/** * Test shadow2DRectProj() and shadow2D() functions. * Brian Paul * 11 April 2007 */ #define GL_GLEXT_PROTOTYPES #include #include #include #include #include #include #include /** Use GL_RECTANGLE texture (with projective texcoords)? */ #define USE_RECT 01 #define TEXSIZE 16 static char *FragProgFile = NULL; static char *VertProgFile = NULL; static GLuint fragShader; static GLuint vertShader; static GLuint program; static GLint uTexture2D; static GLint uTextureRect; static GLint win = 0; static GLenum Filter = GL_LINEAR; static void CheckError(int line) { GLenum err = glGetError(); if (err) { printf("GL Error %s (0x%x) at line %d\n", gluErrorString(err), (int) err, line); } } static void PrintString(const char *s) { while (*s) { glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); s++; } } static void Redisplay(void) { CheckError(__LINE__); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); CheckError(__LINE__); glUseProgram(program); CheckError(__LINE__); glBegin(GL_POLYGON); #if USE_RECT /* scale coords by two to test projection */ glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1); glTexCoord4f(2*TEXSIZE, 0, 2*1, 2.0); glVertex2f( 1, -1); glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0); glVertex2f( 1, 1); glTexCoord4f( 0, 2*TEXSIZE, 0, 2.0); glVertex2f(-1, 1); #else glTexCoord3f(0, 0, 0); glVertex2f(-1, -1); glTexCoord3f(1, 0, 1); glVertex2f( 1, -1); glTexCoord3f(1, 1, 1); glVertex2f( 1, 1); glTexCoord3f(0, 1, 0); glVertex2f(-1, 1); #endif glEnd(); glPopMatrix(); glUseProgram(0); glWindowPos2iARB(80, 20); PrintString("white black white black"); 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, -8.0f); } static void CleanUp(void) { glDeleteShader(fragShader); glDeleteShader(vertShader); glDeleteProgram(program); glutDestroyWindow(win); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch(key) { case 27: CleanUp(); exit(0); break; } glutPostRedisplay(); } static void MakeTexture(void) { GLfloat image[TEXSIZE][TEXSIZE]; GLuint i, j; for (i = 0; i < TEXSIZE; i++) { for (j = 0; j < TEXSIZE; j++) { if (j < (TEXSIZE / 2)) { image[i][j] = 0.25; } else { image[i][j] = 0.75; } } } glActiveTexture(GL_TEXTURE0); /* unit 0 */ glBindTexture(GL_TEXTURE_2D, 42); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); CheckError(__LINE__); glActiveTexture(GL_TEXTURE1); /* unit 1 */ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, TEXSIZE, 10, 0,/*16x10*/ GL_DEPTH_COMPONENT, GL_FLOAT, image); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); CheckError(__LINE__); } static void LoadAndCompileShader(GLuint shader, const char *text) { GLint stat; glShaderSource(shader, 1, (const GLchar **) &text, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetShaderInfoLog(shader, 1000, &len, log); fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log); exit(1); } } /** * Read a shader from a file. */ static void ReadShader(GLuint shader, const char *filename) { const int max = 100*1000; int n; char *buffer = (char*) malloc(max); FILE *f = fopen(filename, "r"); if (!f) { fprintf(stderr, "fslight: Unable to open shader file %s\n", filename); exit(1); } n = fread(buffer, 1, max, f); printf("fslight: read %d bytes from shader file %s\n", n, filename); if (n > 0) { buffer[n] = 0; LoadAndCompileShader(shader, buffer); } fclose(f); free(buffer); } 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) { static const char *fragShaderText = "uniform sampler2DShadow shadowTex2D; \n" "uniform sampler2DRectShadow shadowTexRect; \n" "void main() {\n" #if USE_RECT " gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n" #else " gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n" #endif "}\n"; static const char *vertShaderText = "void main() {\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " gl_TexCoord[0] = gl_MultiTexCoord0; \n" "}\n"; const char *version; #if USE_RECT if (!glutExtensionSupported("GL_ARB_texture_rectangle")) { printf("This program requires GL_ARB_texture_rectangle\n"); exit(1); } #endif version = (const char *) glGetString(GL_VERSION); if (version[0] != '2' || version[1] != '.') { printf("This program requires OpenGL 2.x, found %s\n", version); exit(1); } printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); fragShader = glCreateShader(GL_FRAGMENT_SHADER); if (FragProgFile) ReadShader(fragShader, FragProgFile); else LoadAndCompileShader(fragShader, fragShaderText); vertShader = glCreateShader(GL_VERTEX_SHADER); if (VertProgFile) ReadShader(vertShader, VertProgFile); else LoadAndCompileShader(vertShader, vertShaderText); program = glCreateProgram(); glAttachShader(program, fragShader); glAttachShader(program, vertShader); glLinkProgram(program); CheckLink(program); glUseProgram(program); uTexture2D = glGetUniformLocation(program, "shadowTex2D"); uTextureRect = glGetUniformLocation(program, "shadowTexRect"); printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect); if (uTexture2D >= 0) { glUniform1i(uTexture2D, 0); /* use texture unit 0 */ } if (uTextureRect >= 0) { glUniform1i(uTextureRect, 1); /* use texture unit 0 */ } CheckError(__LINE__); glClearColor(0.3f, 0.3f, 0.3f, 0.0f); glColor3f(1, 1, 1); MakeTexture(); CheckError(__LINE__); } 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]; } } } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(400, 300); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); win = glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutDisplayFunc(Redisplay); ParseOptions(argc, argv); Init(); glutMainLoop(); return 0; }