/** * Test linking of multiple compilation units. * Brian Paul * 28 March 2009 */ #include #include #include #include #include #include #include #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; }