#include <GL/glext.h>
#include "extfuncs.h"
+
+static GLint CoordAttrib = 0;
+
static char *FragProgFile = NULL;
static char *VertProgFile = NULL;
static GLint uLightPos;
static GLint uDiffuse;
static GLint uSpecular;
+static GLint uTexture;
+static GLuint SphereList, RectList, CurList;
static GLint win = 0;
static GLboolean anim = GL_FALSE;
static GLboolean wire = GL_FALSE;
static GLint t0 = 0;
static GLint frames = 0;
-static GLfloat xRot = 0.0f, yRot = 0.0f;
+static GLfloat xRot = 90.0f, yRot = 0.0f;
static void
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
+ /*
glutSolidSphere(2.0, 10, 5);
+ */
+ glCallList(CurList);
glPopMatrix();
glutSwapBuffers();
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
+ case 'o':
+ if (CurList == SphereList)
+ CurList = RectList;
+ else
+ CurList = SphereList;
+ break;
case 'p':
pixelLight = !pixelLight;
if (pixelLight)
}
+static void
+MakeTexture(void)
+{
+#define SZ0 128
+#define SZ1 64
+ GLubyte image0[SZ0][SZ0][SZ0][4];
+ GLubyte image1[SZ1][SZ1][SZ1][4];
+ GLuint i, j, k;
+
+ /* level 0: two-tone gray checkboard */
+ for (i = 0; i < SZ0; i++) {
+ for (j = 0; j < SZ0; j++) {
+ for (k = 0; k < SZ0; k++) {
+ if ((i/8 + j/8 + k/8) & 1) {
+ image0[i][j][k][0] =
+ image0[i][j][k][1] =
+ image0[i][j][k][2] = 200;
+ }
+ else {
+ image0[i][j][k][0] =
+ image0[i][j][k][1] =
+ image0[i][j][k][2] = 100;
+ }
+ image0[i][j][k][3] = 255;
+ }
+ }
+ }
+
+ /* level 1: two-tone green checkboard */
+ for (i = 0; i < SZ1; i++) {
+ for (j = 0; j < SZ1; j++) {
+ for (k = 0; k < SZ1; k++) {
+ if ((i/8 + j/8 + k/8) & 1) {
+ image1[i][j][k][0] = 0;
+ image1[i][j][k][1] = 250;
+ image1[i][j][k][2] = 0;
+ }
+ else {
+ image1[i][j][k][0] = 0;
+ image1[i][j][k][1] = 200;
+ image1[i][j][k][2] = 0;
+ }
+ image1[i][j][k][3] = 255;
+ }
+ }
+ }
+
+ glActiveTexture(GL_TEXTURE2); /* unit 2 */
+ glBindTexture(GL_TEXTURE_2D, 42);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image0);
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glActiveTexture(GL_TEXTURE4); /* unit 4 */
+ glBindTexture(GL_TEXTURE_3D, 43);
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image0);
+ glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image1);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+}
+
+
+static void
+MakeSphere(void)
+{
+ GLUquadricObj *obj = gluNewQuadric();
+ SphereList = glGenLists(1);
+ gluQuadricTexture(obj, GL_TRUE);
+ glNewList(SphereList, GL_COMPILE);
+ gluSphere(obj, 2.0f, 10, 5);
+ glEndList();
+}
+
+static void
+VertAttrib(GLint index, float x, float y)
+{
+#if 1
+ glVertexAttrib2f_func(index, x, y);
+#else
+ glTexCoord2f(x, y);
+#endif
+}
+
+static void
+MakeRect(void)
+{
+ RectList = glGenLists(1);
+ glNewList(RectList, GL_COMPILE);
+ glNormal3f(0, 0, 1);
+ glBegin(GL_POLYGON);
+ VertAttrib(CoordAttrib, 0, 0); glVertex2f(-2, -2);
+ VertAttrib(CoordAttrib, 1, 0); glVertex2f( 2, -2);
+ VertAttrib(CoordAttrib, 1, 1); glVertex2f( 2, 2);
+ VertAttrib(CoordAttrib, 0, 1); glVertex2f(-2, 2);
+ glEnd(); /* XXX omit this and crash! */
+ glEndList();
+}
+
+
+
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
- fprintf(stderr, "Problem compiling shader: %s\n", log);
+ fprintf(stderr, "fslight: problem compiling shader: %s\n", log);
exit(1);
}
}
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
- fprintf(stderr, "Unable to open shader file %s\n", filename);
+ fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
- printf("Read %d bytes from shader file %s\n", n, filename);
+ printf("fslight: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
uLightPos = glGetUniformLocation_func(program, "lightPos");
uDiffuse = glGetUniformLocation_func(program, "diffuse");
uSpecular = glGetUniformLocation_func(program, "specular");
- printf("LightPos %d DiffusePos %d SpecularPos %d\n",
- uLightPos, uDiffuse, uSpecular);
+ uTexture = glGetUniformLocation_func(program, "texture");
+ printf("LightPos %d DiffusePos %d SpecularPos %d TexturePos %d\n",
+ uLightPos, uDiffuse, uSpecular, uTexture);
glUniform4fv_func(uDiffuse, 1, diffuse);
glUniform4fv_func(uSpecular, 1, specular);
+ glUniform1i_func(uTexture, 2); /* use texture unit 2 */
+
+ if (CoordAttrib) {
+ int i;
+ glBindAttribLocation_func(program, CoordAttrib, "coord");
+ i = glGetAttribLocation_func(program, "coord");
+ assert(i >= 0);
+ if (i != CoordAttrib) {
+ printf("Hmmm, NVIDIA bug?\n");
+ CoordAttrib = i;
+ }
+ else {
+ printf("Mesa bind attrib: coord = %d\n", i);
+ }
+ }
+
+ /*assert(glGetError() == 0);*/
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
glEnable(GL_DEPTH_TEST);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
+ MakeSphere();
+ MakeRect();
+
+ CurList = SphereList;
+
+ MakeTexture();
+
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
printf("Press p to toggle between per-pixel and per-vertex lighting\n");