279 lines
5.3 KiB
C
279 lines
5.3 KiB
C
/**
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* Another test for noise() functions (noise1 to noise4 tested independently).
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* 13 Dec 2008
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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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static const char *VertShaderText =
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"void main() {\n"
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" gl_TexCoord[0].xyz = gl_Vertex.xyz;\n"
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" gl_TexCoord[0].w = gl_MultiTexCoord1.x;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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static const char *FragShaderText[ 4 ] = {
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"void main()\n"
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"{\n"
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" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].w ) * 0.5 + 0.5;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n",
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"void main()\n"
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"{\n"
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" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xw ) * 0.5 + 0.5;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n",
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"void main()\n"
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"{\n"
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" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyw ) * 0.5 + 0.5;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n",
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"void main()\n"
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"{\n"
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" gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyzw ) * 0.5 + 0.5;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n"
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};
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struct uniform_info {
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const char *name;
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GLuint size;
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GLint location;
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GLfloat value[4];
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};
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/* program/shader objects */
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static GLuint fragShader[ 4 ];
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static GLuint vertShader;
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static GLuint program[ 4 ];
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static GLint win = 0;
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static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
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static GLfloat Slice = 0.0;
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static GLboolean Anim = GL_FALSE;
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static void
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Idle(void)
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{
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Slice += 0.01;
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glutPostRedisplay();
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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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glMultiTexCoord1f( GL_TEXTURE1, Slice );
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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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glRotatef(zRot, 0.0f, 0.0f, 1.0f);
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glutSolidTeapot( 1.0 );
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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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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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GLint i;
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glDeleteShader(vertShader);
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for( i = 0; i < 4; i++ ) {
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glDeleteShader(fragShader[ i ]);
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glDeleteProgram(program[ i ]);
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}
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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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const GLfloat step = 0.01;
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(void) x;
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(void) y;
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switch(key) {
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case 'a':
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Anim = !Anim;
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glutIdleFunc(Anim ? Idle : NULL);
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break;
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case 's':
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Slice -= step;
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break;
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case 'S':
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Slice += step;
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break;
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case 'z':
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zRot -= 1.0;
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break;
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case 'Z':
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zRot += 1.0;
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break;
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case '1':
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case '2':
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case '3':
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case '4':
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glUseProgram(program[ key - '1' ]);
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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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LoadAndCompileShader(GLuint shader, const char *text)
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{
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GLint stat;
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glShaderSource(shader, 1, (const GLchar **) &text, NULL);
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glCompileShader(shader);
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glGetShaderiv(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(shader, 1000, &len, log);
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fprintf(stderr, "multinoise: problem compiling shader: %s\n", log);
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exit(1);
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}
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else {
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printf("Shader compiled OK\n");
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}
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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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else {
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fprintf(stderr, "Link success!\n");
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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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const char *version;
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GLint i;
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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("Warning: this program expects OpenGL 2.0\n");
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/*exit(1);*/
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}
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vertShader = glCreateShader(GL_VERTEX_SHADER);
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LoadAndCompileShader(vertShader, VertShaderText);
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for( i = 0; i < 4; i++ ) {
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fragShader[ i ] = glCreateShader(GL_FRAGMENT_SHADER);
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LoadAndCompileShader(fragShader[ i ], FragShaderText[ i ]);
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program[ i ] = glCreateProgram();
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glAttachShader(program[ i ], fragShader[ i ]);
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glAttachShader(program[ i ], vertShader);
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glLinkProgram(program[ i ]);
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CheckLink(program[ i ]);
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}
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glUseProgram(program[ 0 ]);
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assert(glGetError() == 0);
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glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
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glColor3f(1, 0, 0);
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glFrontFace( GL_CW );
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glEnable( GL_CULL_FACE );
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glEnable( GL_DEPTH_TEST );
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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, 400);
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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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glutSpecialFunc(SpecialKey);
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glutDisplayFunc(Redisplay);
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Init();
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glutMainLoop();
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return 0;
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}
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