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-rw-r--r--progs/glsl/twoside.c294
1 files changed, 294 insertions, 0 deletions
diff --git a/progs/glsl/twoside.c b/progs/glsl/twoside.c
new file mode 100644
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+++ b/progs/glsl/twoside.c
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+/**
+ * Test two-sided lighting with shaders.
+ * Both GL_VERTEX_PROGRAM_TWO_SIDE and gl_FrontFacing can be tested
+ * (see keys below).
+ *
+ * Brian Paul
+ * 18 Dec 2007
+ */
+
+#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"
+#include "shaderutil.h"
+
+
+static GLint WinWidth = 300, WinHeight = 300;
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+static GLint win = 0;
+static GLboolean anim = 0*GL_TRUE;
+static GLboolean DetermineInFragProg = GL_TRUE;
+static GLfloat Xrot = 30.0f;
+static GLint u_fragface;
+static GLenum FrontWinding = GL_CCW;
+static int prevTime = 0;
+
+
+static const GLfloat Red[4] = {1, 0, 0, 0};
+static const GLfloat Green[4] = {0, 1, 0, 0};
+
+
+static void
+Redisplay(void)
+{
+ int i;
+ float radius = 2;
+
+ glFrontFace(FrontWinding);
+
+ if (DetermineInFragProg) {
+ glUniform1i_func(u_fragface, 1);
+ glDisable(GL_VERTEX_PROGRAM_TWO_SIDE);
+ }
+ else {
+ glUniform1i_func(u_fragface, 0);
+ glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+
+ /* Draw a tristrip ring */
+ glBegin(GL_TRIANGLE_STRIP);
+ glColor4fv(Red);
+ glSecondaryColor3fv_func(Green);
+ for (i = 0; i < 20; i++) {
+ float a = i / 19.0 * M_PI * 2.0;
+ float x = radius * cos(a);
+ float y = radius * sin(a);
+ glVertex3f(x, -1, y);
+ glVertex3f(x, +1, y);
+ }
+ glEnd();
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Idle(void)
+{
+ int curTime = glutGet(GLUT_ELAPSED_TIME);
+ int dt = curTime - prevTime;
+
+ if (prevTime == 0) {
+ prevTime = curTime;
+ return;
+ }
+ prevTime = curTime;
+
+ Xrot += dt * 0.1;
+ glutPostRedisplay();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ float ar = (float) width / height;
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-ar, ar, -1, 1, 3, 25);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0, 0, -10);
+}
+
+
+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) {
+ prevTime = glutGet(GLUT_ELAPSED_TIME);
+ glutIdleFunc(Idle);
+ }
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'f':
+ printf("Using frag shader gl_FrontFacing\n");
+ DetermineInFragProg = GL_TRUE;
+ break;
+ case 'v':
+ printf("Using vert shader Two-sided lighting\n");
+ DetermineInFragProg = GL_FALSE;
+ break;
+ case 'r':
+ /* reset */
+ Xrot = 30;
+ anim = 0;
+ glutIdleFunc(NULL);
+ break;
+ case 's':
+ Xrot += 5;
+ break;
+ case 'S':
+ Xrot -= 5;
+ break;
+ case 'w':
+ if (FrontWinding == GL_CCW) {
+ FrontWinding = GL_CW;
+ printf("FrontFace = GL_CW\n");
+ }
+ else {
+ FrontWinding = GL_CCW;
+ printf("FrontFace = GL_CCW\n");
+ }
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ static const char *fragShaderText =
+ "uniform bool fragface; \n"
+ "void main() { \n"
+#if 0
+ " if (!fragface || gl_FrontFacing) { \n"
+ " gl_FragColor = gl_Color; \n"
+ " } \n"
+ " else { \n"
+ " gl_FragColor = 0.8 * gl_SecondaryColor; \n"
+ " } \n"
+#else
+ " bool f = gl_FrontFacing; \n"
+ " if (f) { \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+ " } \n"
+ " else { \n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+ " } \n"
+ " //float g = float(gl_FrontFacing) * 0.5 + 0.5; \n"
+ " //gl_FragColor = vec4(g); \n"
+#endif
+ "} \n";
+ static const char *vertShaderText =
+ "uniform bool fragface; \n"
+ "void main() { \n"
+ " gl_FrontColor = gl_Color; \n"
+ " if (fragface) { \n"
+ " // front/back chosen in frag prog \n"
+ " gl_FrontSecondaryColor = gl_SecondaryColor; \n"
+ " } \n"
+ " else { \n"
+ " // front/back chosen in prim setup \n"
+ " gl_BackColor = gl_SecondaryColor; \n"
+ " } \n"
+ " gl_Position = ftransform(); \n"
+ "} \n";
+
+ if (!ShadersSupported())
+ exit(1);
+
+ GetExtensionFuncs();
+
+ vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+ fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+ program = LinkShaders(vertShader, fragShader);
+
+ glUseProgram_func(program);
+
+ u_fragface = glGetUniformLocation_func(program, "fragface");
+ printf("Uniforms: %d\n", u_fragface);
+
+ /*assert(glGetError() == 0);*/
+
+ glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+
+ printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+ assert(glIsProgram_func(program));
+ assert(glIsShader_func(fragShader));
+ assert(glIsShader_func(vertShader));
+
+ glEnable(GL_DEPTH_TEST);
+}
+
+
+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];
+ }
+ }
+}
+
+
+static void
+Usage(void)
+{
+ printf("Keys:\n");
+ printf(" f - do front/back determination in fragment shader\n");
+ printf(" v - do front/back determination in vertex shader\n");
+ printf(" r - reset, show front\n");
+ printf(" a - toggle animation\n");
+ printf(" s - step rotation\n");
+ printf(" w - toggle CW, CCW front-face winding\n");
+ printf("NOTE: red = front face, green = back face.\n");
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(WinWidth, WinHeight);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Redisplay);
+ if (anim)
+ glutIdleFunc(Idle);
+ ParseOptions(argc, argv);
+ Init();
+ Usage();
+ glutMainLoop();
+ return 0;
+}