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#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glut.h>
static const char *filename = NULL;
static GLuint nr_steps = 4;
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
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" );
}
static void load_and_compile_shader(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, "vp-tris: problem compiling shader:\n%s\n", log);
exit(1);
}
}
static void read_shader(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, "vp-tris: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("vp-tris: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
load_and_compile_shader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void check_link(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 setup_uniforms()
{
{
GLuint loc1f = glGetUniformLocationARB(program, "Offset1f");
GLuint loc2f = glGetUniformLocationARB(program, "Offset2f");
GLuint loc4f = glGetUniformLocationARB(program, "Offset4f");
GLfloat vecKer[] =
{ 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 1.0
};
if (loc1f >= 0)
glUniform1fv(loc1f, 16, vecKer);
if (loc2f >= 0)
glUniform2fv(loc2f, 8, vecKer);
if (loc4f >= 0)
glUniform4fv(loc4f, 4, vecKer);
}
GLuint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
GLuint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
GLuint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
GLfloat vecKer[] =
{ 1.0, 0.0, 0.0, 0.25,
0.0, 1.0, 0.0, 0.25,
0.0, 0.0, 1.0, 0.25,
0.0, 0.0, 0.0, 0.25,
0.5, 0.0, 0.0, 0.35,
0.0, 0.5, 0.0, 0.35,
0.0, 0.0, 0.5, 0.35,
0.0, 0.0, 0.0, 0.35
};
if (loc1f >= 0)
glUniform1fv(loc1f, 16, vecKer);
if (loc2f >= 0)
glUniform2fv(loc2f, 8, vecKer);
if (loc4f >= 0)
glUniform4fv(loc4f, 4, vecKer);
}
static void prepare_shaders()
{
static const char *fragShaderText =
"void main() {\n"
" gl_FragColor = gl_Color;\n"
"}\n";
static const char *vertShaderText =
"void main() {\n"
" gl_FrontColor = gl_Color;\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
load_and_compile_shader(fragShader, fragShaderText);
vertShader = glCreateShader(GL_VERTEX_SHADER);
if (filename)
read_shader(vertShader, filename);
else
load_and_compile_shader(vertShader, vertShaderText);
program = glCreateProgram();
glAttachShader(program, fragShader);
glAttachShader(program, vertShader);
glLinkProgram(program);
check_link(program);
glUseProgram(program);
setup_uniforms();
}
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 (i == argc - 1) {
filename = argv[i];
}
else {
usage(argv[0]);
exit(1);
}
}
if (!filename) {
usage(argv[0]);
exit(1);
}
}
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);
}
}
/** 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 );
glUseProgram(program);
glBegin(GL_TRIANGLES);
{
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();
}
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 CleanUp(void)
{
glDeleteShader(fragShader);
glDeleteShader(vertShader);
glDeleteProgram(program);
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
CleanUp();
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[0]);
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
args( argc, argv );
prepare_shaders();
glutMainLoop();
return 0;
}
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