rbug: fix breakage due to interface changes
[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 #include <assert.h>
35 #include <stdio.h>
36 #include <stdlib.h>
37 #include <string.h>
38 #include <math.h>
39 #include <GL/glew.h>
40 #include <GL/glut.h>
41
42 #define DEG_TO_RAD (3.14159 / 180.0)
43
44 static GLint WindowWidth = 450, WindowHeight = 300;
45 static GLfloat Xrot = 15, Yrot = 0, Zrot = 0;
46
47 static GLfloat Red[4] = {1, 0, 0, 1};
48 static GLfloat Green[4] = {0, 1, 0, 1};
49 static GLfloat Blue[4] = {0, 0, 1, 1};
50 static GLfloat Yellow[4] = {1, 1, 0, 1};
51
52 static GLfloat LightDist = 10;
53 static GLfloat LightLatitude = 45.0;
54 static GLfloat LightLongitude = 45.0;
55 static GLfloat LightPos[4];
56 static GLfloat SpotDir[3];
57 static GLfloat SpotAngle = 40.0 * DEG_TO_RAD;
58 static GLfloat ShadowNear = 4.0, ShadowFar = 24.0;
59 static GLint ShadowTexWidth = 256, ShadowTexHeight = 256;
60
61 static GLboolean LinearFilter = GL_FALSE;
62
63 static GLfloat Bias = -0.06;
64
65 static GLboolean Anim = GL_TRUE;
66
67 static GLboolean NeedNewShadowMap = GL_FALSE;
68 static GLuint ShadowTexture, GrayTexture;
69 static GLuint ShadowFBO;
70
71 static GLfloat lightModelview[16];
72 static GLfloat lightProjection[16];
73
74 static GLuint vert_prog;
75 static GLuint frag_progs[3];
76 static GLuint curr_frag = 0;
77 static GLuint max_frag = 1;
78
79 #define NUM_FRAG_MODES 3
80 static const char *FragProgNames[] = {
81 "fixed-function",
82 "program without \"OPTION ARB_fragment_program_shadow\"",
83 "program with \"OPTION ARB_fragment_program_shadow\"",
84 };
85
86 static GLboolean HaveShadow = GL_FALSE;
87 static GLboolean HaveFBO = GL_FALSE;
88 static GLboolean UseFBO = GL_FALSE;
89 static GLboolean HaveVP = GL_FALSE;
90 static GLboolean HaveFP = GL_FALSE;
91 static GLboolean HaveFP_Shadow = GL_FALSE;
92 static GLboolean UseVP = GL_FALSE;
93 static GLboolean HavePackedDepthStencil = GL_FALSE;
94 static GLboolean UsePackedDepthStencil = GL_FALSE;
95 static GLboolean HaveEXTshadowFuncs = GL_FALSE;
96 static GLboolean HaveShadowAmbient = GL_FALSE;
97
98 static GLint Operator = 0;
99 static const GLenum OperatorFunc[8] = {
100 GL_LEQUAL, GL_LESS, GL_GEQUAL, GL_GREATER,
101 GL_EQUAL, GL_NOTEQUAL, GL_ALWAYS, GL_NEVER };
102 static const char *OperatorName[8] = {
103 "GL_LEQUAL", "GL_LESS", "GL_GEQUAL", "GL_GREATER",
104 "GL_EQUAL", "GL_NOTEQUAL", "GL_ALWAYS", "GL_NEVER" };
105
106
107 static GLuint DisplayMode;
108 #define SHOW_SHADOWS 0
109 #define SHOW_DEPTH_IMAGE 1
110 #define SHOW_DEPTH_MAPPING 2
111 #define SHOW_DISTANCE 3
112
113
114
115 #define MAT4_MUL(dest_vec, src_mat, src_vec) \
116 "DP4 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \
117 "DP4 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \
118 "DP4 " dest_vec ".z, " src_mat "[2], " src_vec ";\n" \
119 "DP4 " dest_vec ".w, " src_mat "[3], " src_vec ";\n"
120
121 #define MAT3_MUL(dest_vec, src_mat, src_vec) \
122 "DP3 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \
123 "DP3 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \
124 "DP3 " dest_vec ".z, " src_mat "[2], " src_vec ";\n"
125
126 #define NORMALIZE(dest, src) \
127 "DP3 " dest ".w, " src ", " src ";\n" \
128 "RSQ " dest ".w, " dest ".w;\n" \
129 "MUL " dest ", " src ", " dest ".w;\n"
130
131 /**
132 * Vertex program for shadow mapping.
133 */
134 static const char vert_code[] =
135 "!!ARBvp1.0\n"
136 "ATTRIB iPos = vertex.position;\n"
137 "ATTRIB iNorm = vertex.normal;\n"
138
139 "PARAM mvinv[4] = { state.matrix.modelview.invtrans };\n"
140 "PARAM mvp[4] = { state.matrix.mvp };\n"
141 "PARAM mv[4] = { state.matrix.modelview };\n"
142 "PARAM texmat[4] = { state.matrix.texture[0] };\n"
143 "PARAM lightPos = state.light[0].position;\n"
144 "PARAM ambientCol = state.lightprod[0].ambient;\n"
145 "PARAM diffuseCol = state.lightprod[0].diffuse;\n"
146
147 "TEMP n, lightVec;\n"
148 "ALIAS V = lightVec;\n"
149 "ALIAS NdotL = n;\n"
150
151 "OUTPUT oPos = result.position;\n"
152 "OUTPUT oColor = result.color;\n"
153 "OUTPUT oTex = result.texcoord[0];\n"
154
155 /* Transform the vertex to clip coordinates. */
156 MAT4_MUL("oPos", "mvp", "iPos")
157
158 /* Transform the vertex to eye coordinates. */
159 MAT4_MUL("V", "mv", "iPos")
160
161 /* Transform the vertex to projected light coordinates. */
162 MAT4_MUL("oTex", "texmat", "iPos")
163
164 /* Transform the normal to eye coordinates. */
165 MAT3_MUL("n", "mvinv", "iNorm")
166
167 /* Calculate the vector from the vertex to the light in eye
168 * coordinates.
169 */
170 "SUB lightVec, lightPos, V;\n"
171 NORMALIZE("lightVec", "lightVec")
172
173 /* Compute diffuse lighting coefficient.
174 */
175 "DP3 NdotL.x, n, lightVec;\n"
176 "MAX NdotL.x, NdotL.x, {0.0};\n"
177 "MIN NdotL.x, NdotL.x, {1.0};\n"
178
179 /* Accumulate color contributions.
180 */
181 "MOV oColor, diffuseCol;\n"
182 "MAD oColor.xyz, NdotL.x, diffuseCol, ambientCol;\n"
183 "END\n"
184 ;
185
186 static const char frag_code[] =
187 "!!ARBfp1.0\n"
188
189 "TEMP shadow, temp;\n"
190
191 "TXP shadow, fragment.texcoord[0], texture[0], 2D;\n"
192 "RCP temp.x, fragment.texcoord[0].w;\n"
193 "MUL temp.x, temp.x, fragment.texcoord[0].z;\n"
194 "SGE shadow, shadow.x, temp.x;\n"
195 "MUL result.color.rgb, fragment.color, shadow.x;\n"
196 "MOV result.color.a, fragment.color;\n"
197 "END\n"
198 ;
199
200 static const char frag_shadow_code[] =
201 "!!ARBfp1.0\n"
202 "OPTION ARB_fragment_program_shadow;\n"
203
204 "TEMP shadow;\n"
205
206 "TXP shadow, fragment.texcoord[0], texture[0], SHADOW2D;\n"
207 "MUL result.color.rgb, fragment.color, shadow.x;\n"
208 "MOV result.color.a, fragment.color.a;\n"
209 "END\n"
210 ;
211
212 static void
213 DrawScene(void)
214 {
215 GLfloat k = 6;
216
217 /* sphere */
218 glPushMatrix();
219 glTranslatef(1.6, 2.2, 2.7);
220 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Green);
221 glColor4fv(Green);
222 glutSolidSphere(1.5, 15, 15);
223 glPopMatrix();
224 /* dodecahedron */
225 glPushMatrix();
226 glTranslatef(-2.0, 1.2, 2.1);
227 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
228 glColor4fv(Red);
229 glutSolidDodecahedron();
230 glPopMatrix();
231 /* icosahedron */
232 glPushMatrix();
233 glTranslatef(-0.6, 1.3, -0.5);
234 glScalef(1.5, 1.5, 1.5);
235 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Yellow);
236 glColor4fv(Red);
237 glutSolidIcosahedron();
238 glPopMatrix();
239 /* a plane */
240 glPushMatrix();
241 glTranslatef(0, -1.1, 0);
242 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
243 glColor4fv(Blue);
244 glNormal3f(0, 1, 0);
245 glBegin(GL_POLYGON);
246 glVertex3f(-k, 0, -k);
247 glVertex3f( k, 0, -k);
248 glVertex3f( k, 0, k);
249 glVertex3f(-k, 0, k);
250 glEnd();
251 glPopMatrix();
252 }
253
254
255 /**
256 * Calculate modelview and project matrices for the light
257 *
258 * Stores the results in \c lightProjection (projection matrix) and
259 * \c lightModelview (modelview matrix).
260 */
261 static void
262 MakeShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3],
263 GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar)
264 {
265 /* compute frustum to enclose spot light cone */
266 const GLfloat d = shadowNear * tan(spotAngle);
267
268 glMatrixMode(GL_PROJECTION);
269 glPushMatrix();
270 glLoadIdentity();
271 glFrustum(-d, d, -d, d, shadowNear, shadowFar);
272 glGetFloatv(GL_PROJECTION_MATRIX, lightProjection);
273 glPopMatrix();
274
275 glMatrixMode(GL_MODELVIEW);
276 glPushMatrix();
277 glLoadIdentity();
278 gluLookAt(lightPos[0], lightPos[1], lightPos[2],
279 lightPos[0] + spotDir[0],
280 lightPos[1] + spotDir[1],
281 lightPos[2] + spotDir[2],
282 0.0, 1.0, 0.0);
283 glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview);
284 glPopMatrix();
285 }
286
287
288 /**
289 * Load \c GL_TEXTURE matrix with light's MVP matrix.
290 */
291 static void SetShadowTextureMatrix(void)
292 {
293 static const GLfloat biasMatrix[16] = {
294 0.5, 0.0, 0.0, 0.0,
295 0.0, 0.5, 0.0, 0.0,
296 0.0, 0.0, 0.5, 0.0,
297 0.5, 0.5, 0.5, 1.0,
298 };
299
300 glMatrixMode(GL_TEXTURE);
301 glLoadMatrixf(biasMatrix);
302 glTranslatef(0.0, 0.0, Bias);
303 glMultMatrixf(lightProjection);
304 glMultMatrixf(lightModelview);
305 glMatrixMode(GL_MODELVIEW);
306 }
307
308
309 static void
310 EnableIdentityTexgen(void)
311 {
312 /* texgen so that texcoord = vertex coord */
313 static GLfloat sPlane[4] = { 1, 0, 0, 0 };
314 static GLfloat tPlane[4] = { 0, 1, 0, 0 };
315 static GLfloat rPlane[4] = { 0, 0, 1, 0 };
316 static GLfloat qPlane[4] = { 0, 0, 0, 1 };
317
318 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
319 glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
320 glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
321 glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane);
322 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
323 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
324 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
325 glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
326
327 glEnable(GL_TEXTURE_GEN_S);
328 glEnable(GL_TEXTURE_GEN_T);
329 glEnable(GL_TEXTURE_GEN_R);
330 glEnable(GL_TEXTURE_GEN_Q);
331 }
332
333
334 /*
335 * Setup 1-D texgen so that the distance from the light source, between
336 * the near and far planes maps to s=0 and s=1. When we draw the scene,
337 * the grayness will indicate the fragment's distance from the light
338 * source.
339 */
340 static void
341 EnableDistanceTexgen(const GLfloat lightPos[4], const GLfloat lightDir[3],
342 GLfloat lightNear, GLfloat lightFar)
343 {
344 GLfloat m, d;
345 GLfloat sPlane[4];
346 GLfloat nearPoint[3];
347
348 m = sqrt(lightDir[0] * lightDir[0] +
349 lightDir[1] * lightDir[1] +
350 lightDir[2] * lightDir[2]);
351
352 d = lightFar - lightNear;
353
354 /* nearPoint = point on light direction vector which intersects the
355 * near plane of the light frustum.
356 */
357 nearPoint[0] = lightPos[0] + lightDir[0] / m * lightNear;
358 nearPoint[1] = lightPos[1] + lightDir[1] / m * lightNear;
359 nearPoint[2] = lightPos[2] + lightDir[2] / m * lightNear;
360
361 sPlane[0] = lightDir[0] / d / m;
362 sPlane[1] = lightDir[1] / d / m;
363 sPlane[2] = lightDir[2] / d / m;
364 sPlane[3] = -(sPlane[0] * nearPoint[0]
365 + sPlane[1] * nearPoint[1]
366 + sPlane[2] * nearPoint[2]);
367
368 glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
369 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
370 glEnable(GL_TEXTURE_GEN_S);
371 }
372
373
374 static void
375 DisableTexgen(void)
376 {
377 glDisable(GL_TEXTURE_GEN_S);
378 glDisable(GL_TEXTURE_GEN_T);
379 glDisable(GL_TEXTURE_GEN_R);
380 glDisable(GL_TEXTURE_GEN_Q);
381 }
382
383
384 static void
385 ComputeLightPos(GLfloat dist, GLfloat latitude, GLfloat longitude,
386 GLfloat pos[4], GLfloat dir[3])
387 {
388
389 pos[0] = dist * sin(longitude * DEG_TO_RAD);
390 pos[1] = dist * sin(latitude * DEG_TO_RAD);
391 pos[2] = dist * cos(latitude * DEG_TO_RAD) * cos(longitude * DEG_TO_RAD);
392 pos[3] = 1;
393 dir[0] = -pos[0];
394 dir[1] = -pos[1];
395 dir[2] = -pos[2];
396 }
397
398
399 /**
400 * Render the shadow map / depth texture.
401 * The result will be in the texture object named ShadowTexture.
402 */
403 static void
404 RenderShadowMap(void)
405 {
406 GLenum depthFormat; /* GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT */
407 GLenum depthType; /* GL_UNSIGNED_INT_24_8_EXT or GL_UNSIGNED_INT */
408
409 if (WindowWidth >= 1024 && WindowHeight >= 1024) {
410 ShadowTexWidth = ShadowTexHeight = 1024;
411 }
412 else if (WindowWidth >= 512 && WindowHeight >= 512) {
413 ShadowTexWidth = ShadowTexHeight = 512;
414 }
415 else if (WindowWidth >= 256 && WindowHeight >= 256) {
416 ShadowTexWidth = ShadowTexHeight = 256;
417 }
418 else {
419 ShadowTexWidth = ShadowTexHeight = 128;
420 }
421 printf("Rendering %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight);
422
423 if (UsePackedDepthStencil) {
424 depthFormat = GL_DEPTH_STENCIL_EXT;
425 depthType = GL_UNSIGNED_INT_24_8_EXT;
426 }
427 else {
428 depthFormat = GL_DEPTH_COMPONENT;
429 depthType = GL_UNSIGNED_INT;
430 }
431
432 glMatrixMode(GL_PROJECTION);
433 glLoadMatrixf(lightProjection);
434
435 glMatrixMode(GL_MODELVIEW);
436 glLoadMatrixf(lightModelview);
437
438 if (UseFBO) {
439 GLenum fbo_status;
440
441 glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
442 ShadowTexWidth, ShadowTexHeight, 0,
443 depthFormat, depthType, NULL);
444
445 /* Set the filter mode so that the texture is texture-complete.
446 * Otherwise it will cause the framebuffer to fail the framebuffer
447 * completeness test.
448 */
449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
450
451 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
452 glDrawBuffer(GL_NONE);
453 glReadBuffer(GL_NONE);
454
455 fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
456 if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) {
457 fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status);
458 assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT);
459 }
460 }
461
462 assert(!glIsEnabled(GL_TEXTURE_1D));
463 assert(!glIsEnabled(GL_TEXTURE_2D));
464
465 glViewport(0, 0, ShadowTexWidth, ShadowTexHeight);
466 glClear(GL_DEPTH_BUFFER_BIT);
467 glEnable(GL_DEPTH_TEST);
468 DrawScene();
469
470 if (UseFBO) {
471 /* all done! */
472 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
473 }
474 else {
475 /*
476 * copy depth buffer into the texture map
477 */
478 if (DisplayMode == SHOW_DEPTH_MAPPING) {
479 /* load depth image as gray-scale luminance texture */
480 GLuint *depth = (GLuint *)
481 malloc(ShadowTexWidth * ShadowTexHeight * sizeof(GLuint));
482 assert(depth);
483 glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight,
484 depthFormat, depthType, depth);
485 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
486 ShadowTexWidth, ShadowTexHeight, 0,
487 GL_LUMINANCE, GL_UNSIGNED_INT, depth);
488 free(depth);
489 }
490 else {
491 /* The normal shadow case - a real depth texture */
492 glCopyTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
493 0, 0, ShadowTexWidth, ShadowTexHeight, 0);
494 if (UsePackedDepthStencil) {
495 /* debug check */
496 GLint intFormat;
497 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
498 GL_TEXTURE_INTERNAL_FORMAT, &intFormat);
499 assert(intFormat == GL_DEPTH_STENCIL_EXT);
500 }
501 }
502 }
503 }
504
505
506 /**
507 * Show the shadow map as a grayscale image.
508 */
509 static void
510 ShowShadowMap(void)
511 {
512 glClear(GL_COLOR_BUFFER_BIT);
513
514 glMatrixMode(GL_TEXTURE);
515 glLoadIdentity();
516
517 glMatrixMode(GL_PROJECTION);
518 glLoadIdentity();
519 glOrtho(0, WindowWidth, 0, WindowHeight, -1, 1);
520
521 glMatrixMode(GL_MODELVIEW);
522 glLoadIdentity();
523
524 glDisable(GL_DEPTH_TEST);
525 glDisable(GL_LIGHTING);
526
527 glEnable(GL_TEXTURE_2D);
528
529 DisableTexgen();
530
531 /* interpret texture's depth values as luminance values */
532 if (HaveShadow) {
533 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
534 }
535
536 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
537 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
538
539 glBegin(GL_POLYGON);
540 glTexCoord2f(0, 0); glVertex2f(0, 0);
541 glTexCoord2f(1, 0); glVertex2f(ShadowTexWidth, 0);
542 glTexCoord2f(1, 1); glVertex2f(ShadowTexWidth, ShadowTexHeight);
543 glTexCoord2f(0, 1); glVertex2f(0, ShadowTexHeight);
544 glEnd();
545
546 glDisable(GL_TEXTURE_2D);
547 glEnable(GL_DEPTH_TEST);
548 glEnable(GL_LIGHTING);
549 }
550
551
552 /**
553 * Redraw window image
554 */
555 static void
556 Display(void)
557 {
558 GLenum error;
559
560 ComputeLightPos(LightDist, LightLatitude, LightLongitude,
561 LightPos, SpotDir);
562
563 if (NeedNewShadowMap) {
564 MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
565 RenderShadowMap();
566 NeedNewShadowMap = GL_FALSE;
567 }
568
569 glViewport(0, 0, WindowWidth, WindowHeight);
570 if (DisplayMode == SHOW_DEPTH_IMAGE) {
571 ShowShadowMap();
572 }
573 else {
574 /* prepare to draw scene from camera's view */
575 const GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
576
577 glMatrixMode(GL_PROJECTION);
578 glLoadIdentity();
579 glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0);
580
581 glMatrixMode(GL_MODELVIEW);
582 glLoadIdentity();
583 glTranslatef(0.0, 0.0, -22.0);
584 glRotatef(Xrot, 1, 0, 0);
585 glRotatef(Yrot, 0, 1, 0);
586 glRotatef(Zrot, 0, 0, 1);
587
588 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
589
590 glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
591
592 if (LinearFilter) {
593 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
594 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
595 }
596 else {
597 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
598 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
599 }
600
601 if (DisplayMode == SHOW_DEPTH_MAPPING) {
602 if (HaveShadow) {
603 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
604 }
605 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
606 glEnable(GL_TEXTURE_2D);
607
608 SetShadowTextureMatrix();
609 EnableIdentityTexgen();
610 }
611 else if (DisplayMode == SHOW_DISTANCE) {
612 glMatrixMode(GL_TEXTURE);
613 glLoadIdentity();
614 glMatrixMode(GL_MODELVIEW);
615 EnableDistanceTexgen(LightPos, SpotDir, ShadowNear+Bias, ShadowFar);
616 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
617 glEnable(GL_TEXTURE_1D);
618 assert(!glIsEnabled(GL_TEXTURE_2D));
619 }
620 else {
621 assert(DisplayMode == SHOW_SHADOWS);
622 if (HaveShadow) {
623 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
624 GL_COMPARE_R_TO_TEXTURE_ARB);
625 }
626
627 if (curr_frag > 0) {
628 glEnable(GL_FRAGMENT_PROGRAM_ARB);
629 }
630 else {
631 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
632 }
633 glEnable(GL_TEXTURE_2D);
634
635 SetShadowTextureMatrix();
636
637 if (UseVP) {
638 glEnable(GL_VERTEX_PROGRAM_ARB);
639 }
640 else {
641 glEnable(GL_LIGHTING);
642 EnableIdentityTexgen();
643 }
644 }
645
646 DrawScene();
647
648 if (UseVP) {
649 glDisable(GL_VERTEX_PROGRAM_ARB);
650 }
651 else {
652 DisableTexgen();
653 glDisable(GL_LIGHTING);
654 }
655
656 if (curr_frag > 0) {
657 glDisable(GL_FRAGMENT_PROGRAM_ARB);
658 }
659
660 glDisable(GL_TEXTURE_1D);
661 glDisable(GL_TEXTURE_2D);
662 }
663
664 glutSwapBuffers();
665
666 error = glGetError();
667 if (error) {
668 printf("GL Error: %s\n", (char *) gluErrorString(error));
669 }
670 }
671
672
673 static void
674 Reshape(int width, int height)
675 {
676 WindowWidth = width;
677 WindowHeight = height;
678 NeedNewShadowMap = GL_TRUE;
679 }
680
681
682 static void
683 Idle(void)
684 {
685 static double t0 = -1.;
686 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
687 if (t0 < 0.0)
688 t0 = t;
689 dt = t - t0;
690 t0 = t;
691 Yrot += 75.0 * dt;
692 /*LightLongitude -= 5.0;*/
693 glutPostRedisplay();
694 }
695
696
697 static void
698 Key(unsigned char key, int x, int y)
699 {
700 const GLfloat step = 3.0;
701 (void) x;
702 (void) y;
703 switch (key) {
704 case 'a':
705 Anim = !Anim;
706 if (Anim)
707 glutIdleFunc(Idle);
708 else
709 glutIdleFunc(NULL);
710 break;
711 case 'b':
712 Bias -= 0.01;
713 printf("Bias %g\n", Bias);
714 break;
715 case 'B':
716 Bias += 0.01;
717 printf("Bias %g\n", Bias);
718 break;
719 case 'd':
720 DisplayMode = SHOW_DISTANCE;
721 break;
722 case 'f':
723 LinearFilter = !LinearFilter;
724 printf("%s filtering\n", LinearFilter ? "Bilinear" : "Nearest");
725 break;
726 case 'i':
727 DisplayMode = SHOW_DEPTH_IMAGE;
728 break;
729 case 'm':
730 DisplayMode = SHOW_DEPTH_MAPPING;
731 break;
732 case 'M':
733 curr_frag = (1 + curr_frag) % max_frag;
734 if (!HaveShadow && (curr_frag == 0)) {
735 curr_frag = 1;
736 }
737
738 printf("Using fragment %s\n", FragProgNames[curr_frag]);
739
740 if (HaveFP) {
741 glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_progs[curr_frag]);
742 }
743 break;
744 case 'n':
745 case 's':
746 case ' ':
747 DisplayMode = SHOW_SHADOWS;
748 break;
749 case 'o':
750 if (HaveEXTshadowFuncs) {
751 Operator++;
752 if (Operator >= 8)
753 Operator = 0;
754 printf("Operator: %s\n", OperatorName[Operator]);
755 if (HaveShadow) {
756 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB,
757 OperatorFunc[Operator]);
758 }
759 }
760 break;
761 case 'p':
762 UsePackedDepthStencil = !UsePackedDepthStencil;
763 if (UsePackedDepthStencil && !HavePackedDepthStencil) {
764 printf("Sorry, GL_EXT_packed_depth_stencil not supported\n");
765 UsePackedDepthStencil = GL_FALSE;
766 }
767 else {
768 printf("Use GL_DEPTH_STENCIL_EXT: %d\n", UsePackedDepthStencil);
769 /* Don't really need to regenerate shadow map texture, but do so
770 * to exercise more code more often.
771 */
772 NeedNewShadowMap = GL_TRUE;
773 }
774 break;
775 case 'v':
776 UseVP = !UseVP && HaveVP;
777 printf("Using vertex %s mode.\n",
778 UseVP ? "program" : "fixed-function");
779 break;
780 case 'z':
781 Zrot -= step;
782 break;
783 case 'Z':
784 Zrot += step;
785 break;
786 case 27:
787 exit(0);
788 break;
789 }
790 fflush(stdout);
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 fflush(stdout);
1018 }
1019
1020
1021 int
1022 main(int argc, char *argv[])
1023 {
1024 glutInitWindowSize(WindowWidth, WindowHeight);
1025 glutInit(&argc, argv);
1026 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
1027 glutCreateWindow(argv[0]);
1028 glewInit();
1029 glutReshapeFunc(Reshape);
1030 glutKeyboardFunc(Key);
1031 glutSpecialFunc(SpecialKey);
1032 glutDisplayFunc(Display);
1033 if (Anim)
1034 glutIdleFunc(Idle);
1035 Init();
1036 PrintHelp();
1037 glutMainLoop();
1038 return 0;
1039 }