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Diffstat (limited to 'progs/glsl/linktest.c')
-rw-r--r-- | progs/glsl/linktest.c | 255 |
1 files changed, 255 insertions, 0 deletions
diff --git a/progs/glsl/linktest.c b/progs/glsl/linktest.c new file mode 100644 index 0000000000..ec3fffbf9c --- /dev/null +++ b/progs/glsl/linktest.c @@ -0,0 +1,255 @@ +/** + * Test linking of multiple compilation units. + * Brian Paul + * 28 March 2009 + */ + +#include <assert.h> +#include <string.h> +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/glew.h> +#include <GL/glut.h> +#include "shaderutil.h" + + +static GLfloat diffuse[4] = { 0.5f, 1.0f, 0.5f, 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 VertShader1; +static GLuint VertShader2; +static GLuint FragShader1; +static GLuint FragShader2; +static GLuint Program; + +static GLint uDiffuse; +static GLint uSpecular; +static GLint uTexture; + +static GLint Win = 0; +static GLboolean anim = GL_TRUE; + + + +static const char *FragShaderSource1 = + "float compute_dotprod(const vec3 normal) \n" + "{ \n" + " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n" + " normalize(normal)), 0.0); \n" + " return dotProd; \n" + "} \n"; + +static const char *FragShaderSource2 = + "uniform vec4 diffuse;\n" + "uniform vec4 specular;\n" + "varying vec3 normal;\n" + "\n" + "// external function \n" + "float compute_dotprod(const vec3 normal); \n" + "\n" + "void main() \n" + "{ \n" + " float dotProd = compute_dotprod(normal); \n" + " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0); \n" + "} \n"; + + +static const char *VertShaderSource1 = + "vec3 compute_normal() \n" + "{ \n" + " return gl_NormalMatrix * gl_Normal; \n" + "} \n"; + +static const char *VertShaderSource2 = + "varying vec3 normal;\n" + "\n" + "// external function \n" + "vec3 compute_normal(); \n" + "\n" + "void main() \n" + "{ \n" + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" + " normal = compute_normal(); \n" + "} \n"; + + +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); + + glutSolidSphere(2.0, 10, 5); + + glutSwapBuffers(); +} + + +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(VertShader1); + glDeleteShader(VertShader2); + glDeleteShader(FragShader1); + glDeleteShader(FragShader2); + glDeleteProgram(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 27: + CleanUp(); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +CheckLink(GLuint prog) +{ + GLint stat; + glGetProgramiv(prog, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog(prog, 1000, &len, log); + fprintf(stderr, "Linker error:\n%s\n", log); + } +} + + +static void +Init(void) +{ + if (!ShadersSupported()) + exit(1); + + printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); + + VertShader1 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource1); + VertShader2 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource2); + FragShader1 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource1); + FragShader2 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource2); + + Program = glCreateProgram(); + glAttachShader(Program, VertShader1); + glAttachShader(Program, VertShader2); + glAttachShader(Program, FragShader1); + glAttachShader(Program, FragShader2); + + glLinkProgram(Program); + + CheckLink(Program); + + glUseProgram(Program); + + uDiffuse = glGetUniformLocation(Program, "diffuse"); + uSpecular = glGetUniformLocation(Program, "specular"); + uTexture = glGetUniformLocation(Program, "texture"); + printf("DiffusePos %d SpecularPos %d TexturePos %d\n", + uDiffuse, uSpecular, uTexture); + + glUniform4fv(uDiffuse, 1, diffuse); + glUniform4fv(uSpecular, 1, specular); + + glClearColor(0.3f, 0.3f, 0.3f, 0.0f); + glEnable(GL_DEPTH_TEST); + + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f); + + assert(glIsProgram(Program)); + assert(glIsShader(VertShader1)); + assert(glIsShader(VertShader2)); + assert(glIsShader(FragShader1)); + assert(glIsShader(FragShader2)); + + glColor3f(1, 0, 0); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowSize(300, 300); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + Win = glutCreateWindow(argv[0]); + glewInit(); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutDisplayFunc(Redisplay); + if (anim) + glutIdleFunc(Idle); + Init(); + glutMainLoop(); + return 0; +} + + |