Demonstrate GLSL fragment and vertex shaders.
authorMichal Krol <mjkrol@gmail.org>
Wed, 15 Feb 2006 10:58:52 +0000 (10:58 +0000)
committerMichal Krol <mjkrol@gmail.org>
Wed, 15 Feb 2006 10:58:52 +0000 (10:58 +0000)
progs/demos/Makefile
progs/demos/arbfslight.c [new file with mode: 0644]

index 2009c42c69dd21551eb82c4df0df7c456739dddb..39674b0ce20fecbaa4160f1173b5e5cfbe0e24ea 100644 (file)
@@ -15,6 +15,7 @@ LIB_DEP = $(LIB_DIR)/$(GL_LIB_NAME) $(LIB_DIR)/$(GLU_LIB_NAME) $(LIB_DIR)/$(GLUT
 
 PROGS = \
        arbfplight \
+       arbfslight \
        arbocclude \
        bounce \
        clearspd \
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
new file mode 100644 (file)
index 0000000..e5cfadc
--- /dev/null
@@ -0,0 +1,285 @@
+/*
+ * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement
+ * simple per-pixel lighting.\r
+ *\r
+ * Michal Krol\r
+ * 14 February 2006
+ *\r
+ * Based on the original demo by:
+ * Brian Paul
+ * 17 April 2003
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <GL/glut.h>\r
+
+static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
+static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
+static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
+static GLfloat delta = 1.0f;
+
+static GLhandleARB fragShader;
+static GLhandleARB vertShader;\r
+static GLhandleARB program;\r
+
+static GLboolean anim = GL_TRUE;
+static GLboolean wire = GL_FALSE;
+static GLboolean pixelLight = GL_TRUE;
+
+static GLint t0 = 0;
+static GLint frames = 0;
+
+static GLfloat xRot = 0.0f, yRot = 0.0f;\r
+\r
+static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;\r
+static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;\r
+static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;\r
+static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;\r
+static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;\r
+static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;\r
+static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
+
+static void Redisplay (void)
+{
+       glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+       if (pixelLight)\r
+       {\r
+               glUseProgramObjectARB (program);\r
+               /* XXX source from uniform lightPos */\r
+               glTexCoord4fv (lightPos);
+               glDisable(GL_LIGHTING);
+       }
+       else\r
+       {\r
+               glUseProgramObjectARB (0);
+               glLightfv (GL_LIGHT0, GL_POSITION, lightPos);
+               glEnable(GL_LIGHTING);
+       }
+
+       glPushMatrix ();
+       glRotatef (xRot, 1.0f, 0.0f, 0.0f);
+       glRotatef (yRot, 0.0f, 1.0f, 0.0f);
+       glutSolidSphere (2.0, 10, 5);\r
+       glPopMatrix ();
+
+       glutSwapBuffers();
+       frames++;
+
+       if (anim)\r
+       {
+               GLint t = glutGet (GLUT_ELAPSED_TIME);
+               if (t - t0 >= 5000)\r
+               {
+                       GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
+                       GLfloat fps = frames / seconds;
+                       printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
+                       t0 = t;
+                       frames = 0;
+               }
+       }
+}
+
+static void Idle (void)
+{
+       lightPos[0] += delta;
+       if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
+               delta = -delta;
+       glutPostRedisplay ();
+}
+
+static void Reshape (int width, int height)
+{
+       glViewport (0, 0, width, height);
+       glMatrixMode (GL_PROJECTION);
+       glLoadIdentity ();
+       glFrustum (-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
+       glMatrixMode (GL_MODELVIEW);
+       glLoadIdentity ();
+       glTranslatef (0.0f, 0.0f, -15.0f);
+}
+
+static void Key (unsigned char key, int x, int y)
+{
+       (void) x;
+       (void) y;\r
+
+       switch (key)\r
+       {
+       case ' ':
+       case 'a':
+               anim = !anim;
+               if (anim)
+                       glutIdleFunc (Idle);
+               else
+                       glutIdleFunc (NULL);
+               break;
+       case 'x':
+               lightPos[0] -= 1.0f;
+               break;
+       case 'X':
+               lightPos[0] += 1.0f;
+               break;
+       case 'w':
+               wire = !wire;
+               if (wire)
+                       glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+               else
+                       glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+               break;
+       case 'p':
+               pixelLight = !pixelLight;
+               if (pixelLight)
+                       printf ("Per-pixel lighting\n");
+               else
+                       printf ("Conventional lighting\n");
+               break;
+       case 27:
+               exit(0);
+               break;
+       }
+       glutPostRedisplay ();
+}
+
+static void SpecialKey (int key, int x, int y)
+{
+       const GLfloat step = 3.0f;\r
+
+       (void) x;
+       (void) y;\r
+
+       switch (key)\r
+       {
+       case GLUT_KEY_UP:
+               xRot -= step;
+               break;
+       case GLUT_KEY_DOWN:
+               xRot += step;
+               break;
+       case GLUT_KEY_LEFT:
+               yRot -= step;
+               break;
+       case GLUT_KEY_RIGHT:
+               yRot += step;
+               break;
+       }
+       glutPostRedisplay ();
+}
+
+static void Init (void)
+{
+       static const char *fragShaderText =
+               "void main () {\n"\r
+\r
+               /* XXX source from uniform lightPos */\r
+               "       vec4 lightPos;\n"\r
+               "       lightPos = gl_TexCoord[1];\n"\r
+\r
+               /* XXX source from uniform diffuse */\r
+               "       vec4 diffuse;\n"\r
+               "       diffuse.xy = vec2 (0.5);\n"\r
+               "       diffuse.zw = vec2 (1.0);\n"\r
+\r
+               /* XXX source from uniform specular */\r
+               "       vec4 specular;\n"\r
+               "       specular.xyz = vec3 (0.8);\n"\r
+               "       specular.w = 1.0;\n"\r
+\r
+               "       // Compute normalized light direction\n"\r
+               "       vec4 lightDir;\n"\r
+               "       lightDir = lightPos / length (lightPos);\n"\r
+               "       // Compute normalized normal\n"\r
+               "       vec4 normal;\n"\r
+               "       normal = gl_TexCoord[0] / length (gl_TexCoord[0]);\n"\r
+               "       // Compute dot product of light direction and normal vector\n"\r
+               "       float dotProd;\n"\r
+               "       dotProd = clamp (dot (lightDir.xyz, normal.xyz), 0.0, 1.0);\n"\r
+               "       // Compute diffuse and specular contributions\n"\r
+               "       gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"\r
+               "}\n"
+       ;
+       static const char *vertShaderText =
+               "void main () {\n"\r
+               "       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"\r
+               "       gl_TexCoord[0].xyz = gl_NormalMatrix * gl_Normal;\n"\r
+               "       gl_TexCoord[0].w = 1.0;\n"\r
+\r
+               /* XXX source from uniform lightPos */\r
+               "       gl_TexCoord[1] = gl_MultiTexCoord0;\n"\r
+               "}\n"
+       ;
+\r
+       if (!glutExtensionSupported ("GL_ARB_fragment_shader"))\r
+       {
+               printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
+               exit(1);
+       }\r
+       if (!glutExtensionSupported ("GL_ARB_shader_objects"))\r
+       {\r
+               printf ("Sorry, this demo requires GL_ARB_shader_objects\n");\r
+               exit(1);\r
+       }\r
+       if (!glutExtensionSupported ("GL_ARB_shading_language_100"))\r
+       {\r
+               printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");\r
+               exit(1);\r
+       }\r
+       if (!glutExtensionSupported ("GL_ARB_vertex_shader"))\r
+       {\r
+               printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");\r
+               exit(1);\r
+       }
+
+       glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) glutGetProcAddress ("glCreateShaderObjectARB");\r
+       glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) glutGetProcAddress ("glShaderSourceARB");\r
+       glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) glutGetProcAddress ("glCompileShaderARB");\r
+       glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glCreateProgramObjectARB");\r
+       glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glutGetProcAddress ("glAttachObjectARB");\r
+       glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) glutGetProcAddress ("glLinkProgramARB");\r
+       glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glUseProgramObjectARB");\r
+\r
+       fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);\r
+       glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);\r
+       glCompileShaderARB (fragShader);
+\r
+       vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);\r
+       glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);\r
+       glCompileShaderARB (vertShader);\r
+\r
+       program = glCreateProgramObjectARB ();\r
+       glAttachObjectARB (program, fragShader);\r
+       glAttachObjectARB (program, vertShader);\r
+       glLinkProgramARB (program);\r
+       glUseProgramObjectARB (program);\r
+
+       glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
+       glEnable (GL_DEPTH_TEST);
+       glEnable (GL_LIGHT0);\r
+       glEnable (GL_LIGHTING);
+       glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
+       glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
+       glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
+
+       printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
+       printf ("Press p to toggle between per-pixel and per-vertex lighting\n");
+}
+
+int main (int argc, char *argv[])
+{
+       glutInit (&argc, argv);
+       glutInitWindowPosition ( 0, 0);
+       glutInitWindowSize (200, 200);
+       glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+       glutCreateWindow (argv[0]);
+       glutReshapeFunc (Reshape);
+       glutKeyboardFunc (Key);
+       glutSpecialFunc (SpecialKey);
+       glutDisplayFunc (Redisplay);
+       if (anim)
+               glutIdleFunc (Idle);
+       Init ();
+       glutMainLoop ();
+       return 0;
+}
+\r