From fe353787698153216e5fc68c63ad0a48e71d49bf Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 27 Feb 2009 17:27:20 -0700 Subject: [PATCH] demos: add progs/glsl/shadow_sampler.c to test GLSL shadow2D(), etc. Heh, I wrote this program a long time ago but just discovered today that it wasn't in git. --- progs/glsl/Makefile | 1 + progs/glsl/shadow_sampler.c | 341 ++++++++++++++++++++++++++++++++++++ 2 files changed, 342 insertions(+) create mode 100644 progs/glsl/shadow_sampler.c diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile index 7099eeadbd9..80612770332 100644 --- a/progs/glsl/Makefile +++ b/progs/glsl/Makefile @@ -25,6 +25,7 @@ PROGS = \ pointcoord \ samplers \ samplers_array \ + shadow_sampler \ skinning \ texdemo1 \ toyball \ diff --git a/progs/glsl/shadow_sampler.c b/progs/glsl/shadow_sampler.c new file mode 100644 index 00000000000..2902b535522 --- /dev/null +++ b/progs/glsl/shadow_sampler.c @@ -0,0 +1,341 @@ +/** + * Test shadow2DRectProj() and shadow2D() functions. + * Brian Paul + * 11 April 2007 + */ + +#define GL_GLEXT_PROTOTYPES +#include +#include +#include +#include +#include +#include +#include +#include +#include "extfuncs.h" + + +/** Use GL_RECTANGLE texture (with projective texcoords)? */ +#define USE_RECT 01 + +#define TEXSIZE 16 + + +static char *FragProgFile = NULL; +static char *VertProgFile = NULL; + +static GLuint fragShader; +static GLuint vertShader; +static GLuint program; + +static GLint uTexture2D; +static GLint uTextureRect; + +static GLint win = 0; + +static GLenum Filter = GL_LINEAR; + +static void +CheckError(int line) +{ + GLenum err = glGetError(); + if (err) { + printf("GL Error %s (0x%x) at line %d\n", + gluErrorString(err), (int) err, line); + } +} + + +static void +PrintString(const char *s) +{ + while (*s) { + glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); + s++; + } +} + + +static void +Redisplay(void) +{ + CheckError(__LINE__); + glClear(GL_COLOR_BUFFER_BIT); + + glPushMatrix(); + + CheckError(__LINE__); + glUseProgram_func(program); + CheckError(__LINE__); + + glBegin(GL_POLYGON); +#if USE_RECT + /* scale coords by two to test projection */ + glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1); + glTexCoord4f(2*TEXSIZE, 0, 2*1, 2.0); glVertex2f( 1, -1); + glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0); glVertex2f( 1, 1); + glTexCoord4f( 0, 2*TEXSIZE, 0, 2.0); glVertex2f(-1, 1); +#else + glTexCoord3f(0, 0, 0); glVertex2f(-1, -1); + glTexCoord3f(1, 0, 1); glVertex2f( 1, -1); + glTexCoord3f(1, 1, 1); glVertex2f( 1, 1); + glTexCoord3f(0, 1, 0); glVertex2f(-1, 1); +#endif + glEnd(); + + glPopMatrix(); + + glUseProgram_func(0); + glWindowPos2iARB(80, 20); + PrintString("white black white black"); + + glutSwapBuffers(); +} + + +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, -8.0f); +} + + +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 27: + CleanUp(); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +MakeTexture(void) +{ + GLfloat image[TEXSIZE][TEXSIZE]; + GLuint i, j; + + for (i = 0; i < TEXSIZE; i++) { + for (j = 0; j < TEXSIZE; j++) { + if (j < (TEXSIZE / 2)) { + image[i][j] = 0.25; + } + else { + image[i][j] = 0.75; + } + } + } + + glActiveTexture(GL_TEXTURE0); /* unit 0 */ + glBindTexture(GL_TEXTURE_2D, 42); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0, + GL_DEPTH_COMPONENT, GL_FLOAT, image); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, + GL_COMPARE_R_TO_TEXTURE_ARB); + CheckError(__LINE__); + + glActiveTexture(GL_TEXTURE1); /* unit 1 */ + glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43); + glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, + TEXSIZE, 10, 0,/*16x10*/ + GL_DEPTH_COMPONENT, GL_FLOAT, image); + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter); + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter); + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, + GL_COMPARE_R_TO_TEXTURE_ARB); + CheckError(__LINE__); +} + + +static void +LoadAndCompileShader(GLuint shader, const char *text) +{ + GLint stat; + glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); + glCompileShader_func(shader); + glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetShaderInfoLog_func(shader, 1000, &len, log); + fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log); + exit(1); + } +} + + +/** + * Read a shader from a file. + */ +static void +ReadShader(GLuint shader, const char *filename) +{ + const int max = 100*1000; + int n; + char *buffer = (char*) malloc(max); + FILE *f = fopen(filename, "r"); + if (!f) { + fprintf(stderr, "fslight: Unable to open shader file %s\n", filename); + exit(1); + } + + n = fread(buffer, 1, max, f); + printf("fslight: read %d bytes from shader file %s\n", n, filename); + if (n > 0) { + buffer[n] = 0; + LoadAndCompileShader(shader, buffer); + } + + fclose(f); + free(buffer); +} + + +static void +CheckLink(GLuint prog) +{ + GLint stat; + glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog_func(prog, 1000, &len, log); + fprintf(stderr, "Linker error:\n%s\n", log); + } +} + + +static void +Init(void) +{ + static const char *fragShaderText = + "uniform sampler2DShadow shadowTex2D; \n" + "uniform sampler2DRectShadow shadowTexRect; \n" + "void main() {\n" +#if USE_RECT + " gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n" +#else + " gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n" +#endif + "}\n"; + static const char *vertShaderText = + "void main() {\n" + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" + " gl_TexCoord[0] = gl_MultiTexCoord0; \n" + "}\n"; + const char *version; + +#if USE_RECT + if (!glutExtensionSupported("GL_ARB_texture_rectangle")) { + printf("This program requires GL_ARB_texture_rectangle\n"); + exit(1); + } +#endif + + version = (const char *) glGetString(GL_VERSION); + if (version[0] != '2' || version[1] != '.') { + printf("This program requires OpenGL 2.x, found %s\n", version); + exit(1); + } + printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); + + GetExtensionFuncs(); + + fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); + if (FragProgFile) + ReadShader(fragShader, FragProgFile); + else + LoadAndCompileShader(fragShader, fragShaderText); + + vertShader = glCreateShader_func(GL_VERTEX_SHADER); + if (VertProgFile) + ReadShader(vertShader, VertProgFile); + else + LoadAndCompileShader(vertShader, vertShaderText); + + program = glCreateProgram_func(); + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + CheckLink(program); + glUseProgram_func(program); + + uTexture2D = glGetUniformLocation_func(program, "shadowTex2D"); + uTextureRect = glGetUniformLocation_func(program, "shadowTexRect"); + printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect); + if (uTexture2D >= 0) { + glUniform1i_func(uTexture2D, 0); /* use texture unit 0 */ + } + if (uTextureRect >= 0) { + glUniform1i_func(uTextureRect, 1); /* use texture unit 0 */ + } + CheckError(__LINE__); + + glClearColor(0.3f, 0.3f, 0.3f, 0.0f); + glColor3f(1, 1, 1); + + MakeTexture(); + CheckError(__LINE__); +} + + +static void +ParseOptions(int argc, char *argv[]) +{ + int i; + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "-fs") == 0) { + FragProgFile = argv[i+1]; + } + else if (strcmp(argv[i], "-vs") == 0) { + VertProgFile = argv[i+1]; + } + } +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition( 0, 0); + glutInitWindowSize(400, 300); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); + win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutDisplayFunc(Redisplay); + ParseOptions(argc, argv); + Init(); + glutMainLoop(); + return 0; +} + + -- 2.30.2