188 lines
3.8 KiB
C
188 lines
3.8 KiB
C
/**
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* Draw two quads, one using only a vertex shader, the other only with a
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* fragment shader. They should appear the same.
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* 17 Dec 2008
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* Brian Paul
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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 char *FragProgFile = NULL;
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static char *VertProgFile = NULL;
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static GLuint FragShader;
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static GLuint VertShader;
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static GLuint VertProgram; /* w/out vertex shader */
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static GLuint FragProgram; /* w/out fragment shader */
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static GLint Win = 0;
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static void
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DrawQuadColor(void)
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{
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glBegin(GL_QUADS);
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glColor3f(1, 0, 0); glVertex2f(-1, -1);
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glColor3f(0, 1, 0); glVertex2f( 1, -1);
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glColor3f(0, 0, 1); glVertex2f( 1, 1);
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glColor3f(1, 0, 1); glVertex2f(-1, 1);
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glEnd();
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}
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/** as above, but specify color via texcoords */
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static void
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DrawQuadTex(void)
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{
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glBegin(GL_QUADS);
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glTexCoord3f(1, 0, 0); glVertex2f(-1, -1);
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glTexCoord3f(0, 1, 0); glVertex2f( 1, -1);
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glTexCoord3f(0, 0, 1); glVertex2f( 1, 1);
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glTexCoord3f(1, 0, 1); glVertex2f(-1, 1);
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glEnd();
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}
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static void
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Redisplay(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* render with vertex shader only */
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glUseProgram(VertProgram);
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glPushMatrix();
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glTranslatef(-1.5, 0, 0);
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DrawQuadTex();
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glPopMatrix();
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/* render with fragment shader only */
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glUseProgram(FragProgram);
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glPushMatrix();
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glTranslatef(+1.5, 0, 0);
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DrawQuadColor();
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glPopMatrix();
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glutSwapBuffers();
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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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glOrtho(-4, 4, -2, 2, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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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(FragShader);
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glDeleteShader(VertShader);
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glDeleteProgram(VertProgram);
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glDeleteProgram(FragProgram);
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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 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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Init(void)
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{
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static const char *fragShaderText =
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"void main() {\n"
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" gl_FragColor = gl_Color;\n"
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"}\n";
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static const char *vertShaderText =
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"void main() {\n"
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" gl_Position = ftransform();\n"
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" gl_FrontColor = gl_MultiTexCoord0;\n" /* see DrawQuadTex() */
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"}\n";
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if (!ShadersSupported())
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exit(1);
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if (FragProgFile)
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FragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
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else
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FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
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if (VertProgFile)
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VertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
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else
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VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
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VertProgram = LinkShaders(VertShader, 0);
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FragProgram = LinkShaders(0, FragShader);
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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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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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assert(glIsProgram(VertProgram));
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assert(glIsProgram(FragProgram));
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assert(glIsShader(FragShader));
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assert(glIsShader(VertShader));
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glColor3f(1, 0, 0);
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}
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static void
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ParseOptions(int argc, char *argv[])
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{
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int i;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-fs") == 0) {
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FragProgFile = argv[i+1];
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}
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else if (strcmp(argv[i], "-vs") == 0) {
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VertProgFile = argv[i+1];
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}
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}
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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(400, 200);
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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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ParseOptions(argc, argv);
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Init();
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glutMainLoop();
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return 0;
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}
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