Merge branch '7.8'
[mesa.git] / progs / glsl / linktest.c
1 /**
2 * Test linking of multiple compilation units.
3 * Brian Paul
4 * 28 March 2009
5 */
6
7 #include <assert.h>
8 #include <string.h>
9 #include <stdio.h>
10 #include <stdlib.h>
11 #include <math.h>
12 #include <GL/glew.h>
13 #include <GL/glut.h>
14 #include "shaderutil.h"
15
16
17 static GLfloat diffuse[4] = { 0.5f, 1.0f, 0.5f, 1.0f };
18 static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
19 static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
20 static GLfloat delta = 1.0f;
21
22 static GLuint VertShader1;
23 static GLuint VertShader2;
24 static GLuint FragShader1;
25 static GLuint FragShader2;
26 static GLuint Program;
27
28 static GLint uDiffuse;
29 static GLint uSpecular;
30 static GLint uTexture;
31
32 static GLint Win = 0;
33 static GLboolean anim = GL_TRUE;
34
35
36
37 static const char *FragShaderSource1 =
38 "float compute_dotprod(const vec3 normal) \n"
39 "{ \n"
40 " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
41 " normalize(normal)), 0.0); \n"
42 " return dotProd; \n"
43 "} \n";
44
45 static const char *FragShaderSource2 =
46 "uniform vec4 diffuse;\n"
47 "uniform vec4 specular;\n"
48 "varying vec3 normal;\n"
49 "\n"
50 "// external function \n"
51 "float compute_dotprod(const vec3 normal); \n"
52 "\n"
53 "void main() \n"
54 "{ \n"
55 " float dotProd = compute_dotprod(normal); \n"
56 " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0); \n"
57 "} \n";
58
59
60 static const char *VertShaderSource1 =
61 "vec3 compute_normal() \n"
62 "{ \n"
63 " return gl_NormalMatrix * gl_Normal; \n"
64 "} \n";
65
66 static const char *VertShaderSource2 =
67 "varying vec3 normal;\n"
68 "\n"
69 "// external function \n"
70 "vec3 compute_normal(); \n"
71 "\n"
72 "void main() \n"
73 "{ \n"
74 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
75 " normal = compute_normal(); \n"
76 "} \n";
77
78
79 static void
80 normalize(GLfloat *dst, const GLfloat *src)
81 {
82 GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
83 dst[0] = src[0] / len;
84 dst[1] = src[1] / len;
85 dst[2] = src[2] / len;
86 dst[3] = src[3];
87 }
88
89
90 static void
91 Redisplay(void)
92 {
93 GLfloat vec[4];
94
95 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
96
97 /* update light position */
98 normalize(vec, lightPos);
99 glLightfv(GL_LIGHT0, GL_POSITION, vec);
100
101 glutSolidSphere(2.0, 10, 5);
102
103 glutSwapBuffers();
104 }
105
106
107 static void
108 Idle(void)
109 {
110 lightPos[0] += delta;
111 if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
112 delta = -delta;
113 glutPostRedisplay();
114 }
115
116
117 static void
118 Reshape(int width, int height)
119 {
120 glViewport(0, 0, width, height);
121 glMatrixMode(GL_PROJECTION);
122 glLoadIdentity();
123 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
124 glMatrixMode(GL_MODELVIEW);
125 glLoadIdentity();
126 glTranslatef(0.0f, 0.0f, -15.0f);
127 }
128
129
130 static void
131 CleanUp(void)
132 {
133 glDeleteShader(VertShader1);
134 glDeleteShader(VertShader2);
135 glDeleteShader(FragShader1);
136 glDeleteShader(FragShader2);
137 glDeleteProgram(Program);
138 glutDestroyWindow(Win);
139 }
140
141
142 static void
143 Key(unsigned char key, int x, int y)
144 {
145 (void) x;
146 (void) y;
147
148 switch(key) {
149 case ' ':
150 case 'a':
151 anim = !anim;
152 if (anim)
153 glutIdleFunc(Idle);
154 else
155 glutIdleFunc(NULL);
156 break;
157 case 'x':
158 lightPos[0] -= 1.0f;
159 break;
160 case 'X':
161 lightPos[0] += 1.0f;
162 break;
163 case 27:
164 CleanUp();
165 exit(0);
166 break;
167 }
168 glutPostRedisplay();
169 }
170
171
172 static void
173 CheckLink(GLuint prog)
174 {
175 GLint stat;
176 glGetProgramiv(prog, GL_LINK_STATUS, &stat);
177 if (!stat) {
178 GLchar log[1000];
179 GLsizei len;
180 glGetProgramInfoLog(prog, 1000, &len, log);
181 fprintf(stderr, "Linker error:\n%s\n", log);
182 }
183 }
184
185
186 static void
187 Init(void)
188 {
189 if (!ShadersSupported())
190 exit(1);
191
192 printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
193
194 VertShader1 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource1);
195 VertShader2 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource2);
196 FragShader1 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource1);
197 FragShader2 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource2);
198
199 Program = glCreateProgram();
200 glAttachShader(Program, VertShader1);
201 glAttachShader(Program, VertShader2);
202 glAttachShader(Program, FragShader1);
203 glAttachShader(Program, FragShader2);
204
205 glLinkProgram(Program);
206
207 CheckLink(Program);
208
209 glUseProgram(Program);
210
211 uDiffuse = glGetUniformLocation(Program, "diffuse");
212 uSpecular = glGetUniformLocation(Program, "specular");
213 uTexture = glGetUniformLocation(Program, "texture");
214 printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
215 uDiffuse, uSpecular, uTexture);
216
217 glUniform4fv(uDiffuse, 1, diffuse);
218 glUniform4fv(uSpecular, 1, specular);
219
220 glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
221 glEnable(GL_DEPTH_TEST);
222
223 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
224 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
225 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f);
226
227 assert(glIsProgram(Program));
228 assert(glIsShader(VertShader1));
229 assert(glIsShader(VertShader2));
230 assert(glIsShader(FragShader1));
231 assert(glIsShader(FragShader2));
232
233 glColor3f(1, 0, 0);
234 }
235
236
237 int
238 main(int argc, char *argv[])
239 {
240 glutInit(&argc, argv);
241 glutInitWindowSize(300, 300);
242 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
243 Win = glutCreateWindow(argv[0]);
244 glewInit();
245 glutReshapeFunc(Reshape);
246 glutKeyboardFunc(Key);
247 glutDisplayFunc(Redisplay);
248 if (anim)
249 glutIdleFunc(Idle);
250 Init();
251 glutMainLoop();
252 return 0;
253 }
254
255