256 lines
5.4 KiB
C
256 lines
5.4 KiB
C
/**
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* Test linking of multiple compilation units.
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* Brian Paul
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* 28 March 2009
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*/
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include "shaderutil.h"
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static GLfloat diffuse[4] = { 0.5f, 1.0f, 0.5f, 1.0f };
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static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
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static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
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static GLfloat delta = 1.0f;
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static GLuint VertShader1;
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static GLuint VertShader2;
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static GLuint FragShader1;
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static GLuint FragShader2;
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static GLuint Program;
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static GLint uDiffuse;
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static GLint uSpecular;
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static GLint uTexture;
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static GLint Win = 0;
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static GLboolean anim = GL_TRUE;
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static const char *FragShaderSource1 =
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"float compute_dotprod(const vec3 normal) \n"
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"{ \n"
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" float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
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" normalize(normal)), 0.0); \n"
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" return dotProd; \n"
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"} \n";
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static const char *FragShaderSource2 =
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"uniform vec4 diffuse;\n"
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"uniform vec4 specular;\n"
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"varying vec3 normal;\n"
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"\n"
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"// external function \n"
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"float compute_dotprod(const vec3 normal); \n"
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"\n"
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"void main() \n"
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"{ \n"
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" float dotProd = compute_dotprod(normal); \n"
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" gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0); \n"
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"} \n";
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static const char *VertShaderSource1 =
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"vec3 compute_normal() \n"
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"{ \n"
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" return gl_NormalMatrix * gl_Normal; \n"
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"} \n";
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static const char *VertShaderSource2 =
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"varying vec3 normal;\n"
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"\n"
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"// external function \n"
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"vec3 compute_normal(); \n"
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"\n"
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"void main() \n"
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"{ \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
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" normal = compute_normal(); \n"
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"} \n";
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static void
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normalize(GLfloat *dst, const GLfloat *src)
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{
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GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
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dst[0] = src[0] / len;
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dst[1] = src[1] / len;
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dst[2] = src[2] / len;
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dst[3] = src[3];
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}
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static void
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Redisplay(void)
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{
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GLfloat vec[4];
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* update light position */
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normalize(vec, lightPos);
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glLightfv(GL_LIGHT0, GL_POSITION, vec);
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glutSolidSphere(2.0, 10, 5);
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glutSwapBuffers();
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}
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static void
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Idle(void)
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{
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lightPos[0] += delta;
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if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
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delta = -delta;
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glutPostRedisplay();
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}
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static void
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Reshape(int width, int height)
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{
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -15.0f);
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}
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static void
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CleanUp(void)
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{
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glDeleteShader(VertShader1);
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glDeleteShader(VertShader2);
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glDeleteShader(FragShader1);
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glDeleteShader(FragShader2);
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glDeleteProgram(Program);
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glutDestroyWindow(Win);
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}
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static void
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Key(unsigned char key, int x, int y)
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{
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(void) x;
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(void) y;
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switch(key) {
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case ' ':
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case 'a':
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anim = !anim;
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if (anim)
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glutIdleFunc(Idle);
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else
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glutIdleFunc(NULL);
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break;
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case 'x':
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lightPos[0] -= 1.0f;
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break;
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case 'X':
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lightPos[0] += 1.0f;
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break;
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case 27:
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CleanUp();
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void
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CheckLink(GLuint prog)
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{
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GLint stat;
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glGetProgramiv(prog, GL_LINK_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetProgramInfoLog(prog, 1000, &len, log);
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fprintf(stderr, "Linker error:\n%s\n", log);
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}
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}
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static void
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Init(void)
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{
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if (!ShadersSupported())
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exit(1);
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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VertShader1 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource1);
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VertShader2 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource2);
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FragShader1 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource1);
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FragShader2 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource2);
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Program = glCreateProgram();
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glAttachShader(Program, VertShader1);
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glAttachShader(Program, VertShader2);
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glAttachShader(Program, FragShader1);
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glAttachShader(Program, FragShader2);
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glLinkProgram(Program);
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CheckLink(Program);
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glUseProgram(Program);
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uDiffuse = glGetUniformLocation(Program, "diffuse");
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uSpecular = glGetUniformLocation(Program, "specular");
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uTexture = glGetUniformLocation(Program, "texture");
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printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
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uDiffuse, uSpecular, uTexture);
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glUniform4fv(uDiffuse, 1, diffuse);
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glUniform4fv(uSpecular, 1, specular);
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f);
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assert(glIsProgram(Program));
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assert(glIsShader(VertShader1));
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assert(glIsShader(VertShader2));
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assert(glIsShader(FragShader1));
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assert(glIsShader(FragShader2));
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glColor3f(1, 0, 0);
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}
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowSize(300, 300);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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Win = glutCreateWindow(argv[0]);
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glewInit();
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Redisplay);
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if (anim)
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glutIdleFunc(Idle);
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Init();
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glutMainLoop();
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return 0;
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}
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