624 lines
14 KiB
C
624 lines
14 KiB
C
/**
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* Test OpenGL 2.0 vertex/fragment shaders.
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* Brian Paul
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* 1 November 2006
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*
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* Based on ARB version by:
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* Michal Krol
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* 20 February 2006
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*
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* Based on the original demo by:
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* Brian Paul
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* 17 April 2003
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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/gl.h>
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#include <GL/glut.h>
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#include <GL/glext.h>
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#include "extfuncs.h"
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#define TEXTURE 0
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static GLint CoordAttrib = 0;
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static char *FragProgFile = NULL;
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static char *VertProgFile = NULL;
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static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 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 fragShader;
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static GLuint vertShader;
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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 GLuint SphereList, RectList, CurList;
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static GLint win = 0;
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static GLboolean anim = GL_TRUE;
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static GLboolean wire = GL_FALSE;
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static GLboolean pixelLight = GL_TRUE;
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static GLint t0 = 0;
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static GLint frames = 0;
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static GLfloat xRot = 90.0f, yRot = 0.0f;
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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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if (pixelLight) {
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glUseProgram_func(program);
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glDisable(GL_LIGHTING);
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}
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else {
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glUseProgram_func(0);
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glEnable(GL_LIGHTING);
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}
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glPushMatrix();
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glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot, 0.0f, 1.0f, 0.0f);
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/*
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glutSolidSphere(2.0, 10, 5);
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*/
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glCallList(CurList);
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glPopMatrix();
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glutSwapBuffers();
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frames++;
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if (anim) {
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GLint t = glutGet(GLUT_ELAPSED_TIME);
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if (t - t0 >= 5000) {
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GLfloat seconds =(GLfloat)(t - t0) / 1000.0f;
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GLfloat fps = frames / seconds;
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printf("%d frames in %6.3f seconds = %6.3f FPS\n",
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frames, seconds, fps);
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t0 = t;
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frames = 0;
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}
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}
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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_func(fragShader);
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glDeleteShader_func(vertShader);
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glDeleteProgram_func(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 'w':
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wire = !wire;
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if (wire)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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break;
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case 'o':
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if (CurList == SphereList)
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CurList = RectList;
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else
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CurList = SphereList;
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break;
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case 'p':
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pixelLight = !pixelLight;
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if (pixelLight)
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printf("Per-pixel lighting\n");
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else
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printf("Conventional lighting\n");
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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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SpecialKey(int key, int x, int y)
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{
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const GLfloat step = 3.0f;
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(void) x;
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(void) y;
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switch(key) {
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case GLUT_KEY_UP:
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xRot -= step;
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break;
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case GLUT_KEY_DOWN:
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xRot += step;
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break;
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case GLUT_KEY_LEFT:
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yRot -= step;
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break;
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case GLUT_KEY_RIGHT:
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yRot += step;
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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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TestFunctions(void)
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{
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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{
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GLfloat pos[3];
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
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}
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{
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GLfloat m[16], result[16];
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GLint mPos;
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int i;
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for (i = 0; i < 16; i++)
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m[i] = (float) i;
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mPos = glGetUniformLocation_func(program, "m");
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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glUniformMatrix4fv_func(mPos, 1, GL_FALSE, m);
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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glGetUniformfv_func(program, mPos, result);
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printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
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for (i = 0; i < 16; i++) {
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printf("%8g %8g\n", m[i], result[i]);
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}
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}
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assert(glIsProgram_func(program));
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assert(glIsShader_func(fragShader));
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assert(glIsShader_func(vertShader));
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/* attached shaders */
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{
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GLuint shaders[20];
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GLsizei count;
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int i;
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glGetAttachedShaders_func(program, 20, &count, shaders);
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for (i = 0; i < count; i++) {
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printf("Attached: %u\n", shaders[i]);
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assert(shaders[i] == fragShader ||
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shaders[i] == vertShader);
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}
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}
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{
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GLchar log[1000];
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GLsizei len;
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glGetShaderInfoLog_func(vertShader, 1000, &len, log);
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printf("Vert Shader Info Log: %s\n", log);
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glGetShaderInfoLog_func(fragShader, 1000, &len, log);
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printf("Frag Shader Info Log: %s\n", log);
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glGetProgramInfoLog_func(program, 1000, &len, log);
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printf("Program Info Log: %s\n", log);
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}
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}
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#if TEXTURE
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static void
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MakeTexture(void)
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{
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#define SZ0 64
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#define SZ1 32
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GLubyte image0[SZ0][SZ0][SZ0][4];
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GLubyte image1[SZ1][SZ1][SZ1][4];
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GLuint i, j, k;
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/* level 0: two-tone gray checkboard */
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for (i = 0; i < SZ0; i++) {
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for (j = 0; j < SZ0; j++) {
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for (k = 0; k < SZ0; k++) {
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if ((i/8 + j/8 + k/8) & 1) {
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image0[i][j][k][0] =
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image0[i][j][k][1] =
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image0[i][j][k][2] = 200;
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}
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else {
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image0[i][j][k][0] =
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image0[i][j][k][1] =
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image0[i][j][k][2] = 100;
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}
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image0[i][j][k][3] = 255;
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}
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}
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}
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/* level 1: two-tone green checkboard */
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for (i = 0; i < SZ1; i++) {
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for (j = 0; j < SZ1; j++) {
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for (k = 0; k < SZ1; k++) {
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if ((i/8 + j/8 + k/8) & 1) {
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image1[i][j][k][0] = 0;
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image1[i][j][k][1] = 250;
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image1[i][j][k][2] = 0;
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}
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else {
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image1[i][j][k][0] = 0;
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image1[i][j][k][1] = 200;
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image1[i][j][k][2] = 0;
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}
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image1[i][j][k][3] = 255;
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}
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}
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}
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glActiveTexture(GL_TEXTURE2); /* unit 2 */
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image0);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE4); /* unit 4 */
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glBindTexture(GL_TEXTURE_3D, 43);
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image0);
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glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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#endif
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static void
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MakeSphere(void)
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{
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GLUquadricObj *obj = gluNewQuadric();
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SphereList = glGenLists(1);
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gluQuadricTexture(obj, GL_TRUE);
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glNewList(SphereList, GL_COMPILE);
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gluSphere(obj, 2.0f, 10, 5);
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glEndList();
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}
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static void
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VertAttrib(GLint index, float x, float y)
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{
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#if 1
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glVertexAttrib2f_func(index, x, y);
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#else
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glTexCoord2f(x, y);
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#endif
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}
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static void
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MakeRect(void)
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{
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RectList = glGenLists(1);
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glNewList(RectList, GL_COMPILE);
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glNormal3f(0, 0, 1);
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glBegin(GL_POLYGON);
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VertAttrib(CoordAttrib, 0, 0); glVertex2f(-2, -2);
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VertAttrib(CoordAttrib, 1, 0); glVertex2f( 2, -2);
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VertAttrib(CoordAttrib, 1, 1); glVertex2f( 2, 2);
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VertAttrib(CoordAttrib, 0, 1); glVertex2f(-2, 2);
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glEnd(); /* XXX omit this and crash! */
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glEndList();
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}
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static void
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LoadAndCompileShader(GLuint shader, const char *text)
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{
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GLint stat;
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glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
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glCompileShader_func(shader);
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glGetShaderiv_func(shader, GL_COMPILE_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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glGetShaderInfoLog_func(shader, 1000, &len, log);
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fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
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exit(1);
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}
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}
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/**
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* Read a shader from a file.
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*/
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static void
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ReadShader(GLuint shader, const char *filename)
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{
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const int max = 100*1000;
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int n;
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char *buffer = (char*) malloc(max);
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FILE *f = fopen(filename, "r");
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if (!f) {
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fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
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exit(1);
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}
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n = fread(buffer, 1, max, f);
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printf("fslight: read %d bytes from shader file %s\n", n, filename);
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if (n > 0) {
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buffer[n] = 0;
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LoadAndCompileShader(shader, buffer);
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}
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fclose(f);
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free(buffer);
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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_func(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_func(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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static const char *fragShaderText =
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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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"void main() {\n"
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" // Compute dot product of light direction and normal vector\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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" // Compute diffuse and specular contributions\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 *vertShaderText =
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"varying vec3 normal;\n"
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"void main() {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" normal = gl_NormalMatrix * gl_Normal;\n"
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"}\n";
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const char *version;
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version = (const char *) glGetString(GL_VERSION);
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if (version[0] != '2' || version[1] != '.') {
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printf("This program requires OpenGL 2.x, found %s\n", version);
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exit(1);
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}
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GetExtensionFuncs();
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
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if (FragProgFile)
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ReadShader(fragShader, FragProgFile);
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else
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LoadAndCompileShader(fragShader, fragShaderText);
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vertShader = glCreateShader_func(GL_VERTEX_SHADER);
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if (VertProgFile)
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ReadShader(vertShader, VertProgFile);
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else
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LoadAndCompileShader(vertShader, vertShaderText);
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program = glCreateProgram_func();
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glAttachShader_func(program, fragShader);
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glAttachShader_func(program, vertShader);
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glLinkProgram_func(program);
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CheckLink(program);
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glUseProgram_func(program);
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uDiffuse = glGetUniformLocation_func(program, "diffuse");
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uSpecular = glGetUniformLocation_func(program, "specular");
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uTexture = glGetUniformLocation_func(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_func(uDiffuse, 1, diffuse);
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glUniform4fv_func(uSpecular, 1, specular);
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/* assert(glGetError() == 0);*/
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glUniform1i_func(uTexture, 2); /* use texture unit 2 */
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/*assert(glGetError() == 0);*/
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if (CoordAttrib) {
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int i;
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glBindAttribLocation_func(program, CoordAttrib, "coord");
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i = glGetAttribLocation_func(program, "coord");
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assert(i >= 0);
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if (i != CoordAttrib) {
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printf("Hmmm, NVIDIA bug?\n");
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CoordAttrib = i;
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}
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else {
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printf("Mesa bind attrib: coord = %d\n", i);
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}
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}
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/*assert(glGetError() == 0);*/
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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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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHTING);
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|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
|
|
|
|
MakeSphere();
|
|
MakeRect();
|
|
|
|
CurList = SphereList;
|
|
|
|
#if TEXTURE
|
|
MakeTexture();
|
|
#endif
|
|
|
|
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
|
|
printf("Press p to toggle between per-pixel and per-vertex lighting\n");
|
|
|
|
/* test glGetShaderSource() */
|
|
if (0) {
|
|
GLsizei len = strlen(fragShaderText) + 1;
|
|
GLsizei lenOut;
|
|
GLchar *src =(GLchar *) malloc(len * sizeof(GLchar));
|
|
glGetShaderSource_func(fragShader, 0, NULL, src);
|
|
glGetShaderSource_func(fragShader, len, &lenOut, src);
|
|
assert(len == lenOut + 1);
|
|
assert(strcmp(src, fragShaderText) == 0);
|
|
free(src);
|
|
}
|
|
|
|
assert(glIsProgram_func(program));
|
|
assert(glIsShader_func(fragShader));
|
|
assert(glIsShader_func(vertShader));
|
|
|
|
glColor3f(1, 0, 0);
|
|
|
|
/* for testing state vars */
|
|
{
|
|
static GLfloat fc[4] = { 1, 1, 0, 0 };
|
|
static GLfloat amb[4] = { 1, 0, 1, 0 };
|
|
glFogfv(GL_FOG_COLOR, fc);
|
|
glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
|
|
}
|
|
|
|
#if 0
|
|
TestFunctions();
|
|
#else
|
|
(void) TestFunctions;
|
|
#endif
|
|
}
|
|
|
|
|
|
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(200, 200);
|
|
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
|
win = glutCreateWindow(argv[0]);
|
|
glutReshapeFunc(Reshape);
|
|
glutKeyboardFunc(Key);
|
|
glutSpecialFunc(SpecialKey);
|
|
glutDisplayFunc(Redisplay);
|
|
if (anim)
|
|
glutIdleFunc(Idle);
|
|
ParseOptions(argc, argv);
|
|
Init();
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|
|
|
|
|