From: Brian Paul Date: Fri, 3 Nov 2006 00:04:06 +0000 (+0000) Subject: yet another deriviative of the fplight.c demo for OpenGL 2.0 shading language X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=24ea2c2cef6073c94e5e25e7d10566053de9dfa1;p=mesa.git yet another deriviative of the fplight.c demo for OpenGL 2.0 shading language --- diff --git a/progs/demos/fslight.c b/progs/demos/fslight.c new file mode 100644 index 00000000000..1c016cc75e9 --- /dev/null +++ b/progs/demos/fslight.c @@ -0,0 +1,334 @@ +/** + * Test OpenGL 2.0 vertex/fragment shaders. + * Brian Paul + * 1 November 2006 + * + * Based on ARB version by: + * Michal Krol + * 20 February 2006 + * + * Based on the original demo by: + * Brian Paul + * 17 April 2003 + */ + +#include +#include +#include +#include +#include +#include +#include +#include + +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 GLuint fragShader; +static GLuint vertShader; +static GLuint program; + +static GLint uLightPos; +static GLint uDiffuse; +static GLint uSpecular; + +static GLint win = 0; +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; + +static PFNGLCREATESHADERPROC glCreateShader_func = NULL; +static PFNGLSHADERSOURCEPROC glShaderSource_func = NULL; +static PFNGLGETSHADERSOURCEPROC glGetShaderSource_func = NULL; +static PFNGLCOMPILESHADERPROC glCompileShader_func = NULL; +static PFNGLCREATEPROGRAMPROC glCreateProgram_func = NULL; +static PFNGLDELETEPROGRAMPROC glDeleteProgram_func = NULL; +static PFNGLDELETESHADERPROC glDeleteShader_func = NULL; +static PFNGLATTACHSHADERPROC glAttachShader_func = NULL; +static PFNGLLINKPROGRAMPROC glLinkProgram_func = NULL; +static PFNGLUSEPROGRAMPROC glUseProgram_func = NULL; +static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation_func = NULL; +static PFNGLISPROGRAMPROC glIsProgram_func = NULL; +static PFNGLISSHADERPROC glIsShader_func = NULL; +static PFNGLUNIFORM3FVPROC glUniform3fv_func = NULL; +static PFNGLUNIFORM3FVPROC glUniform4fv_func = NULL; + + + +static void +normalize(GLfloat *dst, const GLfloat *src) +{ + GLfloat len = sqrtf(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); + dst[0] = src[0] / len; + dst[1] = src[1] / len; + dst[2] = src[2] / len; +} + + +static void +Redisplay(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (pixelLight) { + GLfloat vec[3]; + glUseProgram_func(program); + normalize(vec, lightPos); + glUniform3fv_func(uLightPos, 1, vec); + glDisable(GL_LIGHTING); + } + else { + glUseProgram_func(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); + glPopMatrix(); + + glutSwapBuffers(); + frames++; + + if (anim) { + GLint t = glutGet(GLUT_ELAPSED_TIME); + if (t - t0 >= 5000) { + 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 +CleanUp(void) +{ + glDeleteShader_func(fragShader); + glDeleteShader_func(vertShader); + glDeleteProgram_func(program); + glutDestroyWindow(win); +} + + +static void +Key(unsigned char key, int x, int y) +{ + (void) x; + (void) y; + + switch(key) { + 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: + CleanUp(); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 3.0f; + + (void) x; + (void) y; + + switch(key) { + 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 = + "uniform vec3 lightPos;\n" + "uniform vec4 diffuse;\n" + "uniform vec4 specular;\n" + "varying vec3 normal;\n" + "void main() {\n" + " // Compute dot product of light direction and normal vector\n" + " float dotProd = max(dot(lightPos, normalize(normal)), 0.0);\n" + " // Compute diffuse and specular contributions\n" + " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n" + "}\n"; + static const char *vertShaderText = + "varying vec3 normal;\n" + "void main() {\n" + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" + " normal = gl_NormalMatrix * gl_Normal;\n" + "}\n"; + + + const char *version; + + version = (const char *) glGetString(GL_VERSION); + if (version[0] != '2' || version[1] != '.') { + printf("Warning: this program expects OpenGL 2.0\n"); + /*exit(1);*/ + } + + + glCreateShader_func = (PFNGLCREATESHADERPROC) glutGetProcAddress("glCreateShader"); + glDeleteShader_func = (PFNGLDELETESHADERPROC) glutGetProcAddress("glDeleteShader"); + glDeleteProgram_func = (PFNGLDELETEPROGRAMPROC) glutGetProcAddress("glDeleteProgram"); + glShaderSource_func = (PFNGLSHADERSOURCEPROC) glutGetProcAddress("glShaderSource"); + glGetShaderSource_func = (PFNGLGETSHADERSOURCEPROC) glutGetProcAddress("glGetShaderSource"); + glCompileShader_func = (PFNGLCOMPILESHADERPROC) glutGetProcAddress("glCompileShader"); + glCreateProgram_func = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress("glCreateProgram"); + glAttachShader_func = (PFNGLATTACHSHADERPROC) glutGetProcAddress("glAttachShader"); + glLinkProgram_func = (PFNGLLINKPROGRAMPROC) glutGetProcAddress("glLinkProgram"); + glUseProgram_func = (PFNGLUSEPROGRAMPROC) glutGetProcAddress("glUseProgram"); + glGetUniformLocation_func = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress("glGetUniformLocation"); + glIsProgram_func = (PFNGLISPROGRAMPROC) glutGetProcAddress("glIsProgram"); + glIsShader_func = (PFNGLISSHADERPROC) glutGetProcAddress("glIsShader"); + glUniform3fv_func = (PFNGLUNIFORM3FVPROC) glutGetProcAddress("glUniform3fv"); + glUniform4fv_func = (PFNGLUNIFORM3FVPROC) glutGetProcAddress("glUniform4fv"); + + fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); + glShaderSource_func(fragShader, 1, &fragShaderText, NULL); + glCompileShader_func(fragShader); + + vertShader = glCreateShader_func(GL_VERTEX_SHADER); + glShaderSource_func(vertShader, 1, &vertShaderText, NULL); + glCompileShader_func(vertShader); + + program = glCreateProgram_func(); + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + glUseProgram_func(program); + + uLightPos = glGetUniformLocation_func(program, "lightPos"); + uDiffuse = glGetUniformLocation_func(program, "diffuse"); + uSpecular = glGetUniformLocation_func(program, "specular"); + + glUniform4fv_func(uDiffuse, 1, diffuse); + glUniform4fv_func(uSpecular, 1, specular); + + glClearColor(0.3f, 0.3f, 0.3f, 0.0f); + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHT0); + 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"); + + /* test glGetShaderSource() */ + { + GLsizei len = strlen(fragShaderText) + 1; + GLsizei lenOut; + GLchar *src =(GLchar *) malloc(len * sizeof(GLchar)); + glGetShaderSource_func(fragShader, 0, NULL, src); + glGetShaderSource_func(fragShader, len, &lenOut, src); + assert(len == lenOut + 1); + assert(strcmp(src, fragShaderText) == 0); + free(src); + } + + assert(glIsProgram_func(program)); + assert(glIsShader_func(fragShader)); + assert(glIsShader_func(vertShader)); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition( 0, 0); + glutInitWindowSize(200, 200); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + if (anim) + glutIdleFunc(Idle); + Init(); + glutMainLoop(); + return 0; +} +