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:
dcnieho 2012-06-09 14:56:58 +00:00
parent 9f5bdabbbd
commit ef625ea1a3
4 changed files with 700 additions and 26 deletions

2
.gitattributes vendored
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@ -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

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@ -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

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#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_ */

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@ -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
@ -256,37 +581,86 @@ 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;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (persProject)
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
else
glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING); if (useShader && !shaderReady)
initShader();
glColor3d(1,0,0); if (useShader && shaderReady)
{
// setup use of shader (and vertex buffer by FreeGLUT)
gl_UseProgram (program);
glutSetVertexAttribCoord3(attribute_fg_coord);
glutSetVertexAttribNormal(attribute_fg_normal);
glPushMatrix(); gl_matrix_mode(GL_PROJECTION);
glTranslated(0,1.2,-6); gl_load_identity();
glRotated(b,1,0,0); if (persProject)
glRotated(a,0,0,1); gl_frustum(-ar, ar, -1.f, 1.f, 2.f, 100.f);
table [function_index].solid (); else
glPopMatrix(); 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));
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].wire ();
glPopMatrix();
glDisable(GL_LIGHTING); gl_matrix_mode(GL_MODELVIEW);
glColor3d(0.1,0.1,0.4); 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);
glLoadIdentity();
if (persProject)
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
else
glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_LIGHTING);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].solid ();
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].wire ();
glPopMatrix();
glDisable(GL_LIGHTING);
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