 printf("Bias %g\n", Bias);
719 break;
720 case 'd':
721 DisplayMode = SHOW_DISTANCE;
722 break;
723 case 'f':
724 LinearFilter = !LinearFilter;
725 printf("%s filtering\n", LinearFilter ? "Bilinear" : "Nearest");
726 break;
727 case 'i':
728 DisplayMode = SHOW_DEPTH_IMAGE;
729 break;
730 case 'm':
731 DisplayMode = SHOW_DEPTH_MAPPING;
732 break;
733 case 'M':
734 curr_frag = (1 + curr_frag) % max_frag;
735 if (!HaveShadow && (curr_frag == 0)) {
736 curr_frag = 1;
737 }
738
739 printf("Using fragment %s\n", FragProgNames[curr_frag]);
740
741 if (HaveFP) {
742 glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_progs[curr_frag]);
743 }
744 break;
745 case 'n':
746 case 's':
747 case ' ':
748 DisplayMode = SHOW_SHADOWS;
749 break;
750 case 'o':
751 if (HaveEXTshadowFuncs) {
752 Operator++;
753 if (Operator >= 8)
754 Operator = 0;
755 printf("Operator: %s\n", OperatorName[Operator]);
756 if (HaveShadow) {
757 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB,
758 OperatorFunc[Operator]);
759 }
760 }
761 break;
762 case 'p':
763 UsePackedDepthStencil = !UsePackedDepthStencil;
764 if (UsePackedDepthStencil && !HavePackedDepthStencil) {
765 printf("Sorry, GL_EXT_packed_depth_stencil not supported\n");
766 UsePackedDepthStencil = GL_FALSE;
767 }
768 else {
769 printf("Use GL_DEPTH_STENCIL_EXT: %d\n", UsePackedDepthStencil);
770 /* Don't really need to regenerate shadow map texture, but do so
771 * to exercise more code more often.
772 */
773 NeedNewShadowMap = GL_TRUE;
774 }
775 break;
776 case 'v':
777 UseVP = !UseVP && HaveVP;
778 printf("Using vertex %s mode.\n",
779 UseVP ? "program" : "fixed-function");
780 break;
781 case 'z':
782 Zrot -= step;
783 break;
784 case 'Z':
785 Zrot += step;
786 break;
787 case 27:
788 exit(0);
789 break;
790 }
791 glutPostRedisplay();
792 }
793
794
795 static void
796 SpecialKey(int key, int x, int y)
797 {
798 const GLfloat step = 3.0;
799 const int mod = glutGetModifiers();
800 (void) x;
801 (void) y;
802 switch (key) {
803 case GLUT_KEY_UP:
804 if (mod)
805 LightLatitude += step;
806 else
807 Xrot += step;
808 break;
809 case GLUT_KEY_DOWN:
810 if (mod)
811 LightLatitude -= step;
812 else
813 Xrot -= step;
814 break;
815 case GLUT_KEY_LEFT:
816 if (mod)
817 LightLongitude += step;
818 else
819 Yrot += step;
820 break;
821 case GLUT_KEY_RIGHT:
822 if (mod)
823 LightLongitude -= step;
824 else
825 Yrot -= step;
826 break;
827 }
828 if (mod)
829 NeedNewShadowMap = GL_TRUE;
830
831 glutPostRedisplay();
832 }
833
834
835 /* A helper for finding errors in program strings */
836 static int FindLine( const char *program, int position )
837 {
838 int i, line = 1;
839 for (i = 0; i < position; i++) {
840 if (program[i] == '\n')
841 line++;
842 }
843 return line;
844 }
845
846
847 static GLuint
848 compile_program(GLenum target, const char *code)
849 {
850 GLuint p;
851 GLint errorPos;
852
853
854 glGenProgramsARB(1, & p);
855
856 glBindProgramARB(target, p);
857 glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB,
858 strlen(code), code);
859 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
860 if (glGetError() != GL_NO_ERROR || errorPos != -1) {
861 int l = FindLine(code, errorPos);
862 printf("Fragment Program Error (pos=%d line=%d): %s\n", errorPos, l,
863 (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
864 exit(0);
865 }
866
867 glBindProgramARB(target, 0);
868 return p;
869 }
870
871 static void
872 Init(void)
873 {
874 static const GLfloat borderColor[4] = {1.0, 0.0, 0.0, 0.0};
875
876 if (!glutExtensionSupported("GL_ARB_depth_texture")) {
877 printf("Sorry, this demo requires the GL_ARB_depth_texture extension\n");
878 exit(1);
879 }
880
881 HaveShadow = glutExtensionSupported("GL_ARB_shadow");
882 HaveVP = glutExtensionSupported("GL_ARB_vertex_program");
883 HaveFP = glutExtensionSupported("GL_ARB_fragment_program");
884 HaveFP_Shadow = glutExtensionSupported("GL_ARB_fragment_program_shadow");
885
886 if (!HaveShadow && !HaveFP) {
887 printf("Sorry, this demo requires either the GL_ARB_shadow extension "
888 "or the GL_ARB_fragment_program extension\n");
889 exit(1);
890 }
891
892 printf("Using GL_ARB_depth_texture\n");
893 if (HaveShadow) {
894 printf("and GL_ARB_shadow\n");
895 }
896
897 if (HaveFP) {
898 printf("and GL_ARB_fragment_program\n");
899 }
900
901 HaveShadowAmbient = glutExtensionSupported("GL_ARB_shadow_ambient");
902 if (HaveShadowAmbient) {
903 printf("and GL_ARB_shadow_ambient\n");
904 }
905
906 HaveEXTshadowFuncs = glutExtensionSupported("GL_EXT_shadow_funcs");
907
908 HavePackedDepthStencil = glutExtensionSupported("GL_EXT_packed_depth_stencil");
909 UsePackedDepthStencil = HavePackedDepthStencil;
910
911 #if defined(GL_EXT_framebuffer_object)
912 HaveFBO = glutExtensionSupported("GL_EXT_framebuffer_object");
913 UseFBO = HaveFBO;
914 if (UseFBO) {
915 printf("Using GL_EXT_framebuffer_object\n");
916 }
917 #endif
918
919 /*
920 * Set up the 2D shadow map texture
921 */
922 glGenTextures(1, &ShadowTexture);
923 glBindTexture(GL_TEXTURE_2D, ShadowTexture);
924 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
925 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
926 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
927
928 if (HaveShadow) {
929 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
930 GL_COMPARE_R_TO_TEXTURE_ARB);
931 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
932 }
933
934 if (HaveShadowAmbient) {
935 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.3);
936 }
937
938 #if defined(GL_EXT_framebuffer_object)
939 if (UseFBO) {
940 glGenFramebuffersEXT(1, &ShadowFBO);
941 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
942 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
943 GL_COLOR_ATTACHMENT0_EXT,
944 GL_RENDERBUFFER_EXT, 0);
945 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
946 GL_TEXTURE_2D, ShadowTexture, 0);
947
948 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
949 }
950 #endif
951
952 /*
953 * Setup 1-D grayscale texture image for SHOW_DISTANCE mode
954 */
955 glGenTextures(1, &GrayTexture);
956 glBindTexture(GL_TEXTURE_1D, GrayTexture);
957 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
958 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
959 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
960 {
961 GLuint i;
962 GLubyte image[256];
963 for (i = 0; i < 256; i++)
964 image[i] = i;
965 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE,
966 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image);
967 }
968
969 if (HaveVP) {
970 vert_prog = compile_program(GL_VERTEX_PROGRAM_ARB, vert_code);
971 glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vert_prog);
972 }
973
974 max_frag = 1;
975 frag_progs[0] = 0;
976
977 if (HaveFP) {
978 frag_progs[1] = compile_program(GL_FRAGMENT_PROGRAM_ARB, frag_code);
979 max_frag = 2;
980 }
981
982 if (HaveFP && HaveFP_Shadow) {
983 frag_progs[2] = compile_program(GL_FRAGMENT_PROGRAM_ARB,
984 frag_shadow_code);
985 max_frag = 3;
986 }
987
988 if (!HaveShadow) {
989 curr_frag = 1;
990 glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_progs[curr_frag]);
991 }
992
993 glEnable(GL_DEPTH_TEST);
994 glEnable(GL_LIGHTING);
995 glEnable(GL_LIGHT0);
996 }
997
998
999 static void
1000 PrintHelp(void)
1001 {
1002 printf("Keys:\n");
1003 printf(" a = toggle animation\n");
1004 printf(" i = show depth texture image\n");
1005 printf(" m = show depth texture mapping\n");
1006 printf(" d = show fragment distance from light source\n");
1007 printf(" n = show normal, shadowed image\n");
1008 printf(" f = toggle nearest/bilinear texture filtering\n");
1009 printf(" b/B = decrease/increase shadow map Z bias\n");
1010 printf(" p = toggle use of packed depth/stencil\n");
1011 printf(" M = cycle through fragment program modes\n");
1012 printf(" v = toggle vertex program modes\n");
1013 printf(" cursor keys = rotate scene\n");
1014 printf(" <shift> + cursor keys = rotate light source\n");
1015 if (HaveEXTshadowFuncs)
1016 printf(" o = cycle through comparison modes\n");
1017 }
1018
1019
1020 int
1021 main(int argc, char *argv[])
1022 {
1023 glutInit(&argc, argv);
1024 glutInitWindowPosition(0, 0);
1025 glutInitWindowSize(WindowWidth, WindowHeight);
1026 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
1027 glutCreateWindow(argv[0]);
1028 glutReshapeFunc(Reshape);
1029 glutKeyboardFunc(Key);
1030 glutSpecialFunc(SpecialKey);
1031 glutDisplayFunc(Display);
1032 if (Anim)
1033 glutIdleFunc(Idle);
1034 Init();
1035 PrintHelp();
1036 glutMainLoop();
1037 return 0;
1038 }