#include #include #include #ifndef WIN32 #include #include #endif #include #include #include "readtex.c" #define TEXTURE_FILE "../images/bw.rgb" unsigned show_fps = 0; unsigned int frame_cnt = 0; void alarmhandler(int); static const char *filename = NULL; static void usage(char *name) { fprintf(stderr, "usage: %s [ options ] shader_filename\n", name); #ifndef WIN32 fprintf(stderr, "\n" ); fprintf(stderr, "options:\n"); fprintf(stderr, " -fps show frames per second\n"); #endif } #ifndef WIN32 void alarmhandler (int sig) { if (sig == SIGALRM) { printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt, frame_cnt / 5.0); frame_cnt = 0; } signal(SIGALRM, alarmhandler); alarm(5); } #endif static void args(int argc, char *argv[]) { GLint i; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-fps") == 0) { show_fps = 1; } else if (i == argc - 1) { filename = argv[i]; } else { usage(argv[0]); exit(1); } } if (!filename) { usage(argv[0]); exit(1); } } static void Init( void ) { GLuint Texture; GLint errno; GLuint prognum; char buf[4096]; GLuint sz; FILE *f; if ((f = fopen(filename, "r")) == NULL) { fprintf(stderr, "Couldn't open %s\n", filename); exit(1); } sz = fread(buf, 1, sizeof(buf), f); if (!feof(f)) { fprintf(stderr, "file too long\n"); exit(1); } fprintf(stderr, "%.*s\n", sz, buf); if (!GLEW_ARB_fragment_program) { printf("Error: GL_ARB_fragment_program not supported!\n"); exit(1); } printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); /* Setup the fragment program */ glGenProgramsARB(1, &prognum); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prognum); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, sz, (const GLubyte *)buf); errno = glGetError(); printf("glGetError = 0x%x\n", errno); if (errno != GL_NO_ERROR) { GLint errorpos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos); printf("errorpos: %d\n", errorpos); printf("glError(GL_PROGRAM_ERROR_STRING_ARB) = %s\n", (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB)); } glEnable(GL_FRAGMENT_PROGRAM_ARB); /* Load texture */ glGenTextures(1, &Texture); glBindTexture(GL_TEXTURE_2D, Texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) { printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE); exit(1); } glGenTextures(1, &Texture); glActiveTextureARB(GL_TEXTURE0_ARB + 1); glBindTexture(GL_TEXTURE_2D, Texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); { GLubyte data[32][32]; int width = 32; int height = 32; int i; int j; for (i = 0; i < 32; i++) for (j = 0; j < 32; j++) { /** ** +-----------+ ** | W | ** | +-----+ | ** | | | | ** | | B | | ** | | | | ** | +-----+ | ** | | ** +-----------+ **/ int i2 = i - height / 2; int j2 = j - width / 2; int h8 = height / 8; int w8 = width / 8; if ( -h8 <= i2 && i2 <= h8 && -w8 <= j2 && j2 <= w8 ) { data[i][j] = 0x00; } else if ( -2 * h8 <= i2 && i2 <= 2 * h8 && -2 * w8 <= j2 && j2 <= 2 * w8 ) { data[i][j] = 0x55; } else if ( -3 * h8 <= i2 && i2 <= 3 * h8 && -3 * w8 <= j2 && j2 <= 3 * w8 ) { data[i][j] = 0xaa; } else { data[i][j] = 0xff; } } glTexImage2D( GL_TEXTURE_2D, 0, GL_ALPHA8, 32, 32, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data ); } { const float Ambient[4] = { 0.0, 1.0, 0.0, 0.0 }; const float Diffuse[4] = { 1.0, 0.0, 0.0, 0.0 }; const float Specular[4] = { 0.0, 0.0, 1.0, 0.0 }; const float Emission[4] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Emission); } glClearColor(.1, .3, .5, 0); } static void Reshape(int width, int height) { glViewport(0, 0, (GLint)width, (GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0); glMatrixMode(GL_MODELVIEW); } static void Key(unsigned char key, int x, int y) { switch (key) { case 27: exit(1); default: return; } glutPostRedisplay(); } static void Display(void) { glClear(GL_COLOR_BUFFER_BIT); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 0.0, 0.0); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0.0, 0.0, 1.0, 1.0); glBegin(GL_TRIANGLES); glColor3f(0,0,1); glTexCoord3f(1,1,0); glVertex3f( 0.9, -0.9, -30.0); glColor3f(1,0,0); glTexCoord3f(1,-1,0); glVertex3f( 0.9, 0.9, -30.0); glColor3f(0,1,0); glTexCoord3f(-1,0,0); glVertex3f(-0.9, 0.0, -30.0); glEnd(); glFlush(); if (show_fps) { ++frame_cnt; glutPostRedisplay(); } } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitWindowPosition(0, 0); glutInitWindowSize(250, 250); glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH); args(argc, argv); glutCreateWindow(filename); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutDisplayFunc(Display); Init(); #ifndef WIN32 if (show_fps) { signal(SIGALRM, alarmhandler); alarm(5); } #endif glutMainLoop(); return 0; }