xenocara/dist/Mesa/progs/glsl/texdemo1.c

439 lines
11 KiB
C

/**
* Test texturing with GL shading language.
*
* Copyright (C) 2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "GL/glut.h"
#include "readtex.h"
#include "shaderutil.h"
static const char *Demo = "texdemo1";
static const char *ReflectVertFile = "reflect.vert";
static const char *CubeFragFile = "cubemap.frag";
static const char *SimpleVertFile = "simple.vert";
static const char *SimpleTexFragFile = "shadowtex.frag";
static const char *GroundImage = "../images/tile.rgb";
static GLuint Program1, Program2;
static GLfloat TexXrot = 0, TexYrot = 0;
static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;
static int win = 0;
static struct uniform_info ReflectUniforms[] = {
{ "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS
};
static struct uniform_info SimpleUniforms[] = {
{ "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS
};
static void
DrawGround(GLfloat size)
{
glPushMatrix();
glRotatef(90, 1, 0, 0);
glNormal3f(0, 0, 1);
glBegin(GL_POLYGON);
glTexCoord2f(-2, -2); glVertex2f(-size, -size);
glTexCoord2f( 2, -2); glVertex2f( size, -size);
glTexCoord2f( 2, 2); glVertex2f( size, size);
glTexCoord2f(-2, 2); glVertex2f(-size, size);
glEnd();
glPopMatrix();
}
static void
draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glPushMatrix(); /* modelview matrix */
glTranslatef(0.0, 0.0, -EyeDist);
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Zrot, 0, 0, 1);
/* sphere w/ reflection map */
glPushMatrix();
glTranslatef(0, 1, 0);
glUseProgram(Program1);
/* setup texture matrix */
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotatef(-TexYrot, 0, 1, 0);
glRotatef(-TexXrot, 1, 0, 0);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glutSolidSphere(2.0, 20, 20);
glLoadIdentity(); /* texture matrix */
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
/* ground */
glUseProgram(Program2);
glTranslatef(0, -1.0, 0);
DrawGround(5);
glPopMatrix();
glutSwapBuffers();
}
static void
idle(void)
{
GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
TexYrot = t;
glutPostRedisplay();
}
static void
key(unsigned char k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case ' ':
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
break;
case 'z':
EyeDist -= 0.5;
if (EyeDist < 6.0)
EyeDist = 6.0;
break;
case 'Z':
EyeDist += 0.5;
if (EyeDist > 90.0)
EyeDist = 90;
break;
case 27:
glutDestroyWindow(win);
exit(0);
}
glutPostRedisplay();
}
static void
specialkey(int key, int x, int y)
{
GLfloat step = 2.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot -= step;
break;
case GLUT_KEY_RIGHT:
Yrot += step;
break;
}
glutPostRedisplay();
}
/* new window size or exposure */
static void
Reshape(int width, int height)
{
GLfloat ar = (float) width / (float) height;
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
InitCheckers(void)
{
#define CUBE_TEX_SIZE 64
GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
static const GLubyte colors[6][3] = {
{ 255, 0, 0 }, /* face 0 - red */
{ 0, 255, 255 }, /* face 1 - cyan */
{ 0, 255, 0 }, /* face 2 - green */
{ 255, 0, 255 }, /* face 3 - purple */
{ 0, 0, 255 }, /* face 4 - blue */
{ 255, 255, 0 } /* face 5 - yellow */
};
static const GLenum targets[6] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
};
GLint i, j, f;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/* make colored checkerboard cube faces */
for (f = 0; f < 6; f++) {
for (i = 0; i < CUBE_TEX_SIZE; i++) {
for (j = 0; j < CUBE_TEX_SIZE; j++) {
if ((i/4 + j/4) & 1) {
image[i][j][0] = colors[f][0];
image[i][j][1] = colors[f][1];
image[i][j][2] = colors[f][2];
}
else {
image[i][j][0] = 255;
image[i][j][1] = 255;
image[i][j][2] = 255;
}
}
}
glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
GL_RGB, GL_UNSIGNED_BYTE, image);
}
}
static void
LoadFace(GLenum target, const char *filename,
GLboolean flipTB, GLboolean flipLR)
{
GLint w, h;
GLenum format;
GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
if (!img) {
printf("Error: couldn't load texture image %s\n", filename);
exit(1);
}
assert(format == GL_RGB);
/* <sigh> the way the texture cube mapping works, we have to flip
* images to make things look right.
*/
if (flipTB) {
const int stride = 3 * w;
GLubyte temp[3*1024];
int i;
for (i = 0; i < h / 2; i++) {
memcpy(temp, img + i * stride, stride);
memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
memcpy(img + (h - i - 1) * stride, temp, stride);
}
}
if (flipLR) {
const int stride = 3 * w;
GLubyte temp[3];
GLubyte *row;
int i, j;
for (i = 0; i < h; i++) {
row = img + i * stride;
for (j = 0; j < w / 2; j++) {
int k = w - j - 1;
temp[0] = row[j*3+0];
temp[1] = row[j*3+1];
temp[2] = row[j*3+2];
row[j*3+0] = row[k*3+0];
row[j*3+1] = row[k*3+1];
row[j*3+2] = row[k*3+2];
row[k*3+0] = temp[0];
row[k*3+1] = temp[1];
row[k*3+2] = temp[2];
}
}
}
gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
free(img);
}
static void
LoadEnvmaps(void)
{
LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
}
static void
InitTextures(GLboolean useImageFiles)
{
GLenum filter;
/*
* Env map
*/
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
if (useImageFiles) {
LoadEnvmaps();
filter = GL_LINEAR;
}
else {
InitCheckers();
filter = GL_NEAREST;
}
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/*
* Ground texture
*/
{
GLint imgWidth, imgHeight;
GLenum imgFormat;
GLubyte *image = NULL;
image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
if (!image) {
printf("Couldn't read %s\n", GroundImage);
exit(0);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 2);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
imgFormat, GL_UNSIGNED_BYTE, image);
free(image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
static GLuint
CreateProgram(const char *vertProgFile, const char *fragProgFile,
struct uniform_info *uniforms)
{
GLuint fragShader, vertShader, program;
vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
program = LinkShaders(vertShader, fragShader);
glUseProgram(program);
SetUniformValues(program, uniforms);
PrintUniforms(uniforms);
return program;
}
static void
InitPrograms(void)
{
Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
}
static void
Init(GLboolean useImageFiles)
{
if (!ShadersSupported()) {
exit(1);
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
InitTextures(useImageFiles);
InitPrograms();
glEnable(GL_DEPTH_TEST);
glClearColor(.6, .6, .9, 0);
glColor3f(1.0, 1.0, 1.0);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
win = glutCreateWindow(Demo);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);
glutDisplayFunc(draw);
if (Anim)
glutIdleFunc(idle);
if (argc > 1 && strcmp(argv[1] , "-i") == 0)
Init(1);
else
Init(0);
glutMainLoop();
return 0;
}