progs/glsl: compile with scons and glew
[mesa.git] / progs / glsl / texdemo1.c
1 /**
2 * Test texturing with GL shading language.
3 *
4 * Copyright (C) 2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24
25
26 #include <assert.h>
27 #include <math.h>
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <string.h>
31 #include <GL/glew.h>
32 #include "GL/glut.h"
33 #include "readtex.h"
34 #include "extfuncs.h"
35 #include "shaderutil.h"
36
37 static const char *Demo = "texdemo1";
38
39 static const char *ReflectVertFile = "reflect.vert";
40 static const char *CubeFragFile = "cubemap.frag";
41
42 static const char *SimpleVertFile = "simple.vert";
43 static const char *SimpleTexFragFile = "shadowtex.frag";
44
45 static const char *GroundImage = "../images/tile.rgb";
46
47 static GLuint Program1, Program2;
48
49 static GLfloat TexXrot = 0, TexYrot = 0;
50 static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
51 static GLfloat EyeDist = 10;
52 static GLboolean Anim = GL_TRUE;
53 static int win = 0;
54
55
56 static struct uniform_info ReflectUniforms[] = {
57 { "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
58 { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
59 END_OF_UNIFORMS
60 };
61
62 static struct uniform_info SimpleUniforms[] = {
63 { "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
64 { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
65 END_OF_UNIFORMS
66 };
67
68
69 static void
70 DrawGround(GLfloat size)
71 {
72 glPushMatrix();
73 glRotatef(90, 1, 0, 0);
74 glNormal3f(0, 0, 1);
75 glBegin(GL_POLYGON);
76 glTexCoord2f(-2, -2); glVertex2f(-size, -size);
77 glTexCoord2f( 2, -2); glVertex2f( size, -size);
78 glTexCoord2f( 2, 2); glVertex2f( size, size);
79 glTexCoord2f(-2, 2); glVertex2f(-size, size);
80 glEnd();
81 glPopMatrix();
82 }
83
84
85 static void
86 draw(void)
87 {
88 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
89
90 glEnable(GL_TEXTURE_2D);
91
92 glPushMatrix(); /* modelview matrix */
93 glTranslatef(0.0, 0.0, -EyeDist);
94 glRotatef(Xrot, 1, 0, 0);
95 glRotatef(Yrot, 0, 1, 0);
96 glRotatef(Zrot, 0, 0, 1);
97
98 /* sphere w/ reflection map */
99 glPushMatrix();
100 glTranslatef(0, 1, 0);
101 glUseProgram_func(Program1);
102
103 /* setup texture matrix */
104 glActiveTexture(GL_TEXTURE0);
105 glMatrixMode(GL_TEXTURE);
106 glLoadIdentity();
107 glRotatef(-TexYrot, 0, 1, 0);
108 glRotatef(-TexXrot, 1, 0, 0);
109
110 glEnable(GL_TEXTURE_GEN_S);
111 glEnable(GL_TEXTURE_GEN_T);
112 glEnable(GL_TEXTURE_GEN_R);
113 glutSolidSphere(2.0, 20, 20);
114
115 glLoadIdentity(); /* texture matrix */
116 glMatrixMode(GL_MODELVIEW);
117 glPopMatrix();
118
119 /* ground */
120 glUseProgram_func(Program2);
121 glTranslatef(0, -1.0, 0);
122 DrawGround(5);
123
124 glPopMatrix();
125
126 glutSwapBuffers();
127 }
128
129
130 static void
131 idle(void)
132 {
133 GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
134 TexYrot = t;
135 glutPostRedisplay();
136 }
137
138
139 static void
140 key(unsigned char k, int x, int y)
141 {
142 (void) x;
143 (void) y;
144 switch (k) {
145 case ' ':
146 case 'a':
147 Anim = !Anim;
148 if (Anim)
149 glutIdleFunc(idle);
150 else
151 glutIdleFunc(NULL);
152 break;
153 case 'z':
154 EyeDist -= 0.5;
155 if (EyeDist < 6.0)
156 EyeDist = 6.0;
157 break;
158 case 'Z':
159 EyeDist += 0.5;
160 if (EyeDist > 90.0)
161 EyeDist = 90;
162 break;
163 case 27:
164 glutDestroyWindow(win);
165 exit(0);
166 }
167 glutPostRedisplay();
168 }
169
170
171 static void
172 specialkey(int key, int x, int y)
173 {
174 GLfloat step = 2.0;
175 (void) x;
176 (void) y;
177 switch (key) {
178 case GLUT_KEY_UP:
179 Xrot += step;
180 break;
181 case GLUT_KEY_DOWN:
182 Xrot -= step;
183 break;
184 case GLUT_KEY_LEFT:
185 Yrot -= step;
186 break;
187 case GLUT_KEY_RIGHT:
188 Yrot += step;
189 break;
190 }
191 glutPostRedisplay();
192 }
193
194
195 /* new window size or exposure */
196 static void
197 Reshape(int width, int height)
198 {
199 GLfloat ar = (float) width / (float) height;
200 glViewport(0, 0, (GLint)width, (GLint)height);
201 glMatrixMode(GL_PROJECTION);
202 glLoadIdentity();
203 glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
204 glMatrixMode(GL_MODELVIEW);
205 glLoadIdentity();
206 }
207
208
209 static void
210 InitCheckers(void)
211 {
212 #define CUBE_TEX_SIZE 64
213 GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
214 static const GLubyte colors[6][3] = {
215 { 255, 0, 0 }, /* face 0 - red */
216 { 0, 255, 255 }, /* face 1 - cyan */
217 { 0, 255, 0 }, /* face 2 - green */
218 { 255, 0, 255 }, /* face 3 - purple */
219 { 0, 0, 255 }, /* face 4 - blue */
220 { 255, 255, 0 } /* face 5 - yellow */
221 };
222 static const GLenum targets[6] = {
223 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
224 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
225 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
226 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
227 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
228 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
229 };
230
231 GLint i, j, f;
232
233 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
234
235 /* make colored checkerboard cube faces */
236 for (f = 0; f < 6; f++) {
237 for (i = 0; i < CUBE_TEX_SIZE; i++) {
238 for (j = 0; j < CUBE_TEX_SIZE; j++) {
239 if ((i/4 + j/4) & 1) {
240 image[i][j][0] = colors[f][0];
241 image[i][j][1] = colors[f][1];
242 image[i][j][2] = colors[f][2];
243 }
244 else {
245 image[i][j][0] = 255;
246 image[i][j][1] = 255;
247 image[i][j][2] = 255;
248 }
249 }
250 }
251
252 glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
253 GL_RGB, GL_UNSIGNED_BYTE, image);
254 }
255 }
256
257
258 static void
259 LoadFace(GLenum target, const char *filename,
260 GLboolean flipTB, GLboolean flipLR)
261 {
262 GLint w, h;
263 GLenum format;
264 GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
265 if (!img) {
266 printf("Error: couldn't load texture image %s\n", filename);
267 exit(1);
268 }
269 assert(format == GL_RGB);
270
271 /* <sigh> the way the texture cube mapping works, we have to flip
272 * images to make things look right.
273 */
274 if (flipTB) {
275 const int stride = 3 * w;
276 GLubyte temp[3*1024];
277 int i;
278 for (i = 0; i < h / 2; i++) {
279 memcpy(temp, img + i * stride, stride);
280 memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
281 memcpy(img + (h - i - 1) * stride, temp, stride);
282 }
283 }
284 if (flipLR) {
285 const int stride = 3 * w;
286 GLubyte temp[3];
287 GLubyte *row;
288 int i, j;
289 for (i = 0; i < h; i++) {
290 row = img + i * stride;
291 for (j = 0; j < w / 2; j++) {
292 int k = w - j - 1;
293 temp[0] = row[j*3+0];
294 temp[1] = row[j*3+1];
295 temp[2] = row[j*3+2];
296 row[j*3+0] = row[k*3+0];
297 row[j*3+1] = row[k*3+1];
298 row[j*3+2] = row[k*3+2];
299 row[k*3+0] = temp[0];
300 row[k*3+1] = temp[1];
301 row[k*3+2] = temp[2];
302 }
303 }
304 }
305
306 gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
307 free(img);
308 }
309
310
311 static void
312 LoadEnvmaps(void)
313 {
314 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
315 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
316 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
317 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
318 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
319 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
320 }
321
322
323 static void
324 InitTextures(GLboolean useImageFiles)
325 {
326 GLenum filter;
327
328 /*
329 * Env map
330 */
331 glActiveTexture(GL_TEXTURE0);
332 glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
333 if (useImageFiles) {
334 LoadEnvmaps();
335 filter = GL_LINEAR;
336 }
337 else {
338 InitCheckers();
339 filter = GL_NEAREST;
340 }
341 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
342 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
343 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
344 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
345
346 /*
347 * Ground texture
348 */
349 {
350 GLint imgWidth, imgHeight;
351 GLenum imgFormat;
352 GLubyte *image = NULL;
353
354 image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
355 if (!image) {
356 printf("Couldn't read %s\n", GroundImage);
357 exit(0);
358 }
359
360 glActiveTexture(GL_TEXTURE1);
361 glBindTexture(GL_TEXTURE_2D, 2);
362 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
363 imgFormat, GL_UNSIGNED_BYTE, image);
364 free(image);
365
366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
369 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
370 }
371 }
372
373
374 static GLuint
375 CreateProgram(const char *vertProgFile, const char *fragProgFile,
376 struct uniform_info *uniforms)
377 {
378 GLuint fragShader, vertShader, program;
379
380 vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
381 fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
382 program = LinkShaders(vertShader, fragShader);
383
384 glUseProgram_func(program);
385
386 InitUniforms(program, uniforms);
387
388 return program;
389 }
390
391
392 static void
393 InitPrograms(void)
394 {
395 Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
396 Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
397 }
398
399
400 static void
401 Init(GLboolean useImageFiles)
402 {
403 const char *version = (const char *) glGetString(GL_VERSION);
404
405 if (version[0] != '2' || version[1] != '.') {
406 printf("Warning: this program expects OpenGL 2.0\n");
407 /*exit(1);*/
408 }
409 printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
410
411 GetExtensionFuncs();
412
413 InitTextures(useImageFiles);
414 InitPrograms();
415
416 glEnable(GL_DEPTH_TEST);
417
418 glClearColor(.6, .6, .9, 0);
419 glColor3f(1.0, 1.0, 1.0);
420 }
421
422
423 int
424 main(int argc, char *argv[])
425 {
426 glutInit(&argc, argv);
427 glutInitWindowSize(500, 400);
428 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
429 win = glutCreateWindow(Demo);
430 glewInit();
431 glutReshapeFunc(Reshape);
432 glutKeyboardFunc(key);
433 glutSpecialFunc(specialkey);
434 glutDisplayFunc(draw);
435 if (Anim)
436 glutIdleFunc(idle);
437 if (argc > 1 && strcmp(argv[1] , "-i") == 0)
438 Init(1);
439 else
440 Init(0);
441 glutMainLoop();
442 return 0;
443 }