/** * Test noise() functions. * 28 Jan 2007 */ #include #include #include #include #include #include #include #include "shaderutil.h" static const char *VertShaderText = "void main() {\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n"; static const char *FragShaderText = "uniform vec4 Scale, Bias;\n" "uniform float Slice;\n" "void main()\n" "{\n" " vec4 scale = vec4(5.0);\n" " vec4 p;\n" " p.xy = gl_TexCoord[0].xy;\n" " p.z = Slice;\n" " p.w = 0;\n" " vec4 n = noise4(p * scale);\n" " gl_FragColor = n * Scale + Bias;\n" "}\n"; static struct uniform_info Uniforms[] = { { "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 }, { "Bias", 1, GL_FLOAT_VEC4, { 0.5, 0.3, 0.0, 0}, -1 }, { "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 }, END_OF_UNIFORMS }; /* program/shader objects */ static GLuint fragShader; static GLuint vertShader; static GLuint program; static GLint win = 0; static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; static GLfloat Slice = 0.0; static GLboolean Anim = GL_FALSE; static void Idle(void) { Slice += 0.01; glutPostRedisplay(); } static void Redisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUniform1fv(Uniforms[2].location, 1, &Slice); glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); glRotatef(zRot, 0.0f, 0.0f, 1.0f); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex2f(-2, -2); glTexCoord2f(1, 0); glVertex2f( 2, -2); glTexCoord2f(1, 1); glVertex2f( 2, 2); glTexCoord2f(0, 1); glVertex2f(-2, 2); glEnd(); glPopMatrix(); glutSwapBuffers(); } 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(fragShader); glDeleteShader(vertShader); glDeleteProgram(program); glutDestroyWindow(win); } static void Key(unsigned char key, int x, int y) { const GLfloat step = 0.01; (void) x; (void) y; switch(key) { case 'a': Anim = !Anim; glutIdleFunc(Anim ? Idle : NULL); case 's': Slice -= step; break; case 'S': Slice += step; break; case 'z': zRot -= 1.0; break; case 'Z': zRot += 1.0; 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 Init(void) { if (!ShadersSupported()) exit(1); vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText); fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText); program = LinkShaders(vertShader, fragShader); glUseProgram(program); SetUniformValues(program, Uniforms); PrintUniforms(Uniforms); assert(glGetError() == 0); glClearColor(0.4f, 0.4f, 0.8f, 0.0f); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); assert(glIsProgram(program)); assert(glIsShader(fragShader)); assert(glIsShader(vertShader)); glColor3f(1, 0, 0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Redisplay); Init(); glutMainLoop(); return 0; }