summaryrefslogtreecommitdiff
path: root/progs/demos/fslight.c
diff options
context:
space:
mode:
Diffstat (limited to 'progs/demos/fslight.c')
-rw-r--r--progs/demos/fslight.c619
1 files changed, 0 insertions, 619 deletions
diff --git a/progs/demos/fslight.c b/progs/demos/fslight.c
deleted file mode 100644
index 91a5a80132..0000000000
--- a/progs/demos/fslight.c
+++ /dev/null
@@ -1,619 +0,0 @@
-/**
- * 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 <assert.h>
-#include <string.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/gl.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-#include "extfuncs.h"
-
-
-#define TEXTURE 0
-
-static GLint CoordAttrib = 0;
-
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-
-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, 0.0f };
-static GLfloat delta = 1.0f;
-
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static GLint uDiffuse;
-static GLint uSpecular;
-static GLint uTexture;
-
-static GLuint SphereList, RectList, CurList;
-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 = 90.0f, yRot = 0.0f;
-
-
-static void
-normalize(GLfloat *dst, const GLfloat *src)
-{
- GLfloat len = sqrt(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;
- dst[3] = src[3];
-}
-
-
-static void
-Redisplay(void)
-{
- GLfloat vec[4];
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* update light position */
- normalize(vec, lightPos);
- glLightfv(GL_LIGHT0, GL_POSITION, vec);
-
- if (pixelLight) {
- glUseProgram_func(program);
- glDisable(GL_LIGHTING);
- }
- else {
- glUseProgram_func(0);
- 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);
- */
- glCallList(CurList);
- 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);
- fflush(stdout);
- 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 'o':
- if (CurList == SphereList)
- CurList = RectList;
- else
- CurList = SphereList;
- 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
-TestFunctions(void)
-{
- printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
-
- assert(glIsProgram_func(program));
- assert(glIsShader_func(fragShader));
- assert(glIsShader_func(vertShader));
-
- /* attached shaders */
- {
- GLuint shaders[20];
- GLsizei count;
- int i;
- glGetAttachedShaders_func(program, 20, &count, shaders);
- for (i = 0; i < count; i++) {
- printf("Attached: %u\n", shaders[i]);
- assert(shaders[i] == fragShader ||
- shaders[i] == vertShader);
- }
- }
-
- {
- GLchar log[1000];
- GLsizei len;
- glGetShaderInfoLog_func(vertShader, 1000, &len, log);
- printf("Vert Shader Info Log: %s\n", log);
- glGetShaderInfoLog_func(fragShader, 1000, &len, log);
- printf("Frag Shader Info Log: %s\n", log);
- glGetProgramInfoLog_func(program, 1000, &len, log);
- printf("Program Info Log: %s\n", log);
- }
-
- /* active uniforms */
- {
- GLint n, max, i;
- glGetProgramiv_func(program, GL_ACTIVE_UNIFORMS, &n);
- glGetProgramiv_func(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max);
- printf("Num uniforms: %d Max name length: %d\n", n, max);
- for (i = 0; i < n; i++) {
- GLint size, len;
- GLenum type;
- char name[100];
- glGetActiveUniform_func(program, i, 100, &len, &size, &type, name);
- printf(" %d: %s nameLen=%d size=%d type=0x%x\n",
- i, name, len, size, type);
- }
- }
-}
-
-
-#if TEXTURE
-static void
-MakeTexture(void)
-{
-#define SZ0 64
-#define SZ1 32
- 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);
-}
-#endif
-
-
-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();
- gluDeleteQuadric(obj);
-}
-
-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)
-{
- 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 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(gl_LightSource[0].position.xyz, \n"
- " 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] == '1') {
- printf("This program requires OpenGL 2.x or higher, found %s\n", version);
- exit(1);
- }
-
- 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);
-
- uDiffuse = glGetUniformLocation_func(program, "diffuse");
- uSpecular = glGetUniformLocation_func(program, "specular");
- uTexture = glGetUniformLocation_func(program, "texture");
- printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
- uDiffuse, uSpecular, uTexture);
-
- glUniform4fv_func(uDiffuse, 1, diffuse);
- glUniform4fv_func(uSpecular, 1, specular);
- /* assert(glGetError() == 0);*/
-#if TEXTURE
- glUniform1i_func(uTexture, 2); /* use texture unit 2 */
-#endif
- /*assert(glGetError() == 0);*/
-
- 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);
- 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);
-
- MakeSphere();
- MakeRect();
-
- CurList = SphereList;
-
-#if TEXTURE
- MakeTexture();
-#endif
-
- 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() */
- if (0) {
- 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));
-
- glColor3f(1, 0, 0);
-
- /* for testing state vars */
- {
- static GLfloat fc[4] = { 1, 1, 0, 0 };
- static GLfloat amb[4] = { 1, 0, 1, 0 };
- glFogfv(GL_FOG_COLOR, fc);
- glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
- }
-
-#if 0
- TestFunctions();
-#else
- (void) TestFunctions;
-#endif
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[++i];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[++i];
- }
- else {
- fprintf(stderr, "unknown option %s\n", argv[i]);
- break;
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInitWindowSize(200, 200);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- if (anim)
- glutIdleFunc(Idle);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
-