From: Michal Krol Date: Wed, 15 Feb 2006 10:58:52 +0000 (+0000) Subject: Demonstrate GLSL fragment and vertex shaders. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=3699751b0b6fc16489f0faa72005de85af0bb53b;p=mesa.git Demonstrate GLSL fragment and vertex shaders. --- diff --git a/progs/demos/Makefile b/progs/demos/Makefile index 2009c42c69d..39674b0ce20 100644 --- a/progs/demos/Makefile +++ b/progs/demos/Makefile @@ -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 index 00000000000..e5cfadc9916 --- /dev/null +++ b/progs/demos/arbfslight.c @@ -0,0 +1,285 @@ +/* + * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement + * simple per-pixel lighting. + * + * Michal Krol + * 14 February 2006 + * + * Based on the original demo by: + * Brian Paul + * 17 April 2003 + */ + +#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 GLhandleARB fragShader; +static GLhandleARB vertShader; +static GLhandleARB program; + +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 PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL; +static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL; +static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL; +static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL; +static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL; +static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL; +static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL; + +static void Redisplay (void) +{ + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (pixelLight) + { + glUseProgramObjectARB (program); + /* XXX source from uniform lightPos */ + glTexCoord4fv (lightPos); + glDisable(GL_LIGHTING); + } + else + { + 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); + 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 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: + 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 = + "void main () {\n" + + /* XXX source from uniform lightPos */ + " vec4 lightPos;\n" + " lightPos = gl_TexCoord[1];\n" + + /* XXX source from uniform diffuse */ + " vec4 diffuse;\n" + " diffuse.xy = vec2 (0.5);\n" + " diffuse.zw = vec2 (1.0);\n" + + /* XXX source from uniform specular */ + " vec4 specular;\n" + " specular.xyz = vec3 (0.8);\n" + " specular.w = 1.0;\n" + + " // Compute normalized light direction\n" + " vec4 lightDir;\n" + " lightDir = lightPos / length (lightPos);\n" + " // Compute normalized normal\n" + " vec4 normal;\n" + " normal = gl_TexCoord[0] / length (gl_TexCoord[0]);\n" + " // Compute dot product of light direction and normal vector\n" + " float dotProd;\n" + " dotProd = clamp (dot (lightDir.xyz, normal.xyz), 0.0, 1.0);\n" + " // Compute diffuse and specular contributions\n" + " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" + "}\n" + ; + static const char *vertShaderText = + "void main () {\n" + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" + " gl_TexCoord[0].xyz = gl_NormalMatrix * gl_Normal;\n" + " gl_TexCoord[0].w = 1.0;\n" + + /* XXX source from uniform lightPos */ + " gl_TexCoord[1] = gl_MultiTexCoord0;\n" + "}\n" + ; + + if (!glutExtensionSupported ("GL_ARB_fragment_shader")) + { + printf ("Sorry, this demo requires GL_ARB_fragment_shader\n"); + exit(1); + } + if (!glutExtensionSupported ("GL_ARB_shader_objects")) + { + printf ("Sorry, this demo requires GL_ARB_shader_objects\n"); + exit(1); + } + if (!glutExtensionSupported ("GL_ARB_shading_language_100")) + { + printf ("Sorry, this demo requires GL_ARB_shading_language_100\n"); + exit(1); + } + if (!glutExtensionSupported ("GL_ARB_vertex_shader")) + { + printf ("Sorry, this demo requires GL_ARB_vertex_shader\n"); + exit(1); + } + + glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) glutGetProcAddress ("glCreateShaderObjectARB"); + glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) glutGetProcAddress ("glShaderSourceARB"); + glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) glutGetProcAddress ("glCompileShaderARB"); + glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glCreateProgramObjectARB"); + glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glutGetProcAddress ("glAttachObjectARB"); + glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) glutGetProcAddress ("glLinkProgramARB"); + glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glUseProgramObjectARB"); + + fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB); + glShaderSourceARB (fragShader, 1, &fragShaderText, NULL); + glCompileShaderARB (fragShader); + + vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB); + glShaderSourceARB (vertShader, 1, &vertShaderText, NULL); + glCompileShaderARB (vertShader); + + program = glCreateProgramObjectARB (); + glAttachObjectARB (program, fragShader); + glAttachObjectARB (program, vertShader); + glLinkProgramARB (program); + glUseProgramObjectARB (program); + + 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"); +} + +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; +} +