diff options
author | Zou Nan hai <nanhai.zou@intel.com> | 2007-07-04 10:52:35 +0800 |
---|---|---|
committer | Zou Nan hai <nanhai.zou@intel.com> | 2007-07-04 10:52:35 +0800 |
commit | fb9ee9b323bff93973a39560b2bc007aace4bddd (patch) | |
tree | 05e1e72e8f4d321cde2c48b8518e6d9736c680dd /progs/demos/shadowtex.c | |
parent | 285b326c606e9b2f90e4fe177b15b3fa23239b86 (diff) | |
parent | 7ff4359a3be1278b26950f96ab23014a667af838 (diff) |
Merge branch 'master' of git+ssh://znh@git.freedesktop.org/git/mesa/mesa into 965-glsl
Diffstat (limited to 'progs/demos/shadowtex.c')
-rw-r--r-- | progs/demos/shadowtex.c | 328 |
1 files changed, 282 insertions, 46 deletions
diff --git a/progs/demos/shadowtex.c b/progs/demos/shadowtex.c index b32fb45b4f..59253e8c1e 100644 --- a/progs/demos/shadowtex.c +++ b/progs/demos/shadowtex.c @@ -9,6 +9,7 @@ * Added GL_EXT_packed_depth_stencil support on 15 March 2006. * Added GL_EXT_framebuffer_object support on 27 March 2006. * Removed old SGIX extension support on 5 April 2006. + * Added vertex / fragment program support on 7 June 2007 (Ian Romanick). * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * @@ -34,6 +35,7 @@ #include <assert.h> #include <stdio.h> #include <stdlib.h> +#include <string.h> #include <math.h> #include <GL/glut.h> #include "showbuffer.h" @@ -67,8 +69,27 @@ static GLboolean NeedNewShadowMap = GL_FALSE; static GLuint ShadowTexture, GrayTexture; static GLuint ShadowFBO; +static GLfloat lightModelview[16]; +static GLfloat lightProjection[16]; + +static GLuint vert_prog; +static GLuint frag_progs[3]; +static GLuint curr_frag = 0; +static GLuint max_frag = 1; + +#define NUM_FRAG_MODES 3 +static const char *FragProgNames[] = { + "fixed-function", + "program without \"OPTION ARB_fragment_program_shadow\"", + "program with \"OPTION ARB_fragment_program_shadow\"", +}; + static GLboolean HaveFBO = GL_FALSE; static GLboolean UseFBO = GL_FALSE; +static GLboolean HaveVP = GL_FALSE; +static GLboolean HaveFP = GL_FALSE; +static GLboolean HaveFP_Shadow = GL_FALSE; +static GLboolean UseVP = GL_FALSE; static GLboolean HavePackedDepthStencil = GL_FALSE; static GLboolean UsePackedDepthStencil = GL_FALSE; static GLboolean HaveEXTshadowFuncs = GL_FALSE; @@ -91,6 +112,103 @@ static GLuint DisplayMode; +#define MAT4_MUL(dest_vec, src_mat, src_vec) \ + "DP4 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \ + "DP4 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \ + "DP4 " dest_vec ".z, " src_mat "[2], " src_vec ";\n" \ + "DP4 " dest_vec ".w, " src_mat "[3], " src_vec ";\n" + +#define MAT3_MUL(dest_vec, src_mat, src_vec) \ + "DP3 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \ + "DP3 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \ + "DP3 " dest_vec ".z, " src_mat "[2], " src_vec ";\n" + +#define NORMALIZE(dest, src) \ + "DP3 " dest ".w, " src ", " src ";\n" \ + "RSQ " dest ".w, " dest ".w;\n" \ + "MUL " dest ", " src ", " dest ".w;\n" + +/** + * Vertex program for shadow mapping. + */ +static const char vert_code[] = + "!!ARBvp1.0\n" + "ATTRIB iPos = vertex.position;\n" + "ATTRIB iNorm = vertex.normal;\n" + + "PARAM mvinv[4] = { state.matrix.modelview.invtrans };\n" + "PARAM mvp[4] = { state.matrix.mvp };\n" + "PARAM mv[4] = { state.matrix.modelview };\n" + "PARAM texmat[4] = { state.matrix.texture[0] };\n" + "PARAM lightPos = state.light[0].position;\n" + "PARAM ambientCol = state.lightprod[0].ambient;\n" + "PARAM diffuseCol = state.lightprod[0].diffuse;\n" + + "TEMP n, lightVec;\n" + "ALIAS V = lightVec;\n" + "ALIAS NdotL = n;\n" + + "OUTPUT oPos = result.position;\n" + "OUTPUT oColor = result.color;\n" + "OUTPUT oTex = result.texcoord[0];\n" + + /* Transform the vertex to clip coordinates. */ + MAT4_MUL("oPos", "mvp", "iPos") + + /* Transform the vertex to eye coordinates. */ + MAT4_MUL("V", "mv", "iPos") + + /* Transform the vertex to projected light coordinates. */ + MAT4_MUL("oTex", "texmat", "iPos") + + /* Transform the normal to eye coordinates. */ + MAT3_MUL("n", "mvinv", "iNorm") + + /* Calculate the vector from the vertex to the light in eye + * coordinates. + */ + "SUB lightVec, lightPos, V;\n" + NORMALIZE("lightVec", "lightVec") + + /* Compute diffuse lighting coefficient. + */ + "DP3 NdotL.x, n, lightVec;\n" + "MAX NdotL.x, NdotL.x, {0.0};\n" + "MIN NdotL.x, NdotL.x, {1.0};\n" + + /* Accumulate color contributions. + */ + "MOV oColor, diffuseCol;\n" + "MAD oColor.xyz, NdotL.x, diffuseCol, ambientCol;\n" + "END\n" + ; + +static const char frag_code[] = + "!!ARBfp1.0\n" + + "TEMP shadow, temp;\n" + + "TXP shadow, fragment.texcoord[0], texture[0], 2D;\n" + "RCP temp.x, fragment.texcoord[0].w;\n" + "MUL temp.x, temp.x, fragment.texcoord[0].z;\n" + "SGE shadow, shadow.x, temp.x;\n" + "MUL result.color.rgb, fragment.color, shadow.x;\n" + "MOV result.color.a, fragment.color;\n" + "END\n" + ; + +static const char frag_shadow_code[] = + "!!ARBfp1.0\n" + "OPTION ARB_fragment_program_shadow;\n" + + "TEMP shadow;\n" + + "TXP shadow, fragment.texcoord[0], texture[0], SHADOW2D;\n" + "MUL result.color.rgb, fragment.color, shadow.x;\n" + "MOV result.color.a, fragment.color.a;\n" + "END\n" + ; + static void DrawScene(void) { @@ -134,27 +252,56 @@ DrawScene(void) } -/* - * Load the GL_TEXTURE matrix with the projection from the light - * source's point of view. +/** + * Calculate modelview and project matrices for the light + * + * Stores the results in \c lightProjection (projection matrix) and + * \c lightModelview (modelview matrix). */ static void MakeShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3], GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar) { - GLfloat d; - - glMatrixMode(GL_TEXTURE); + /* compute frustum to enclose spot light cone */ + const GLfloat d = shadowNear * tan(spotAngle); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); glLoadIdentity(); - glTranslatef(0.5, 0.5, 0.5 + Bias); - glScalef(0.5, 0.5, 0.5); - d = shadowNear * tan(spotAngle); glFrustum(-d, d, -d, d, shadowNear, shadowFar); + glGetFloatv(GL_PROJECTION_MATRIX, lightProjection); + glPopMatrix(); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); gluLookAt(lightPos[0], lightPos[1], lightPos[2], lightPos[0] + spotDir[0], lightPos[1] + spotDir[1], lightPos[2] + spotDir[2], - 0, 1, 0); + 0.0, 1.0, 0.0); + glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview); + glPopMatrix(); +} + + +/** + * Load \c GL_TEXTURE matrix with light's MVP matrix. + */ +static void SetShadowTextureMatrix(void) +{ + static const GLfloat biasMatrix[16] = { + 0.5, 0.0, 0.0, 0.0, + 0.0, 0.5, 0.0, 0.0, + 0.0, 0.0, 0.5, 0.0, + 0.5, 0.5, 0.5, 1.0, + }; + + glMatrixMode(GL_TEXTURE); + glLoadMatrixf(biasMatrix); + glTranslatef(0.0, 0.0, Bias); + glMultMatrixf(lightProjection); + glMultMatrixf(lightModelview); glMatrixMode(GL_MODELVIEW); } @@ -258,7 +405,6 @@ RenderShadowMap(void) { GLenum depthFormat; /* GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT */ GLenum depthType; /* GL_UNSIGNED_INT_24_8_EXT or GL_UNSIGNED_INT */ - float d; if (WindowWidth >= 1024 && WindowHeight >= 1024) { ShadowTexWidth = ShadowTexHeight = 1024; @@ -283,27 +429,34 @@ RenderShadowMap(void) depthType = GL_UNSIGNED_INT; } - /* compute frustum to enclose spot light cone */ - d = ShadowNear * tan(SpotAngle); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-d, d, -d, d, ShadowNear, ShadowFar); + glLoadMatrixf(lightProjection); + glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - gluLookAt(LightPos[0], LightPos[1], LightPos[2], /* from */ - 0, 0, 0, /* target */ - 0, 1, 0); /* up */ + glLoadMatrixf(lightModelview); if (UseFBO) { + GLenum fbo_status; + glTexImage2D(GL_TEXTURE_2D, 0, depthFormat, ShadowTexWidth, ShadowTexHeight, 0, depthFormat, depthType, NULL); + + /* Set the filter mode so that the texture is texture-complete. + * Otherwise it will cause the framebuffer to fail the framebuffer + * completeness test. + */ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); - assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) - == GL_FRAMEBUFFER_COMPLETE_EXT); + + fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) { + fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status); + assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT); + } } assert(!glIsEnabled(GL_TEXTURE_1D)); @@ -376,10 +529,8 @@ ShowShadowMap(void) DisableTexgen(); /* interpret texture's depth values as luminance values */ -#if defined(GL_ARB_shadow) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); -#endif glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBegin(GL_POLYGON); @@ -407,6 +558,7 @@ Display(void) LightPos, SpotDir); if (NeedNewShadowMap) { + MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar); RenderShadowMap(); NeedNewShadowMap = GL_FALSE; } @@ -444,12 +596,11 @@ Display(void) } if (DisplayMode == SHOW_DEPTH_MAPPING) { -#if defined(GL_ARB_shadow) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); -#endif glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_2D); - MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar); + + SetShadowTextureMatrix(); EnableIdentityTexgen(); } else if (DisplayMode == SHOW_DISTANCE) { @@ -463,20 +614,42 @@ Display(void) } else { assert(DisplayMode == SHOW_SHADOWS); -#if defined(GL_ARB_shadow) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); -#endif - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + if (curr_frag > 0) { + glEnable(GL_FRAGMENT_PROGRAM_ARB); + } + else { + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + } glEnable(GL_TEXTURE_2D); - MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar); - EnableIdentityTexgen(); + + SetShadowTextureMatrix(); + + if (UseVP) { + glEnable(GL_VERTEX_PROGRAM_ARB); + } + else { + glEnable(GL_LIGHTING); + EnableIdentityTexgen(); + } } DrawScene(); - DisableTexgen(); - glDisable(GL_TEXTURE_1D); + if (UseVP) { + glDisable(GL_VERTEX_PROGRAM_ARB); + } + else { + DisableTexgen(); + glDisable(GL_LIGHTING); + } + + if (curr_frag > 0) { + glDisable(GL_FRAGMENT_PROGRAM_ARB); + } + glDisable(GL_TEXTURE_2D); } @@ -548,6 +721,14 @@ Key(unsigned char key, int x, int y) case 'm': DisplayMode = SHOW_DEPTH_MAPPING; break; + case 'M': + curr_frag = (1 + curr_frag) % max_frag; + printf("Using fragment %s\n", FragProgNames[curr_frag]); + + if (HaveFP) { + glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_progs[curr_frag]); + } + break; case 'n': case 's': case ' ': @@ -559,10 +740,8 @@ Key(unsigned char key, int x, int y) if (Operator >= 8) Operator = 0; printf("Operator: %s\n", OperatorName[Operator]); -#if defined(GL_ARB_shadow) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, OperatorFunc[Operator]); -#endif } break; case 'p': @@ -579,6 +758,11 @@ Key(unsigned char key, int x, int y) NeedNewShadowMap = GL_TRUE; } break; + case 'v': + UseVP = !UseVP && HaveVP; + printf("Using vertex %s mode.\n", + UseVP ? "program" : "fixed-function"); + break; case 'z': Zrot -= step; break; @@ -633,28 +817,62 @@ SpecialKey(int key, int x, int y) } +/* A helper for finding errors in program strings */ +static int FindLine( const char *program, int position ) +{ + int i, line = 1; + for (i = 0; i < position; i++) { + if (program[i] == '\n') + line++; + } + return line; +} + + +static GLuint +compile_program(GLenum target, const char *code) +{ + GLuint p; + GLint errorPos; + + + glGenProgramsARB(1, & p); + + glBindProgramARB(target, p); + glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, + strlen(code), code); + glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos); + if (glGetError() != GL_NO_ERROR || errorPos != -1) { + int l = FindLine(code, errorPos); + printf("Fragment Program Error (pos=%d line=%d): %s\n", errorPos, l, + (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB)); + exit(0); + } + + glBindProgramARB(target, 0); + return p; +} + static void Init(void) { static const GLfloat borderColor[4] = {1.0, 0.0, 0.0, 0.0}; -#if defined(GL_ARB_depth_texture) && defined(GL_ARB_shadow) if (!glutExtensionSupported("GL_ARB_depth_texture") || !glutExtensionSupported("GL_ARB_shadow")) { -#else - if (1) { -#endif printf("Sorry, this demo requires the GL_ARB_depth_texture and GL_ARB_shadow extensions\n"); exit(1); } printf("Using GL_ARB_depth_texture and GL_ARB_shadow\n"); -#if defined(GL_ARB_shadow_ambient) + HaveVP = glutExtensionSupported("GL_ARB_vertex_program"); + HaveFP = glutExtensionSupported("GL_ARB_fragment_program"); + HaveFP_Shadow = glutExtensionSupported("GL_ARB_fragment_program_shadow"); + HaveShadowAmbient = glutExtensionSupported("GL_ARB_shadow_ambient"); if (HaveShadowAmbient) { printf("and GL_ARB_shadow_ambient\n"); } -#endif HaveEXTshadowFuncs = glutExtensionSupported("GL_EXT_shadow_funcs"); @@ -677,15 +895,12 @@ Init(void) glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); -#if defined(GL_ARB_shadow) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); -#endif + if (HaveShadowAmbient) { -#if defined(GL_ARB_shadow_ambient) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.3); -#endif } #if defined(GL_EXT_framebuffer_object) @@ -720,6 +935,25 @@ Init(void) 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image); } + if (HaveVP) { + vert_prog = compile_program(GL_VERTEX_PROGRAM_ARB, vert_code); + glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vert_prog); + } + + max_frag = 1; + frag_progs[0] = 0; + + if (HaveFP) { + frag_progs[1] = compile_program(GL_FRAGMENT_PROGRAM_ARB, frag_code); + max_frag = 2; + } + + if (HaveFP && HaveFP_Shadow) { + frag_progs[2] = compile_program(GL_FRAGMENT_PROGRAM_ARB, + frag_shadow_code); + max_frag = 3; + } + glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); @@ -738,6 +972,8 @@ PrintHelp(void) printf(" f = toggle nearest/bilinear texture filtering\n"); printf(" b/B = decrease/increase shadow map Z bias\n"); printf(" p = toggle use of packed depth/stencil\n"); + printf(" M = cycle through fragment program modes\n"); + printf(" v = toggle vertex program modes\n"); printf(" cursor keys = rotate scene\n"); printf(" <shift> + cursor keys = rotate light source\n"); if (HaveEXTshadowFuncs) |