shapes demo can now test shader based drawing as well, added glmatrix
helpers mostly written by John T. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1328 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
parent
9f5bdabbbd
commit
ef625ea1a3
2
.gitattributes
vendored
2
.gitattributes
vendored
@ -44,6 +44,8 @@ freeglut/freeglut/progs/demos/Lorenz/lorenz.c svn_keywords=Author+Date+Id+Revisi
|
|||||||
freeglut/freeglut/progs/demos/One/one.c svn_keywords=Author+Date+Id+Revision
|
freeglut/freeglut/progs/demos/One/one.c svn_keywords=Author+Date+Id+Revision
|
||||||
freeglut/freeglut/progs/demos/Resizer/Resizer.cpp -text
|
freeglut/freeglut/progs/demos/Resizer/Resizer.cpp -text
|
||||||
freeglut/freeglut/progs/demos/multi-touch/multi-touch.c -text
|
freeglut/freeglut/progs/demos/multi-touch/multi-touch.c -text
|
||||||
|
freeglut/freeglut/progs/demos/shapes/glmatrix.c -text
|
||||||
|
freeglut/freeglut/progs/demos/shapes/glmatrix.h -text
|
||||||
freeglut/freeglut/progs/demos/shapes/shapes.c svn_keywords=Author+Date+Id+Revision
|
freeglut/freeglut/progs/demos/shapes/shapes.c svn_keywords=Author+Date+Id+Revision
|
||||||
freeglut/freeglut/progs/demos/smooth_opengl3/smooth_opengl3.c -text
|
freeglut/freeglut/progs/demos/smooth_opengl3/smooth_opengl3.c -text
|
||||||
freeglut/freeglut/progs/demos/spaceball/spaceball.c -text
|
freeglut/freeglut/progs/demos/spaceball/spaceball.c -text
|
||||||
|
254
freeglut/freeglut/progs/demos/shapes/glmatrix.c
Normal file
254
freeglut/freeglut/progs/demos/shapes/glmatrix.c
Normal file
@ -0,0 +1,254 @@
|
|||||||
|
#include <string.h>
|
||||||
|
#define _USE_MATH_DEFINES
|
||||||
|
#include <math.h>
|
||||||
|
#include "glmatrix.h"
|
||||||
|
|
||||||
|
#define MMODE_IDX(x) ((x) - GL_MODELVIEW)
|
||||||
|
#define MAT_STACK_SIZE 32
|
||||||
|
#define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
|
||||||
|
|
||||||
|
static int mm_idx = 0;
|
||||||
|
static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
|
||||||
|
static int stack_top[3];
|
||||||
|
|
||||||
|
void gl_matrix_mode(int mm)
|
||||||
|
{
|
||||||
|
mm_idx = MMODE_IDX(mm);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_push_matrix(void)
|
||||||
|
{
|
||||||
|
int top = stack_top[mm_idx];
|
||||||
|
|
||||||
|
memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
|
||||||
|
stack_top[mm_idx]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_pop_matrix(void)
|
||||||
|
{
|
||||||
|
stack_top[mm_idx]--;
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_load_identity(void)
|
||||||
|
{
|
||||||
|
static const float idmat[] = MAT_IDENT;
|
||||||
|
int top = stack_top[mm_idx];
|
||||||
|
float *mat = mat_stack[mm_idx][top];
|
||||||
|
|
||||||
|
memcpy(mat, idmat, sizeof idmat);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_load_matrixf(const float *m)
|
||||||
|
{
|
||||||
|
int top = stack_top[mm_idx];
|
||||||
|
float *mat = mat_stack[mm_idx][top];
|
||||||
|
|
||||||
|
memcpy(mat, m, 16 * sizeof *mat);
|
||||||
|
}
|
||||||
|
|
||||||
|
#define M4(i, j) ((i << 2) + j)
|
||||||
|
|
||||||
|
void gl_mult_matrixf(const float *m2)
|
||||||
|
{
|
||||||
|
int i, j;
|
||||||
|
int top = stack_top[mm_idx];
|
||||||
|
float *m1 = mat_stack[mm_idx][top];
|
||||||
|
float res[16];
|
||||||
|
|
||||||
|
for(i=0; i<4; i++) {
|
||||||
|
for(j=0; j<4; j++) {
|
||||||
|
res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +
|
||||||
|
m1[M4(i,1)] * m2[M4(1,j)] +
|
||||||
|
m1[M4(i,2)] * m2[M4(2,j)] +
|
||||||
|
m1[M4(i,3)] * m2[M4(3,j)];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
memcpy(m1, res, sizeof res);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_translatef(float x, float y, float z)
|
||||||
|
{
|
||||||
|
float mat[] = MAT_IDENT;
|
||||||
|
|
||||||
|
mat[12] = x;
|
||||||
|
mat[13] = y;
|
||||||
|
mat[14] = z;
|
||||||
|
|
||||||
|
gl_mult_matrixf(mat);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_rotatef(float angle, float x, float y, float z)
|
||||||
|
{
|
||||||
|
float mat[] = MAT_IDENT;
|
||||||
|
|
||||||
|
float angle_rad = (float)M_PI * angle / 180.f;
|
||||||
|
float sina = (float)sin(angle_rad);
|
||||||
|
float cosa = (float)cos(angle_rad);
|
||||||
|
float one_minus_cosa = 1.f - cosa;
|
||||||
|
float nxsq = x * x;
|
||||||
|
float nysq = y * y;
|
||||||
|
float nzsq = z * z;
|
||||||
|
|
||||||
|
mat[0] = nxsq + (1.f - nxsq) * cosa;
|
||||||
|
mat[4] = x * y * one_minus_cosa - z * sina;
|
||||||
|
mat[8] = x * z * one_minus_cosa + y * sina;
|
||||||
|
mat[1] = x * y * one_minus_cosa + z * sina;
|
||||||
|
mat[5] = nysq + (1.f - nysq) * cosa;
|
||||||
|
mat[9] = y * z * one_minus_cosa - x * sina;
|
||||||
|
mat[2] = x * z * one_minus_cosa - y * sina;
|
||||||
|
mat[6] = y * z * one_minus_cosa + x * sina;
|
||||||
|
mat[10] = nzsq + (1.f - nzsq) * cosa;
|
||||||
|
|
||||||
|
gl_mult_matrixf(mat);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_scalef(float x, float y, float z)
|
||||||
|
{
|
||||||
|
float mat[] = MAT_IDENT;
|
||||||
|
|
||||||
|
mat[0] = x;
|
||||||
|
mat[5] = y;
|
||||||
|
mat[10] = z;
|
||||||
|
|
||||||
|
gl_mult_matrixf(mat);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_ortho(float left, float right, float bottom, float top, float near, float far)
|
||||||
|
{
|
||||||
|
float mat[] = MAT_IDENT;
|
||||||
|
|
||||||
|
float dx = right - left;
|
||||||
|
float dy = top - bottom;
|
||||||
|
float dz = far - near;
|
||||||
|
|
||||||
|
float tx = -(right + left) / dx;
|
||||||
|
float ty = -(top + bottom) / dy;
|
||||||
|
float tz = -(far + near) / dz;
|
||||||
|
|
||||||
|
float sx = 2.f / dx;
|
||||||
|
float sy = 2.f / dy;
|
||||||
|
float sz = -2.f / dz;
|
||||||
|
|
||||||
|
mat[0] = sx;
|
||||||
|
mat[5] = sy;
|
||||||
|
mat[10] = sz;
|
||||||
|
mat[12] = tx;
|
||||||
|
mat[13] = ty;
|
||||||
|
mat[14] = tz;
|
||||||
|
|
||||||
|
gl_mult_matrixf(mat);
|
||||||
|
}
|
||||||
|
|
||||||
|
void gl_frustum(float left, float right, float bottom, float top, float near, float far)
|
||||||
|
{
|
||||||
|
float mat[] = MAT_IDENT;
|
||||||
|
|
||||||
|
float dx = right - left;
|
||||||
|
float dy = top - bottom;
|
||||||
|
float dz = far - near;
|
||||||
|
|
||||||
|
float a = (right + left) / dx;
|
||||||
|
float b = (top + bottom) / dy;
|
||||||
|
float c = -(far + near) / dz;
|
||||||
|
float d = -2.f * far * near / dz;
|
||||||
|
|
||||||
|
mat[0] = 2.f * near / dx;
|
||||||
|
mat[5] = 2.f * near / dy;
|
||||||
|
mat[8] = a;
|
||||||
|
mat[9] = b;
|
||||||
|
mat[10] = c;
|
||||||
|
mat[11] = -1.f;
|
||||||
|
mat[14] = d;
|
||||||
|
|
||||||
|
gl_mult_matrixf(mat);
|
||||||
|
}
|
||||||
|
|
||||||
|
void glu_perspective(float vfov, float aspect, float near, float far)
|
||||||
|
{
|
||||||
|
float vfov_rad = (float)M_PI * vfov / 180.f;
|
||||||
|
float x = near * (float)tan(vfov_rad / 2.f);
|
||||||
|
gl_frustum(-aspect * x, aspect * x, -x, x, near, far);
|
||||||
|
}
|
||||||
|
|
||||||
|
float* get_matrix(int mm)
|
||||||
|
{
|
||||||
|
int idx = MMODE_IDX(mm);
|
||||||
|
int top = stack_top[idx];
|
||||||
|
return mat_stack[idx][top];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#define M3(i, j) ((i * 3) + j)
|
||||||
|
static float inv_transpose_result[9];
|
||||||
|
|
||||||
|
float* get_inv_transpose_3x3(int mm)
|
||||||
|
{
|
||||||
|
int idx = MMODE_IDX(mm);
|
||||||
|
int top = stack_top[idx];
|
||||||
|
float *m1 = mat_stack[idx][top];
|
||||||
|
|
||||||
|
|
||||||
|
float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])
|
||||||
|
-m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])
|
||||||
|
+m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);
|
||||||
|
|
||||||
|
float invdet = 1/determinant;
|
||||||
|
|
||||||
|
inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;
|
||||||
|
inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;
|
||||||
|
inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;
|
||||||
|
inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;
|
||||||
|
inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;
|
||||||
|
inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;
|
||||||
|
inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;
|
||||||
|
inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;
|
||||||
|
inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;
|
||||||
|
|
||||||
|
return inv_transpose_result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
void gl_apply_xform(unsigned int prog)
|
||||||
|
{
|
||||||
|
int loc, mvidx, pidx, tidx, mvtop, ptop, ttop;
|
||||||
|
|
||||||
|
mvidx = MMODE_IDX(GL_MODELVIEW);
|
||||||
|
pidx = MMODE_IDX(GL_PROJECTION);
|
||||||
|
tidx = MMODE_IDX(GL_TEXTURE);
|
||||||
|
|
||||||
|
mvtop = stack_top[mvidx];
|
||||||
|
ptop = stack_top[pidx];
|
||||||
|
ttop = stack_top[tidx];
|
||||||
|
|
||||||
|
assert(prog);
|
||||||
|
|
||||||
|
if((loc = glGetUniformLocation(prog, "matrix_modelview")) != -1) {
|
||||||
|
glUniformMatrix4fv(loc, 1, 0, mat_stack[mvidx][mvtop]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if((loc = glGetUniformLocation(prog, "matrix_projection")) != -1) {
|
||||||
|
glUniformMatrix4fv(loc, 1, 0, mat_stack[pidx][ptop]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if((loc = glGetUniformLocation(prog, "matrix_texture")) != -1) {
|
||||||
|
glUniformMatrix4fv(loc, 1, 0, mat_stack[tidx][ttop]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if((loc = glGetUniformLocation(prog, "matrix_normal")) != -1) {
|
||||||
|
float nmat[9];
|
||||||
|
|
||||||
|
nmat[0] = mat_stack[mvidx][mvtop][0];
|
||||||
|
nmat[1] = mat_stack[mvidx][mvtop][1];
|
||||||
|
nmat[2] = mat_stack[mvidx][mvtop][2];
|
||||||
|
nmat[3] = mat_stack[mvidx][mvtop][4];
|
||||||
|
nmat[4] = mat_stack[mvidx][mvtop][5];
|
||||||
|
nmat[5] = mat_stack[mvidx][mvtop][6];
|
||||||
|
nmat[6] = mat_stack[mvidx][mvtop][8];
|
||||||
|
nmat[7] = mat_stack[mvidx][mvtop][9];
|
||||||
|
nmat[8] = mat_stack[mvidx][mvtop][10];
|
||||||
|
glUniformMatrix3fv(loc, 1, 0, nmat);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
31
freeglut/freeglut/progs/demos/shapes/glmatrix.h
Normal file
31
freeglut/freeglut/progs/demos/shapes/glmatrix.h
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
#ifndef GLMATRIX_H_
|
||||||
|
#define GLMATRIX_H_
|
||||||
|
|
||||||
|
#ifndef GL_MODELVIEW
|
||||||
|
#define GL_MODELVIEW 0x1700
|
||||||
|
#endif
|
||||||
|
#ifndef GL_PROJECTION
|
||||||
|
#define GL_PROJECTION 0x1701
|
||||||
|
#endif
|
||||||
|
#ifndef GL_TEXTURE
|
||||||
|
#define GL_TEXTURE 0x1702
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void gl_matrix_mode(int mmode);
|
||||||
|
void gl_push_matrix(void);
|
||||||
|
void gl_pop_matrix(void);
|
||||||
|
void gl_load_identity(void);
|
||||||
|
void gl_load_matrixf(const float *mat);
|
||||||
|
void gl_mult_matrixf(const float *mat);
|
||||||
|
void gl_translatef(float x, float y, float z);
|
||||||
|
void gl_rotatef(float angle, float x, float y, float z);
|
||||||
|
void gl_scalef(float x, float y, float z);
|
||||||
|
void gl_ortho(float left, float right, float bottom, float top, float near, float far);
|
||||||
|
void gl_frustum(float left, float right, float bottom, float top, float near, float far);
|
||||||
|
void glu_perspective(float vfov, float aspect, float near, float far);
|
||||||
|
|
||||||
|
/* getters */
|
||||||
|
float* get_matrix(int mm);
|
||||||
|
float* get_inv_transpose_3x3(int mm);
|
||||||
|
|
||||||
|
#endif /* GLMATRIX_H_ */
|
@ -43,11 +43,335 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
#include "glmatrix.h"
|
||||||
|
|
||||||
#ifdef _MSC_VER
|
#ifdef _MSC_VER
|
||||||
/* DUMP MEMORY LEAKS */
|
/* DUMP MEMORY LEAKS */
|
||||||
#include <crtdbg.h>
|
#include <crtdbg.h>
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
|
* OpenGL 2+ shader mode needs some function and macro definitions,
|
||||||
|
* avoiding a dependency on additional libraries like GLEW or the
|
||||||
|
* GL/glext.h header
|
||||||
|
*/
|
||||||
|
#ifndef GL_FRAGMENT_SHADER
|
||||||
|
#define GL_FRAGMENT_SHADER 0x8B30
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef GL_VERTEX_SHADER
|
||||||
|
#define GL_VERTEX_SHADER 0x8B31
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef GL_COMPILE_STATUS
|
||||||
|
#define GL_COMPILE_STATUS 0x8B81
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef GL_LINK_STATUS
|
||||||
|
#define GL_LINK_STATUS 0x8B82
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef GL_INFO_LOG_LENGTH
|
||||||
|
#define GL_INFO_LOG_LENGTH 0x8B84
|
||||||
|
#endif
|
||||||
|
|
||||||
|
typedef ptrdiff_t ourGLsizeiptr;
|
||||||
|
typedef char ourGLchar;
|
||||||
|
|
||||||
|
#ifndef APIENTRY
|
||||||
|
#define APIENTRY
|
||||||
|
#endif
|
||||||
|
|
||||||
|
typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||||
|
typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||||
|
typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage);
|
||||||
|
typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
|
||||||
|
typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
|
||||||
|
typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||||
|
typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
|
||||||
|
typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||||
|
typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
|
||||||
|
typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
|
||||||
|
typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
|
||||||
|
typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
|
||||||
|
typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||||
|
typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||||
|
|
||||||
|
PFNGLCREATESHADERPROC gl_CreateShader;
|
||||||
|
PFNGLSHADERSOURCEPROC gl_ShaderSource;
|
||||||
|
PFNGLCOMPILESHADERPROC gl_CompileShader;
|
||||||
|
PFNGLCREATEPROGRAMPROC gl_CreateProgram;
|
||||||
|
PFNGLATTACHSHADERPROC gl_AttachShader;
|
||||||
|
PFNGLLINKPROGRAMPROC gl_LinkProgram;
|
||||||
|
PFNGLUSEPROGRAMPROC gl_UseProgram;
|
||||||
|
PFNGLGETSHADERIVPROC gl_GetShaderiv;
|
||||||
|
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
|
||||||
|
PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
|
||||||
|
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
|
||||||
|
PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
|
||||||
|
PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
|
||||||
|
PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
|
||||||
|
PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv;
|
||||||
|
|
||||||
|
void initExtensionEntries(void)
|
||||||
|
{
|
||||||
|
gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
|
||||||
|
gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
|
||||||
|
gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
|
||||||
|
gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
|
||||||
|
gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
|
||||||
|
gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
|
||||||
|
gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
|
||||||
|
gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
|
||||||
|
gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
|
||||||
|
gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
|
||||||
|
gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog");
|
||||||
|
gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation");
|
||||||
|
gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation");
|
||||||
|
gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv");
|
||||||
|
gl_UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress ("glUniformMatrix3fv");
|
||||||
|
}
|
||||||
|
|
||||||
|
const ourGLchar *vertexShaderSource[] = {
|
||||||
|
"/**",
|
||||||
|
" * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
|
||||||
|
" * This file is in the public domain.",
|
||||||
|
" * Contributors: Sylvain Beucler",
|
||||||
|
" */",
|
||||||
|
"attribute vec3 fg_coord;",
|
||||||
|
"attribute vec3 fg_normal;",
|
||||||
|
"varying vec4 position; // position of the vertex (and fragment) in world space",
|
||||||
|
"varying vec3 varyingNormalDirection; // surface normal vector in world space",
|
||||||
|
"uniform mat4 m, p; // don't need v, as always identity in our demo",
|
||||||
|
"uniform mat3 m_3x3_inv_transp;",
|
||||||
|
" ",
|
||||||
|
"void main()",
|
||||||
|
"{",
|
||||||
|
" vec4 fg_coord4 = vec4(fg_coord, 1.0);",
|
||||||
|
" position = m * fg_coord4;",
|
||||||
|
" varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);",
|
||||||
|
" ",
|
||||||
|
" mat4 mvp = p*m; // normally p*v*m",
|
||||||
|
" gl_Position = mvp * fg_coord4;",
|
||||||
|
"}"
|
||||||
|
};
|
||||||
|
|
||||||
|
const ourGLchar *fragmentShaderSource[] = {
|
||||||
|
"/**",
|
||||||
|
" * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
|
||||||
|
" * This file is in the public domain.",
|
||||||
|
" * Contributors: Martin Kraus, Sylvain Beucler",
|
||||||
|
" */",
|
||||||
|
"varying vec4 position; // position of the vertex (and fragment) in world space",
|
||||||
|
"varying vec3 varyingNormalDirection; // surface normal vector in world space",
|
||||||
|
"//uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix",
|
||||||
|
" ",
|
||||||
|
"struct lightSource",
|
||||||
|
"{",
|
||||||
|
" vec4 position;",
|
||||||
|
" vec4 diffuse;",
|
||||||
|
" vec4 specular;",
|
||||||
|
" float constantAttenuation, linearAttenuation, quadraticAttenuation;",
|
||||||
|
" float spotCutoff, spotExponent;",
|
||||||
|
" vec3 spotDirection;",
|
||||||
|
"};",
|
||||||
|
"lightSource light0 = lightSource(",
|
||||||
|
" vec4(2.0, 5.0, 5.0, 0.0),",
|
||||||
|
" vec4(1.0, 1.0, 1.0, 1.0),",
|
||||||
|
" vec4(1.0, 1.0, 1.0, 1.0),",
|
||||||
|
" 0.0, 1.0, 0.0,",
|
||||||
|
" 180.0, 0.0,",
|
||||||
|
" vec3(0.0, 0.0, 0.0)",
|
||||||
|
");",
|
||||||
|
"vec4 scene_ambient = vec4(1.0, 0.0, 0.0, 1.0);",
|
||||||
|
" ",
|
||||||
|
"struct material",
|
||||||
|
"{",
|
||||||
|
" vec4 ambient;",
|
||||||
|
" vec4 diffuse;",
|
||||||
|
" vec4 specular;",
|
||||||
|
" float shininess;",
|
||||||
|
"};",
|
||||||
|
"material frontMaterial = material(",
|
||||||
|
" vec4(0.7, 0.7, 0.7, 1.0),",
|
||||||
|
" vec4(0.8, 0.8, 0.8, 1.0),",
|
||||||
|
" vec4(1.0, 1.0, 1.0, 1.0),",
|
||||||
|
" 100.0",
|
||||||
|
");",
|
||||||
|
" ",
|
||||||
|
"void main()",
|
||||||
|
"{",
|
||||||
|
" vec3 normalDirection = normalize(varyingNormalDirection);",
|
||||||
|
" //vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));",
|
||||||
|
" vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); // in this demo, the view matrix is always an identity matrix",
|
||||||
|
" vec3 lightDirection;",
|
||||||
|
" float attenuation;",
|
||||||
|
" ",
|
||||||
|
" if (0.0 == light0.position.w) // directional light?",
|
||||||
|
" {",
|
||||||
|
" attenuation = 1.0; // no attenuation",
|
||||||
|
" lightDirection = normalize(vec3(light0.position));",
|
||||||
|
" } ",
|
||||||
|
" else // point light or spotlight (or other kind of light) ",
|
||||||
|
" {",
|
||||||
|
" vec3 positionToLightSource = vec3(light0.position - position);",
|
||||||
|
" float distance = length(positionToLightSource);",
|
||||||
|
" lightDirection = normalize(positionToLightSource);",
|
||||||
|
" attenuation = 1.0 / (light0.constantAttenuation",
|
||||||
|
" + light0.linearAttenuation * distance",
|
||||||
|
" + light0.quadraticAttenuation * distance * distance);",
|
||||||
|
" ",
|
||||||
|
" if (light0.spotCutoff <= 90.0) // spotlight?",
|
||||||
|
" {",
|
||||||
|
" float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));",
|
||||||
|
" if (clampedCosine < cos(radians(light0.spotCutoff))) // outside of spotlight cone?",
|
||||||
|
" {",
|
||||||
|
" attenuation = 0.0;",
|
||||||
|
" }",
|
||||||
|
" else",
|
||||||
|
" {",
|
||||||
|
" attenuation = attenuation * pow(clampedCosine, light0.spotExponent); ",
|
||||||
|
" }",
|
||||||
|
" }",
|
||||||
|
" }",
|
||||||
|
" ",
|
||||||
|
" vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);",
|
||||||
|
" ",
|
||||||
|
" vec3 diffuseReflection = attenuation ",
|
||||||
|
" * vec3(light0.diffuse) * vec3(frontMaterial.diffuse)",
|
||||||
|
" * max(0.0, dot(normalDirection, lightDirection));",
|
||||||
|
" ",
|
||||||
|
" vec3 specularReflection;",
|
||||||
|
" if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?",
|
||||||
|
" {",
|
||||||
|
" specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection",
|
||||||
|
" }",
|
||||||
|
" else // light source on the right side",
|
||||||
|
" {",
|
||||||
|
" specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ",
|
||||||
|
" * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);",
|
||||||
|
" }",
|
||||||
|
" ",
|
||||||
|
" gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);",
|
||||||
|
"}"
|
||||||
|
};
|
||||||
|
|
||||||
|
GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isAttrib)
|
||||||
|
{
|
||||||
|
if (isAttrib)
|
||||||
|
{
|
||||||
|
GLint attrib = gl_GetAttribLocation(program, name);
|
||||||
|
if (attrib == -1)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Warning: Could not bind attrib %s\n", name);
|
||||||
|
}
|
||||||
|
|
||||||
|
return attrib;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GLint uniform = gl_GetUniformLocation(program, name);
|
||||||
|
if (uniform == -1)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Warning: Could not bind uniform %s\n", name);
|
||||||
|
}
|
||||||
|
|
||||||
|
return uniform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
GLuint program;
|
||||||
|
GLint attribute_fg_coord = -1, attribute_fg_normal = -1;
|
||||||
|
GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1;
|
||||||
|
GLint shaderReady = 0; // Set to 1 when all initialization went well, to -1 when somehow unusable.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void compileAndCheck(GLuint shader)
|
||||||
|
{
|
||||||
|
GLint status;
|
||||||
|
gl_CompileShader (shader);
|
||||||
|
gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status);
|
||||||
|
if (status == GL_FALSE) {
|
||||||
|
GLint infoLogLength;
|
||||||
|
ourGLchar *infoLog;
|
||||||
|
gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
|
||||||
|
infoLog = (ourGLchar*) malloc (infoLogLength);
|
||||||
|
gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
|
||||||
|
fprintf (stderr, "compile log: %s\n", infoLog);
|
||||||
|
free (infoLog);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string)
|
||||||
|
{
|
||||||
|
GLuint shader = gl_CreateShader (type);
|
||||||
|
gl_ShaderSource (shader, count, string, NULL);
|
||||||
|
compileAndCheck (shader);
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
void linkAndCheck(GLuint program)
|
||||||
|
{
|
||||||
|
GLint status;
|
||||||
|
gl_LinkProgram (program);
|
||||||
|
gl_GetProgramiv (program, GL_LINK_STATUS, &status);
|
||||||
|
if (status == GL_FALSE) {
|
||||||
|
GLint infoLogLength;
|
||||||
|
ourGLchar *infoLog;
|
||||||
|
gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength);
|
||||||
|
infoLog = (ourGLchar*) malloc (infoLogLength);
|
||||||
|
gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog);
|
||||||
|
fprintf (stderr, "link log: %s\n", infoLog);
|
||||||
|
free (infoLog);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void createProgram(GLuint vertexShader, GLuint fragmentShader)
|
||||||
|
{
|
||||||
|
program = gl_CreateProgram ();
|
||||||
|
if (vertexShader != 0) {
|
||||||
|
gl_AttachShader (program, vertexShader);
|
||||||
|
}
|
||||||
|
if (fragmentShader != 0) {
|
||||||
|
gl_AttachShader (program, fragmentShader);
|
||||||
|
}
|
||||||
|
linkAndCheck (program);
|
||||||
|
}
|
||||||
|
|
||||||
|
void initShader(void)
|
||||||
|
{
|
||||||
|
const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*);
|
||||||
|
GLuint vertexShader =
|
||||||
|
compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource);
|
||||||
|
|
||||||
|
const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*);
|
||||||
|
GLuint fragmentShader =
|
||||||
|
compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
|
||||||
|
|
||||||
|
createProgram (vertexShader, fragmentShader);
|
||||||
|
|
||||||
|
gl_UseProgram (program);
|
||||||
|
|
||||||
|
attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, TRUE);
|
||||||
|
attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, TRUE);
|
||||||
|
uniform_m = getAttribOrUniformLocation("m" , program, FALSE);
|
||||||
|
uniform_p = getAttribOrUniformLocation("p" , program, FALSE);
|
||||||
|
uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, FALSE);
|
||||||
|
|
||||||
|
gl_UseProgram (0);
|
||||||
|
|
||||||
|
if (attribute_fg_coord==-1 || attribute_fg_normal==-1 ||
|
||||||
|
uniform_m==-1 || uniform_p==-1 || uniform_m_3x3_inv_transp==-1)
|
||||||
|
shaderReady = -1;
|
||||||
|
else
|
||||||
|
shaderReady = 1;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* This macro is only intended to be used on arrays, of course.
|
* This macro is only intended to be used on arrays, of course.
|
||||||
*/
|
*/
|
||||||
@ -69,6 +393,7 @@ static GLboolean show_info = GL_TRUE;
|
|||||||
static float ar;
|
static float ar;
|
||||||
static GLboolean persProject = GL_TRUE;
|
static GLboolean persProject = GL_TRUE;
|
||||||
static GLboolean animateXRot = GL_FALSE;
|
static GLboolean animateXRot = GL_FALSE;
|
||||||
|
static GLboolean useShader = GL_FALSE;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* These one-liners draw particular objects, fetching appropriate
|
* These one-liners draw particular objects, fetching appropriate
|
||||||
@ -256,6 +581,56 @@ static void display(void)
|
|||||||
const double a = t*90.0;
|
const double a = t*90.0;
|
||||||
const double b = (animateXRot?t:1)*60.0;
|
const double b = (animateXRot?t:1)*60.0;
|
||||||
|
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
if (useShader && !shaderReady)
|
||||||
|
initShader();
|
||||||
|
|
||||||
|
if (useShader && shaderReady)
|
||||||
|
{
|
||||||
|
// setup use of shader (and vertex buffer by FreeGLUT)
|
||||||
|
gl_UseProgram (program);
|
||||||
|
glutSetVertexAttribCoord3(attribute_fg_coord);
|
||||||
|
glutSetVertexAttribNormal(attribute_fg_normal);
|
||||||
|
|
||||||
|
gl_matrix_mode(GL_PROJECTION);
|
||||||
|
gl_load_identity();
|
||||||
|
if (persProject)
|
||||||
|
gl_frustum(-ar, ar, -1.f, 1.f, 2.f, 100.f);
|
||||||
|
else
|
||||||
|
gl_ortho(-ar*3, ar*3, -3.f, 3.f, 2.f, 100.f);
|
||||||
|
gl_UniformMatrix4fv (uniform_p, 1, GL_FALSE, get_matrix(GL_PROJECTION));
|
||||||
|
|
||||||
|
|
||||||
|
gl_matrix_mode(GL_MODELVIEW);
|
||||||
|
gl_load_identity();
|
||||||
|
|
||||||
|
gl_push_matrix();
|
||||||
|
/* Not in reverse order like normal OpenGL, matrices are multiplied in in order specified in our util library */
|
||||||
|
gl_rotatef((float)a,0,0,1);
|
||||||
|
gl_rotatef((float)b,1,0,0);
|
||||||
|
gl_translatef(0,1.2f,-6);
|
||||||
|
gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
|
||||||
|
gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
|
||||||
|
table [function_index].solid ();
|
||||||
|
gl_pop_matrix();
|
||||||
|
|
||||||
|
gl_push_matrix();
|
||||||
|
gl_rotatef((float)a,0,0,1);
|
||||||
|
gl_rotatef((float)b,1,0,0);
|
||||||
|
gl_translatef(0,-1.2f,-6);
|
||||||
|
gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
|
||||||
|
gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
|
||||||
|
table [function_index].wire ();
|
||||||
|
gl_pop_matrix();
|
||||||
|
|
||||||
|
gl_UseProgram (0);
|
||||||
|
glutSetVertexAttribCoord3(-1);
|
||||||
|
glutSetVertexAttribNormal(-1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
/* fixed function pipeline */
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
if (persProject)
|
if (persProject)
|
||||||
@ -265,8 +640,6 @@ static void display(void)
|
|||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
glEnable(GL_LIGHTING);
|
glEnable(GL_LIGHTING);
|
||||||
|
|
||||||
glColor3d(1,0,0);
|
glColor3d(1,0,0);
|
||||||
@ -287,6 +660,7 @@ static void display(void)
|
|||||||
|
|
||||||
glDisable(GL_LIGHTING);
|
glDisable(GL_LIGHTING);
|
||||||
glColor3d(0.1,0.1,0.4);
|
glColor3d(0.1,0.1,0.4);
|
||||||
|
}
|
||||||
|
|
||||||
if( show_info ) {
|
if( show_info ) {
|
||||||
shapesPrintf (1, 1, "Shape PgUp PgDn: %s", table [function_index].name);
|
shapesPrintf (1, 1, "Shape PgUp PgDn: %s", table [function_index].name);
|
||||||
@ -295,6 +669,14 @@ static void display(void)
|
|||||||
shapesPrintf (4, 1, "Depth (): %d", depth);
|
shapesPrintf (4, 1, "Depth (): %d", depth);
|
||||||
shapesPrintf (5, 1, "Outer radius Up Down : %f", orad);
|
shapesPrintf (5, 1, "Outer radius Up Down : %f", orad);
|
||||||
shapesPrintf (6, 1, "Inner radius Left Right: %f", irad);
|
shapesPrintf (6, 1, "Inner radius Left Right: %f", irad);
|
||||||
|
if (persProject)
|
||||||
|
shapesPrintf (7, 1, "Perspective projection");
|
||||||
|
else
|
||||||
|
shapesPrintf (7, 1, "Orthographic projection");
|
||||||
|
if (useShader)
|
||||||
|
shapesPrintf (8, 1, "Using shader");
|
||||||
|
else
|
||||||
|
shapesPrintf (8, 1, "Using fixed function pipeline");
|
||||||
} else {
|
} else {
|
||||||
printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
|
printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
|
||||||
}
|
}
|
||||||
@ -313,7 +695,7 @@ key(unsigned char key, int x, int y)
|
|||||||
case 'q': glutLeaveMainLoop () ; break;
|
case 'q': glutLeaveMainLoop () ; break;
|
||||||
|
|
||||||
case 'I':
|
case 'I':
|
||||||
case 'i': show_info = ( show_info == GL_TRUE ) ? GL_FALSE : GL_TRUE; break;
|
case 'i': show_info=!show_info; break;
|
||||||
|
|
||||||
case '=':
|
case '=':
|
||||||
case '+': slices++; break;
|
case '+': slices++; break;
|
||||||
@ -339,6 +721,9 @@ key(unsigned char key, int x, int y)
|
|||||||
case 'R':
|
case 'R':
|
||||||
case 'r': animateXRot=!animateXRot; break;
|
case 'r': animateXRot=!animateXRot; break;
|
||||||
|
|
||||||
|
case 'S':
|
||||||
|
case 's': useShader=!useShader; break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -427,6 +812,8 @@ main(int argc, char *argv[])
|
|||||||
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
|
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
|
||||||
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
|
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
|
||||||
|
|
||||||
|
initExtensionEntries();
|
||||||
|
|
||||||
glutMainLoop();
|
glutMainLoop();
|
||||||
|
|
||||||
#ifdef _MSC_VER
|
#ifdef _MSC_VER
|
||||||
|
Reference in New Issue
Block a user