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/*
* Use GL_ARB_fragment_program and GL_ARB_vertex_program to implement
* simple per-pixel lighting.
*
* Brian Paul
* 17 April 2003
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
static GLfloat Diffuse[4] = { 0.5, 0.5, 1.0, 1.0 };
static GLfloat Specular[4] = { 0.8, 0.8, 0.8, 1.0 };
static GLfloat LightPos[4] = { 0.0, 10.0, 20.0, 1.0 };
static GLfloat Delta = 1.0;
static GLuint FragProg;
static GLuint VertProg;
static GLboolean Anim = GL_TRUE;
static GLboolean Wire = GL_FALSE;
static GLboolean PixelLight = GL_TRUE;
static GLint Win;
static GLint T0 = 0;
static GLint Frames = 0;
static GLfloat Xrot = 0, Yrot = 0;
static PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB_func;
static PFNGLPROGRAMLOCALPARAMETER4DARBPROC glProgramLocalParameter4dARB_func;
static PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glGetProgramLocalParameterdvARB_func;
static PFNGLGENPROGRAMSARBPROC glGenProgramsARB_func;
static PFNGLPROGRAMSTRINGARBPROC glProgramStringARB_func;
static PFNGLBINDPROGRAMARBPROC glBindProgramARB_func;
static PFNGLISPROGRAMARBPROC glIsProgramARB_func;
static PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB_func;
/* These must match the indexes used in the fragment program */
#define LIGHTPOS 3
/* Set to one to test ARB_fog_linear program option */
#define DO_FRAGMENT_FOG 0
static void Redisplay( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if (PixelLight) {
glProgramLocalParameter4fvARB_func(GL_FRAGMENT_PROGRAM_ARB,
LIGHTPOS, LightPos);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glEnable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_LIGHTING);
}
else {
glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_LIGHTING);
}
glPushMatrix();
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glutSolidSphere(2.0, 10, 5);
glPopMatrix();
glutSwapBuffers();
Frames++;
if (Anim) {
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 5000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
T0 = t;
Frames = 0;
}
}
}
static void Idle(void)
{
LightPos[0] += Delta;
if (LightPos[0] > 25.0)
Delta = -1.0;
else if (LightPos[0] <- 25.0)
Delta = 1.0;
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( 0.0, 0.0, -15.0 );
}
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] -= 1.0;
break;
case 'X':
LightPos[0] += 1.0;
break;
case 'w':
Wire = !Wire;
if (Wire)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 'p':
PixelLight = !PixelLight;
if (PixelLight) {
printf("Per-pixel lighting\n");
}
else {
printf("Conventional lighting\n");
}
break;
case 27:
glDeleteProgramsARB_func(1, &VertProg);
glDeleteProgramsARB_func(1, &FragProg);
glutDestroyWindow(Win);
exit(0);
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
const GLfloat step = 3.0;
(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();
}
/* A helper for finding errors in program strings */
static int FindLine( const char *program, int position )
{
int i, line = 1;
for (i = 0; i < position; i++) {
if (program[i] == '\n')
line++;
}
return line;
}
static void Init( void )
{
GLint errorPos;
/* Yes, this could be expressed more efficiently */
static const char *fragProgramText =
"!!ARBfp1.0\n"
#if DO_FRAGMENT_FOG
"OPTION ARB_fog_linear; \n"
#endif
"PARAM Diffuse = state.material.diffuse; \n"
"PARAM Specular = state.material.specular; \n"
"PARAM LightPos = program.local[3]; \n"
"TEMP lightDir, normal, len; \n"
"TEMP dotProd, specAtten; \n"
"TEMP diffuseColor, specularColor; \n"
"# Compute normalized light direction \n"
"DP3 len.x, LightPos, LightPos; \n"
"RSQ len.y, len.x; \n"
"MUL lightDir, LightPos, len.y; \n"
"# Compute normalized normal \n"
"DP3 len.x, fragment.texcoord[0], fragment.texcoord[0]; \n"
"RSQ len.y, len.x; \n"
"MUL normal, fragment.texcoord[0], len.y; \n"
"# Compute dot product of light direction and normal vector\n"
"DP3_SAT dotProd, lightDir, normal; # limited to [0,1]\n"
"MUL diffuseColor, Diffuse, dotProd; # diffuse attenuation\n"
"POW specAtten.x, dotProd.x, {20.0}.x; # specular exponent\n"
"MUL specularColor, Specular, specAtten.x; # specular attenuation\n"
#if DO_FRAGMENT_FOG
"# need to clamp color to [0,1] before fogging \n"
"ADD_SAT result.color, diffuseColor, specularColor; # add colors\n"
#else
"# clamping will be done after program's finished \n"
"ADD result.color, diffuseColor, specularColor; # add colors\n"
#endif
"END \n"
;
static const char *vertProgramText =
"!!ARBvp1.0\n"
"ATTRIB pos = vertex.position; \n"
"ATTRIB norm = vertex.normal; \n"
"PARAM modelview[4] = { state.matrix.modelview }; \n"
"PARAM modelviewProj[4] = { state.matrix.mvp }; \n"
"PARAM invModelview[4] = { state.matrix.modelview.invtrans }; \n"
"# typical modelview/projection transform \n"
"DP4 result.position.x, pos, modelviewProj[0]; \n"
"DP4 result.position.y, pos, modelviewProj[1]; \n"
"DP4 result.position.z, pos, modelviewProj[2]; \n"
"DP4 result.position.w, pos, modelviewProj[3]; \n"
"# transform normal by inv transpose of modelview, put in tex0 \n"
"DP3 result.texcoord[0].x, norm, invModelview[0]; \n"
"DP3 result.texcoord[0].y, norm, invModelview[1]; \n"
"DP3 result.texcoord[0].z, norm, invModelview[2]; \n"
"DP3 result.texcoord[0].w, norm, invModelview[3]; \n"
#if DO_FRAGMENT_FOG
"# compute fog coordinate = vertex eye-space Z coord (negated)\n"
"DP4 result.fogcoord, -pos, modelview[2]; \n"
#endif
"END\n";
;
if (!glutExtensionSupported("GL_ARB_vertex_program")) {
printf("Sorry, this demo requires GL_ARB_vertex_program\n");
exit(1);
}
if (!glutExtensionSupported("GL_ARB_fragment_program")) {
printf("Sorry, this demo requires GL_ARB_fragment_program\n");
exit(1);
}
/*
* Get extension function pointers.
*/
glProgramLocalParameter4fvARB_func = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) glutGetProcAddress("glProgramLocalParameter4fvARB");
assert(glProgramLocalParameter4fvARB_func);
glProgramLocalParameter4dARB_func = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC) glutGetProcAddress("glProgramLocalParameter4dARB");
assert(glProgramLocalParameter4dARB_func);
glGetProgramLocalParameterdvARB_func = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) glutGetProcAddress("glGetProgramLocalParameterdvARB");
assert(glGetProgramLocalParameterdvARB_func);
glGenProgramsARB_func = (PFNGLGENPROGRAMSARBPROC) glutGetProcAddress("glGenProgramsARB");
assert(glGenProgramsARB_func);
glProgramStringARB_func = (PFNGLPROGRAMSTRINGARBPROC) glutGetProcAddress("glProgramStringARB");
assert(glProgramStringARB_func);
glBindProgramARB_func = (PFNGLBINDPROGRAMARBPROC) glutGetProcAddress("glBindProgramARB");
assert(glBindProgramARB_func);
glIsProgramARB_func = (PFNGLISPROGRAMARBPROC) glutGetProcAddress("glIsProgramARB");
assert(glIsProgramARB_func);
glDeleteProgramsARB_func = (PFNGLDELETEPROGRAMSARBPROC) glutGetProcAddress("glDeleteProgramsARB");
assert(glDeleteProgramsARB_func);
/*
* Fragment program
*/
glGenProgramsARB_func(1, &FragProg);
assert(FragProg > 0);
glBindProgramARB_func(GL_FRAGMENT_PROGRAM_ARB, FragProg);
glProgramStringARB_func(GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(fragProgramText),
(const GLubyte *) fragProgramText);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (glGetError() != GL_NO_ERROR || errorPos != -1) {
int l = FindLine(fragProgramText, errorPos);
printf("Fragment Program Error (pos=%d line=%d): %s\n", errorPos, l,
(char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
exit(0);
}
assert(glIsProgramARB_func(FragProg));
/*
* Do some sanity tests
*/
{
GLdouble v[4];
glProgramLocalParameter4dARB_func(GL_FRAGMENT_PROGRAM_ARB, 8,
10.0, 20.0, 30.0, 40.0);
glGetProgramLocalParameterdvARB_func(GL_FRAGMENT_PROGRAM_ARB, 8, v);
assert(v[0] == 10.0);
assert(v[1] == 20.0);
assert(v[2] == 30.0);
assert(v[3] == 40.0);
}
/*
* Vertex program
*/
glGenProgramsARB_func(1, &VertProg);
assert(VertProg > 0);
glBindProgramARB_func(GL_VERTEX_PROGRAM_ARB, VertProg);
glProgramStringARB_func(GL_VERTEX_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(vertProgramText),
(const GLubyte *) vertProgramText);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (glGetError() != GL_NO_ERROR || errorPos != -1) {
int l = FindLine(vertProgramText, errorPos);
printf("Vertex Program Error (pos=%d line=%d): %s\n", errorPos, l,
(char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
exit(0);
}
assert(glIsProgramARB_func(VertProg));
/*
* Misc init
*/
glClearColor(0.3, 0.3, 0.3, 0.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0);
#if DO_FRAGMENT_FOG
{
/* Green-ish fog color */
static const GLfloat fogColor[4] = {0.5, 1.0, 0.5, 0};
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_START, 5.0);
glFogf(GL_FOG_END, 25.0);
}
#endif
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("Press p to toggle between per-pixel and per-vertex lighting\n");
}
int main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 200, 200 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
Win = glutCreateWindow(argv[0]);
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Redisplay );
if (Anim)
glutIdleFunc(Idle);
Init();
glutMainLoop();
return 0;
}
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