/** * Draw two quads, one using only a vertex shader, the other only with a * fragment shader. They should appear the same. * 17 Dec 2008 * Brian Paul */ #include #include #include #include #include #include #include #include "shaderutil.h" static char *FragProgFile = NULL; static char *VertProgFile = NULL; static GLuint FragShader; static GLuint VertShader; static GLuint VertProgram; /* w/out vertex shader */ static GLuint FragProgram; /* w/out fragment shader */ static GLint Win = 0; static void DrawQuadColor(void) { glBegin(GL_QUADS); glColor3f(1, 0, 0); glVertex2f(-1, -1); glColor3f(0, 1, 0); glVertex2f( 1, -1); glColor3f(0, 0, 1); glVertex2f( 1, 1); glColor3f(1, 0, 1); glVertex2f(-1, 1); glEnd(); } /** as above, but specify color via texcoords */ static void DrawQuadTex(void) { glBegin(GL_QUADS); glTexCoord3f(1, 0, 0); glVertex2f(-1, -1); glTexCoord3f(0, 1, 0); glVertex2f( 1, -1); glTexCoord3f(0, 0, 1); glVertex2f( 1, 1); glTexCoord3f(1, 0, 1); glVertex2f(-1, 1); glEnd(); } static void Redisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* render with vertex shader only */ glUseProgram(VertProgram); glPushMatrix(); glTranslatef(-1.5, 0, 0); DrawQuadTex(); glPopMatrix(); /* render with fragment shader only */ glUseProgram(FragProgram); glPushMatrix(); glTranslatef(+1.5, 0, 0); DrawQuadColor(); glPopMatrix(); glutSwapBuffers(); } static void Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-4, 4, -2, 2, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void CleanUp(void) { glDeleteShader(FragShader); glDeleteShader(VertShader); glDeleteProgram(VertProgram); glDeleteProgram(FragProgram); 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 Init(void) { static const char *fragShaderText = "void main() {\n" " gl_FragColor = gl_Color;\n" "}\n"; static const char *vertShaderText = "void main() {\n" " gl_Position = ftransform();\n" " gl_FrontColor = gl_MultiTexCoord0;\n" /* see DrawQuadTex() */ "}\n"; if (!ShadersSupported()) exit(1); if (FragProgFile) FragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile); else FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); if (VertProgFile) VertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile); else VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); VertProgram = LinkShaders(VertShader, 0); FragProgram = LinkShaders(0, FragShader); glClearColor(0.3f, 0.3f, 0.3f, 0.0f); glEnable(GL_DEPTH_TEST); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); assert(glIsProgram(VertProgram)); assert(glIsProgram(FragProgram)); assert(glIsShader(FragShader)); assert(glIsShader(VertShader)); glColor3f(1, 0, 0); } 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, 200); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); Win = glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutDisplayFunc(Redisplay); ParseOptions(argc, argv); Init(); glutMainLoop(); return 0; }