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
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parent
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.gitattributes
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.gitattributes
vendored
@ -44,6 +44,8 @@ freeglut/freeglut/progs/demos/Lorenz/lorenz.c svn_keywords=Author+Date+Id+Revisi
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freeglut/freeglut/progs/demos/One/one.c svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/progs/demos/Resizer/Resizer.cpp -text
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freeglut/freeglut/progs/demos/multi-touch/multi-touch.c -text
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freeglut/freeglut/progs/demos/shapes/glmatrix.c -text
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freeglut/freeglut/progs/demos/shapes/glmatrix.h -text
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freeglut/freeglut/progs/demos/shapes/shapes.c svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/progs/demos/smooth_opengl3/smooth_opengl3.c -text
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freeglut/freeglut/progs/demos/spaceball/spaceball.c -text
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254
freeglut/freeglut/progs/demos/shapes/glmatrix.c
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254
freeglut/freeglut/progs/demos/shapes/glmatrix.c
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@ -0,0 +1,254 @@
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#include <string.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include "glmatrix.h"
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#define MMODE_IDX(x) ((x) - GL_MODELVIEW)
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#define MAT_STACK_SIZE 32
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#define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
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static int mm_idx = 0;
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static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
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static int stack_top[3];
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void gl_matrix_mode(int mm)
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{
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mm_idx = MMODE_IDX(mm);
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}
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void gl_push_matrix(void)
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{
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int top = stack_top[mm_idx];
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memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
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stack_top[mm_idx]++;
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}
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void gl_pop_matrix(void)
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{
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stack_top[mm_idx]--;
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}
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void gl_load_identity(void)
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{
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static const float idmat[] = MAT_IDENT;
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int top = stack_top[mm_idx];
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float *mat = mat_stack[mm_idx][top];
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memcpy(mat, idmat, sizeof idmat);
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}
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void gl_load_matrixf(const float *m)
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{
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int top = stack_top[mm_idx];
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float *mat = mat_stack[mm_idx][top];
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memcpy(mat, m, 16 * sizeof *mat);
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}
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#define M4(i, j) ((i << 2) + j)
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void gl_mult_matrixf(const float *m2)
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{
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int i, j;
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int top = stack_top[mm_idx];
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float *m1 = mat_stack[mm_idx][top];
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float res[16];
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for(i=0; i<4; i++) {
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for(j=0; j<4; j++) {
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res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +
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m1[M4(i,1)] * m2[M4(1,j)] +
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m1[M4(i,2)] * m2[M4(2,j)] +
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m1[M4(i,3)] * m2[M4(3,j)];
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}
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}
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memcpy(m1, res, sizeof res);
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}
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void gl_translatef(float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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mat[12] = x;
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mat[13] = y;
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mat[14] = z;
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gl_mult_matrixf(mat);
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}
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void gl_rotatef(float angle, float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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float angle_rad = (float)M_PI * angle / 180.f;
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float sina = (float)sin(angle_rad);
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float cosa = (float)cos(angle_rad);
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float one_minus_cosa = 1.f - cosa;
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float nxsq = x * x;
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float nysq = y * y;
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float nzsq = z * z;
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mat[0] = nxsq + (1.f - nxsq) * cosa;
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mat[4] = x * y * one_minus_cosa - z * sina;
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mat[8] = x * z * one_minus_cosa + y * sina;
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mat[1] = x * y * one_minus_cosa + z * sina;
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mat[5] = nysq + (1.f - nysq) * cosa;
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mat[9] = y * z * one_minus_cosa - x * sina;
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mat[2] = x * z * one_minus_cosa - y * sina;
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mat[6] = y * z * one_minus_cosa + x * sina;
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mat[10] = nzsq + (1.f - nzsq) * cosa;
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gl_mult_matrixf(mat);
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}
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void gl_scalef(float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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mat[0] = x;
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mat[5] = y;
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mat[10] = z;
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gl_mult_matrixf(mat);
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}
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void gl_ortho(float left, float right, float bottom, float top, float near, float far)
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{
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float mat[] = MAT_IDENT;
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float dx = right - left;
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float dy = top - bottom;
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float dz = far - near;
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float tx = -(right + left) / dx;
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float ty = -(top + bottom) / dy;
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float tz = -(far + near) / dz;
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float sx = 2.f / dx;
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float sy = 2.f / dy;
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float sz = -2.f / dz;
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mat[0] = sx;
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mat[5] = sy;
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mat[10] = sz;
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mat[12] = tx;
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mat[13] = ty;
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mat[14] = tz;
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gl_mult_matrixf(mat);
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}
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void gl_frustum(float left, float right, float bottom, float top, float near, float far)
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{
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float mat[] = MAT_IDENT;
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float dx = right - left;
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float dy = top - bottom;
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float dz = far - near;
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float a = (right + left) / dx;
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float b = (top + bottom) / dy;
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float c = -(far + near) / dz;
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float d = -2.f * far * near / dz;
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mat[0] = 2.f * near / dx;
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mat[5] = 2.f * near / dy;
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mat[8] = a;
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mat[9] = b;
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mat[10] = c;
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mat[11] = -1.f;
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mat[14] = d;
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gl_mult_matrixf(mat);
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}
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void glu_perspective(float vfov, float aspect, float near, float far)
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{
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float vfov_rad = (float)M_PI * vfov / 180.f;
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float x = near * (float)tan(vfov_rad / 2.f);
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gl_frustum(-aspect * x, aspect * x, -x, x, near, far);
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}
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float* get_matrix(int mm)
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{
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int idx = MMODE_IDX(mm);
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int top = stack_top[idx];
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return mat_stack[idx][top];
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}
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#define M3(i, j) ((i * 3) + j)
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static float inv_transpose_result[9];
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float* get_inv_transpose_3x3(int mm)
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{
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int idx = MMODE_IDX(mm);
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int top = stack_top[idx];
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float *m1 = mat_stack[idx][top];
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float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])
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-m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])
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+m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);
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float invdet = 1/determinant;
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inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;
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inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;
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inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;
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inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;
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inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;
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inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;
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inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;
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inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;
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inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;
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return inv_transpose_result;
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}
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#if 0
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void gl_apply_xform(unsigned int prog)
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{
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int loc, mvidx, pidx, tidx, mvtop, ptop, ttop;
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mvidx = MMODE_IDX(GL_MODELVIEW);
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pidx = MMODE_IDX(GL_PROJECTION);
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tidx = MMODE_IDX(GL_TEXTURE);
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mvtop = stack_top[mvidx];
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ptop = stack_top[pidx];
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ttop = stack_top[tidx];
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assert(prog);
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if((loc = glGetUniformLocation(prog, "matrix_modelview")) != -1) {
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glUniformMatrix4fv(loc, 1, 0, mat_stack[mvidx][mvtop]);
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}
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if((loc = glGetUniformLocation(prog, "matrix_projection")) != -1) {
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glUniformMatrix4fv(loc, 1, 0, mat_stack[pidx][ptop]);
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}
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if((loc = glGetUniformLocation(prog, "matrix_texture")) != -1) {
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glUniformMatrix4fv(loc, 1, 0, mat_stack[tidx][ttop]);
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}
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if((loc = glGetUniformLocation(prog, "matrix_normal")) != -1) {
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float nmat[9];
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nmat[0] = mat_stack[mvidx][mvtop][0];
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nmat[1] = mat_stack[mvidx][mvtop][1];
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nmat[2] = mat_stack[mvidx][mvtop][2];
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nmat[3] = mat_stack[mvidx][mvtop][4];
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nmat[4] = mat_stack[mvidx][mvtop][5];
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nmat[5] = mat_stack[mvidx][mvtop][6];
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nmat[6] = mat_stack[mvidx][mvtop][8];
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nmat[7] = mat_stack[mvidx][mvtop][9];
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nmat[8] = mat_stack[mvidx][mvtop][10];
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glUniformMatrix3fv(loc, 1, 0, nmat);
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}
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}
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#endif
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31
freeglut/freeglut/progs/demos/shapes/glmatrix.h
Normal file
31
freeglut/freeglut/progs/demos/shapes/glmatrix.h
Normal file
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#ifndef GLMATRIX_H_
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#define GLMATRIX_H_
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#ifndef GL_MODELVIEW
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#define GL_MODELVIEW 0x1700
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#endif
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#ifndef GL_PROJECTION
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#define GL_PROJECTION 0x1701
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#endif
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#ifndef GL_TEXTURE
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#define GL_TEXTURE 0x1702
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#endif
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void gl_matrix_mode(int mmode);
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void gl_push_matrix(void);
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void gl_pop_matrix(void);
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void gl_load_identity(void);
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void gl_load_matrixf(const float *mat);
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void gl_mult_matrixf(const float *mat);
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void gl_translatef(float x, float y, float z);
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void gl_rotatef(float angle, float x, float y, float z);
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void gl_scalef(float x, float y, float z);
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void gl_ortho(float left, float right, float bottom, float top, float near, float far);
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void gl_frustum(float left, float right, float bottom, float top, float near, float far);
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void glu_perspective(float vfov, float aspect, float near, float far);
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/* getters */
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float* get_matrix(int mm);
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float* get_inv_transpose_3x3(int mm);
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#endif /* GLMATRIX_H_ */
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#include <stdio.h>
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#include <stdlib.h>
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#include "glmatrix.h"
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#ifdef _MSC_VER
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/* DUMP MEMORY LEAKS */
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#include <crtdbg.h>
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#endif
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/*
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* OpenGL 2+ shader mode needs some function and macro definitions,
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* avoiding a dependency on additional libraries like GLEW or the
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* GL/glext.h header
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*/
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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#ifndef GL_COMPILE_STATUS
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#define GL_COMPILE_STATUS 0x8B81
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#endif
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#ifndef GL_LINK_STATUS
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#define GL_LINK_STATUS 0x8B82
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#endif
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#ifndef GL_INFO_LOG_LENGTH
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#define GL_INFO_LOG_LENGTH 0x8B84
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#endif
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typedef ptrdiff_t ourGLsizeiptr;
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typedef char ourGLchar;
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
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typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
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typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage);
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typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
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typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
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typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
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typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
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typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
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typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
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typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
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typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
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typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
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typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
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typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
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typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
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typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
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typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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||||
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||||
PFNGLCREATESHADERPROC gl_CreateShader;
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PFNGLSHADERSOURCEPROC gl_ShaderSource;
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||||
PFNGLCOMPILESHADERPROC gl_CompileShader;
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||||
PFNGLCREATEPROGRAMPROC gl_CreateProgram;
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||||
PFNGLATTACHSHADERPROC gl_AttachShader;
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||||
PFNGLLINKPROGRAMPROC gl_LinkProgram;
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||||
PFNGLUSEPROGRAMPROC gl_UseProgram;
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||||
PFNGLGETSHADERIVPROC gl_GetShaderiv;
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||||
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
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PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
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||||
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
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PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
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PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
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||||
PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
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PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv;
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||||
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||||
void initExtensionEntries(void)
|
||||
{
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||||
gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
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||||
gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
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||||
gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
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||||
gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
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||||
gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
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||||
gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
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||||
gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
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||||
gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
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||||
gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
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||||
gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
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||||
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.
|
||||
*/
|
||||
@ -69,6 +393,7 @@ static GLboolean show_info = GL_TRUE;
|
||||
static float ar;
|
||||
static GLboolean persProject = GL_TRUE;
|
||||
static GLboolean animateXRot = GL_FALSE;
|
||||
static GLboolean useShader = GL_FALSE;
|
||||
|
||||
/*
|
||||
* These one-liners draw particular objects, fetching appropriate
|
||||
@ -256,37 +581,86 @@ static void display(void)
|
||||
const double a = t*90.0;
|
||||
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);
|
||||
|
||||
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();
|
||||
glTranslated(0,1.2,-6);
|
||||
glRotated(b,1,0,0);
|
||||
glRotated(a,0,0,1);
|
||||
table [function_index].solid ();
|
||||
glPopMatrix();
|
||||
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));
|
||||
|
||||
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);
|
||||
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);
|
||||
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 ) {
|
||||
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 (5, 1, "Outer radius Up Down : %f", orad);
|
||||
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 {
|
||||
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 'I':
|
||||
case 'i': show_info = ( show_info == GL_TRUE ) ? GL_FALSE : GL_TRUE; break;
|
||||
case 'i': show_info=!show_info; break;
|
||||
|
||||
case '=':
|
||||
case '+': slices++; break;
|
||||
@ -339,6 +721,9 @@ key(unsigned char key, int x, int y)
|
||||
case 'R':
|
||||
case 'r': animateXRot=!animateXRot; break;
|
||||
|
||||
case 'S':
|
||||
case 's': useShader=!useShader; break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -427,6 +812,8 @@ main(int argc, char *argv[])
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
|
||||
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
|
||||
|
||||
initExtensionEntries();
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
#ifdef _MSC_VER
|
||||
|
Reference in New Issue
Block a user