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/* Test glGenProgramsNV(), glIsProgramNV(), glLoadProgramNV() */
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#ifndef WIN32
#include <unistd.h>
#include <signal.h>
#endif
#include <GL/glew.h>
#include <GL/glut.h>
static const char *filename = NULL;
static GLuint nr_steps = 4;
static GLuint prim = GL_TRIANGLES;
static GLfloat psz = 1.0;
static GLboolean pointsmooth = 0;
static GLboolean program_point_size = 0;
static void usage( char *name )
{
fprintf( stderr, "usage: %s [ options ] shader_filename\n", name );
fprintf( stderr, "\n" );
fprintf( stderr, "options:\n" );
fprintf( stderr, " -f flat shaded\n" );
fprintf( stderr, " -nNr subdivision steps\n" );
fprintf( stderr, " -fps show frames per second\n" );
}
unsigned show_fps = 0;
unsigned int frame_cnt = 0;
#ifndef WIN32
void alarmhandler(int);
void alarmhandler (int sig)
{
if (sig == SIGALRM) {
printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt,
frame_cnt / 5.0);
frame_cnt = 0;
}
signal(SIGALRM, alarmhandler);
alarm(5);
}
#endif
static void args(int argc, char *argv[])
{
GLint i;
for (i = 1; i < argc; i++) {
if (strncmp(argv[i], "-n", 2) == 0) {
nr_steps = atoi((argv[i]) + 2);
}
else if (strcmp(argv[i], "-f") == 0) {
glShadeModel(GL_FLAT);
}
else if (strcmp(argv[i], "-fps") == 0) {
show_fps = 1;
}
else if (i == argc - 1) {
filename = argv[i];
}
else {
usage(argv[0]);
exit(1);
}
}
if (!filename) {
usage(argv[0]);
exit(1);
}
}
static void Init( void )
{
GLint errno;
GLuint prognum;
char buf[4096];
GLuint sz;
FILE *f;
if ((f = fopen(filename, "r")) == NULL) {
fprintf(stderr, "couldn't open %s\n", filename);
exit(1);
}
sz = (GLuint) fread(buf, 1, sizeof(buf) - 1, f);
buf[sizeof(buf) - 1] = '\0';
if (!feof(f)) {
fprintf(stderr, "file too long\n");
fclose(f);
exit(1);
}
fclose(f);
fprintf(stderr, "%.*s\n", sz, buf);
if (strncmp( buf, "!!VP", 4 ) == 0) {
glEnable( GL_VERTEX_PROGRAM_NV );
glGenProgramsNV( 1, &prognum );
glBindProgramNV( GL_VERTEX_PROGRAM_NV, prognum );
glLoadProgramNV( GL_VERTEX_PROGRAM_NV, prognum, sz, (const GLubyte *) buf );
assert( glIsProgramNV( prognum ) );
}
else {
glEnable(GL_VERTEX_PROGRAM_ARB);
glGenProgramsARB(1, &prognum);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
sz, (const GLubyte *) buf);
if (glGetError()) {
printf("Program failed to compile:\n%s\n", buf);
printf("Error: %s\n",
(char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
exit(1);
}
assert(glIsProgramARB(prognum));
}
errno = glGetError();
printf("glGetError = %d\n", errno);
if (errno != GL_NO_ERROR)
{
GLint errorpos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
printf("errorpos: %d\n", errorpos);
printf("%s\n", (char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB));
}
{
const float Ambient[4] = { 0.0, 1.0, 0.0, 0.0 };
const float Diffuse[4] = { 1.0, 0.0, 0.0, 0.0 };
const float Specular[4] = { 0.0, 0.0, 1.0, 0.0 };
const float Emission[4] = { 0.0, 0.0, 0.0, 1.0 };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Emission);
}
}
union vert {
struct {
GLfloat color[3];
GLfloat pos[3];
} v;
GLfloat f[6];
};
static void make_midpoint( union vert *out,
const union vert *v0,
const union vert *v1)
{
int i;
for (i = 0; i < 6; i++)
out->f[i] = v0->f[i] + .5 * (v1->f[i] - v0->f[i]);
}
static void subdiv( union vert *v0,
union vert *v1,
union vert *v2,
GLuint depth )
{
if (depth == 0) {
glColor3fv(v0->v.color);
glVertex3fv(v0->v.pos);
glColor3fv(v1->v.color);
glVertex3fv(v1->v.pos);
glColor3fv(v2->v.color);
glVertex3fv(v2->v.pos);
}
else {
union vert m[3];
make_midpoint(&m[0], v0, v1);
make_midpoint(&m[1], v1, v2);
make_midpoint(&m[2], v2, v0);
subdiv(&m[0], &m[2], v0, depth-1);
subdiv(&m[1], &m[0], v1, depth-1);
subdiv(&m[2], &m[1], v2, depth-1);
subdiv(&m[0], &m[1], &m[2], depth-1);
}
}
static void enable( GLenum value, GLboolean flag )
{
if (flag)
glEnable(value);
else
glDisable(value);
}
/** Assignment */
#define ASSIGN_3V( V, V0, V1, V2 ) \
do { \
V[0] = V0; \
V[1] = V1; \
V[2] = V2; \
} while(0)
static void Display( void )
{
glClearColor(0.3, 0.3, 0.3, 1);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPointSize(psz);
enable( GL_POINT_SMOOTH, pointsmooth );
enable( GL_VERTEX_PROGRAM_POINT_SIZE_ARB, program_point_size );
glBegin(prim);
{
union vert v[3];
ASSIGN_3V(v[0].v.color, 0,0,1);
ASSIGN_3V(v[0].v.pos, 0.9, -0.9, 0.0);
ASSIGN_3V(v[1].v.color, 1,0,0);
ASSIGN_3V(v[1].v.pos, 0.9, 0.9, 0.0);
ASSIGN_3V(v[2].v.color, 0,1,0);
ASSIGN_3V(v[2].v.pos, -0.9, 0, 0.0);
subdiv(&v[0], &v[1], &v[2], nr_steps);
}
glEnd();
glFlush();
if (show_fps) {
++frame_cnt;
glutPostRedisplay();
}
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
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 'p':
prim = GL_POINTS;
break;
case 't':
prim = GL_TRIANGLES;
break;
case 's':
psz += .5;
break;
case 'S':
if (psz > .5)
psz -= .5;
break;
case 'm':
pointsmooth = !pointsmooth;
break;
case 'z':
program_point_size = !program_point_size;
break;
case '+':
nr_steps++;
break;
case '-':
if (nr_steps)
nr_steps--;
break;
case ' ':
psz = 1.0;
prim = GL_TRIANGLES;
nr_steps = 4;
break;
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
int main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH );
glutCreateWindow(argv[argc-1]);
glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
args( argc, argv );
Init();
#ifndef WIN32
if (show_fps) {
signal(SIGALRM, alarmhandler);
alarm(5);
}
#endif
glutMainLoop();
return 0;
}
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