260 lines
5.4 KiB
C
260 lines
5.4 KiB
C
/**
|
|
* Demonstration of doing triangle rasterization with a fragment program.
|
|
* Basic idea:
|
|
* 1. Draw screen-aligned quad / bounding box around the triangle verts.
|
|
* 2. For each pixel in the quad, determine if pixel is inside/outside
|
|
* the triangle edges.
|
|
*
|
|
* Brian Paul
|
|
* 1 Aug 2007
|
|
*/
|
|
|
|
|
|
#include <assert.h>
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
#include <GL/gl.h>
|
|
#include <GL/glut.h>
|
|
#include <GL/glext.h>
|
|
#include "extfuncs.h"
|
|
#include "shaderutil.h"
|
|
|
|
|
|
static GLint WinWidth = 300, WinHeight = 300;
|
|
static char *FragProgFile = NULL;
|
|
static char *VertProgFile = NULL;
|
|
static GLuint fragShader;
|
|
static GLuint vertShader;
|
|
static GLuint program;
|
|
static GLint win = 0;
|
|
static GLboolean anim = GL_TRUE;
|
|
static GLfloat Zrot = 0.0f;
|
|
static GLint uv0, uv1, uv2;
|
|
|
|
|
|
static const GLfloat TriVerts[3][2] = {
|
|
{ 50, 50 },
|
|
{ 250, 50 },
|
|
{ 150, 250 }
|
|
};
|
|
|
|
|
|
static void
|
|
RotateVerts(GLfloat a,
|
|
GLuint n, const GLfloat vertsIn[][2], GLfloat vertsOut[][2])
|
|
{
|
|
GLuint i;
|
|
GLfloat cx = WinWidth / 2, cy = WinHeight / 2;
|
|
for (i = 0; i < n; i++) {
|
|
float x = vertsIn[i][0] - cx;
|
|
float y = vertsIn[i][1] - cy;
|
|
|
|
vertsOut[i][0] = x * cos(a) + y * sin(a) + cx;
|
|
vertsOut[i][1] = -x * sin(a) + y * cos(a) + cy;
|
|
}
|
|
}
|
|
|
|
static void
|
|
ComputeBounds(GLuint n, GLfloat vertsIn[][2],
|
|
GLfloat *xmin, GLfloat *ymin,
|
|
GLfloat *xmax, GLfloat *ymax)
|
|
{
|
|
GLuint i;
|
|
*xmin = *xmax = vertsIn[0][0];
|
|
*ymin = *ymax = vertsIn[0][1];
|
|
for (i = 1; i < n; i++) {
|
|
if (vertsIn[i][0] < *xmin)
|
|
*xmin = vertsIn[i][0];
|
|
else if (vertsIn[i][0] > *xmax)
|
|
*xmax = vertsIn[i][0];
|
|
if (vertsIn[i][1] < *ymin)
|
|
*ymin = vertsIn[i][1];
|
|
else if (vertsIn[i][1] > *ymax)
|
|
*ymax = vertsIn[i][1];
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
Redisplay(void)
|
|
{
|
|
GLfloat v[3][2], xmin, ymin, xmax, ymax;
|
|
|
|
RotateVerts(Zrot, 3, TriVerts, v);
|
|
ComputeBounds(3, v, &xmin, &ymin, &xmax, &ymax);
|
|
|
|
glUniform2fv_func(uv0, 1, v[0]);
|
|
glUniform2fv_func(uv1, 1, v[1]);
|
|
glUniform2fv_func(uv2, 1, v[2]);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glPushMatrix();
|
|
glBegin(GL_POLYGON);
|
|
glVertex2f(xmin, ymin);
|
|
glVertex2f(xmax, ymin);
|
|
glVertex2f(xmax, ymax);
|
|
glVertex2f(xmin, ymax);
|
|
glEnd();
|
|
glPopMatrix();
|
|
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|
|
static void
|
|
Idle(void)
|
|
{
|
|
if (anim) {
|
|
Zrot = glutGet(GLUT_ELAPSED_TIME) * 0.0005;
|
|
glutPostRedisplay();
|
|
}
|
|
else
|
|
abort();
|
|
}
|
|
|
|
|
|
static void
|
|
Reshape(int width, int height)
|
|
{
|
|
glViewport(0, 0, width, height);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, width, 0, height, -1, 1);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
}
|
|
|
|
|
|
static void
|
|
CleanUp(void)
|
|
{
|
|
glDeleteShader_func(fragShader);
|
|
glDeleteShader_func(vertShader);
|
|
glDeleteProgram_func(program);
|
|
glutDestroyWindow(win);
|
|
}
|
|
|
|
|
|
static void
|
|
Key(unsigned char key, int x, int y)
|
|
{
|
|
(void) x;
|
|
(void) y;
|
|
|
|
switch(key) {
|
|
case ' ':
|
|
case 'a':
|
|
anim = !anim;
|
|
if (anim)
|
|
glutIdleFunc(Idle);
|
|
else
|
|
glutIdleFunc(NULL);
|
|
break;
|
|
case 'z':
|
|
Zrot = 0;
|
|
break;
|
|
case 's':
|
|
Zrot += 0.05;
|
|
break;
|
|
case 27:
|
|
CleanUp();
|
|
exit(0);
|
|
break;
|
|
}
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
static void
|
|
Init(void)
|
|
{
|
|
static const char *fragShaderText =
|
|
"uniform vec2 v0, v1, v2; \n"
|
|
"float crs(const vec2 u, const vec2 v) \n"
|
|
"{ \n"
|
|
" return u.x * v.y - u.y * v.x; \n"
|
|
"} \n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" vec2 p = gl_FragCoord.xy; \n"
|
|
" if (crs(v1 - v0, p - v0) >= 0 && \n"
|
|
" crs(v2 - v1, p - v1) >= 0 && \n"
|
|
" crs(v0 - v2, p - v2) >= 0) \n"
|
|
" gl_FragColor = vec4(1.0); \n"
|
|
" else \n"
|
|
" gl_FragColor = vec4(0.5); \n"
|
|
"}\n";
|
|
static const char *vertShaderText =
|
|
"void main() {\n"
|
|
" gl_Position = ftransform(); \n"
|
|
"}\n";
|
|
|
|
if (!ShadersSupported())
|
|
exit(1);
|
|
|
|
GetExtensionFuncs();
|
|
|
|
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
|
|
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
|
|
program = LinkShaders(vertShader, fragShader);
|
|
|
|
glUseProgram_func(program);
|
|
|
|
uv0 = glGetUniformLocation_func(program, "v0");
|
|
uv1 = glGetUniformLocation_func(program, "v1");
|
|
uv2 = glGetUniformLocation_func(program, "v2");
|
|
printf("Uniforms: %d %d %d\n", uv0, uv1, uv2);
|
|
|
|
/*assert(glGetError() == 0);*/
|
|
|
|
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
|
|
|
|
assert(glIsProgram_func(program));
|
|
assert(glIsShader_func(fragShader));
|
|
assert(glIsShader_func(vertShader));
|
|
|
|
glColor3f(1, 0, 0);
|
|
}
|
|
|
|
|
|
static void
|
|
ParseOptions(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
for (i = 1; i < argc; i++) {
|
|
if (strcmp(argv[i], "-fs") == 0) {
|
|
FragProgFile = argv[i+1];
|
|
}
|
|
else if (strcmp(argv[i], "-vs") == 0) {
|
|
VertProgFile = argv[i+1];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
glutInit(&argc, argv);
|
|
glutInitWindowPosition( 0, 0);
|
|
glutInitWindowSize(WinWidth, WinHeight);
|
|
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
|
win = glutCreateWindow(argv[0]);
|
|
glutReshapeFunc(Reshape);
|
|
glutKeyboardFunc(Key);
|
|
glutDisplayFunc(Redisplay);
|
|
if (anim)
|
|
glutIdleFunc(Idle);
|
|
ParseOptions(argc, argv);
|
|
Init();
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|