202 lines
4.1 KiB
C
202 lines
4.1 KiB
C
/**
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* Test GLSL 1.20 gl_PointCoord fragment program attribute.
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* Brian Paul
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* 11 Aug 2007
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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 GLint WinWidth = 300, WinHeight = 300;
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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 program;
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static GLint win = 0;
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static GLint tex0;
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static GLenum Filter = GL_NEAREST;
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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);
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/* draw one point/sprite */
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glPushMatrix();
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glPointSize(60);
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glBegin(GL_POINTS);
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glVertex2f(WinWidth / 2.0f, WinHeight / 2.0f);
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glEnd();
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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(0, width, 0, height, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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WinWidth = width;
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WinHeight = height;
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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(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 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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MakeTexture(void)
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{
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#define SZ 16
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GLubyte image[SZ][SZ][4];
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GLuint i, j;
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for (i = 0; i < SZ; i++) {
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for (j = 0; j < SZ; j++) {
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if ((i + j) & 1) {
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image[i][j][0] = 0;
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image[i][j][1] = 0;
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image[i][j][2] = 0;
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image[i][j][3] = 255;
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}
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else {
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image[i][j][0] = j * 255 / (SZ-1);
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image[i][j][1] = i * 255 / (SZ-1);
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image[i][j][2] = 0;
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image[i][j][3] = 255;
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}
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}
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}
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glActiveTexture(GL_TEXTURE0); /* unit 0 */
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ, SZ, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#undef SZ
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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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"#version 120 \n"
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"uniform sampler2D tex0; \n"
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"void main() { \n"
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" gl_FragColor = texture2D(tex0, gl_PointCoord.xy, 0.0); \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 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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if (!ShadersSupported())
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exit(1);
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vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
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fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
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program = LinkShaders(vertShader, fragShader);
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glUseProgram(program);
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tex0 = glGetUniformLocation(program, "tex0");
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printf("Uniforms: tex0: %d\n", tex0);
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glUniform1i(tex0, 0); /* tex unit 0 */
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/*assert(glGetError() == 0);*/
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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assert(glIsProgram(program));
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assert(glIsShader(fragShader));
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assert(glIsShader(vertShader));
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MakeTexture();
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glEnable(GL_POINT_SPRITE);
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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(WinWidth, WinHeight);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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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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