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

306 lines
6.3 KiB
C

/**
* Test two-sided lighting with shaders.
* Both GL_VERTEX_PROGRAM_TWO_SIDE and gl_FrontFacing can be tested
* (see keys below).
*
* Brian Paul
* 18 Dec 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "shaderutil.h"
#ifndef M_PI
#define M_PI 3.1415926535
#endif
static GLint WinWidth = 300, WinHeight = 300;
static char *FragProgFile = NULL;
static char *VertProgFile = NULL;
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint win = 0;
static GLboolean anim;
static GLboolean DetermineFacingInFragProg;
static GLfloat Xrot;
static GLint u_fragface;
static GLenum FrontWinding;
static int prevTime = 0;
static const GLfloat Red[4] = {1, 0, 0, 1};
static const GLfloat Green[4] = {0, 1, 0, 0};
static void
SetDefaults(void)
{
DetermineFacingInFragProg = GL_TRUE;
FrontWinding = GL_CCW;
Xrot = 30;
anim = 0;
glutIdleFunc(NULL);
}
static void
Redisplay(void)
{
const int sections = 20;
int i;
float radius = 2;
glFrontFace(FrontWinding);
if (DetermineFacingInFragProg) {
glUniform1i(u_fragface, 1);
glDisable(GL_VERTEX_PROGRAM_TWO_SIDE);
}
else {
glUniform1i(u_fragface, 0);
glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(Xrot, 1, 0, 0);
/* Draw a tristrip ring */
glBegin(GL_TRIANGLE_STRIP);
glColor4fv(Red);
glSecondaryColor3fv(Green);
for (i = 0; i <= sections; i++) {
float a = (float) i / (sections) * M_PI * 2.0;
float x = radius * cos(a);
float y = radius * sin(a);
glVertex3f(x, -1, y);
glVertex3f(x, +1, y);
}
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static void
Idle(void)
{
int curTime = glutGet(GLUT_ELAPSED_TIME);
int dt = curTime - prevTime;
if (prevTime == 0) {
prevTime = curTime;
return;
}
prevTime = curTime;
Xrot += dt * 0.1;
glutPostRedisplay();
}
static void
Reshape(int width, int height)
{
float ar = (float) width / height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1, 1, 3, 25);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -10);
}
static void
CleanUp(void)
{
glDeleteShader(fragShader);
glDeleteShader(vertShader);
glDeleteProgram(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case ' ':
case 'a':
anim = !anim;
if (anim) {
prevTime = glutGet(GLUT_ELAPSED_TIME);
glutIdleFunc(Idle);
}
else
glutIdleFunc(NULL);
break;
case 'f':
printf("Using frag shader gl_FrontFacing\n");
DetermineFacingInFragProg = GL_TRUE;
break;
case 'v':
printf("Using vert shader Two-sided lighting\n");
DetermineFacingInFragProg = GL_FALSE;
break;
case 'r':
/* reset */
SetDefaults();
break;
case 's':
Xrot += 5;
break;
case 'S':
Xrot -= 5;
break;
case 'w':
if (FrontWinding == GL_CCW) {
FrontWinding = GL_CW;
printf("FrontFace = GL_CW\n");
}
else {
FrontWinding = GL_CCW;
printf("FrontFace = GL_CCW\n");
}
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
Init(void)
{
static const char *fragShaderText =
"uniform bool fragface; \n"
"void main() { \n"
#if 1
" if (!fragface || gl_FrontFacing) { \n"
" gl_FragColor = gl_Color; \n"
" } \n"
" else { \n"
" // note: dim green to help debug \n"
" gl_FragColor = 0.8 * gl_SecondaryColor; \n"
" } \n"
#else
/* DEBUG CODE */
" bool f = gl_FrontFacing; \n"
" if (f) { \n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
" } \n"
" else { \n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
" } \n"
#endif
"} \n";
static const char *vertShaderText =
"uniform bool fragface; \n"
"void main() { \n"
" gl_FrontColor = gl_Color; \n"
" if (fragface) { \n"
" // front/back chosen in frag prog \n"
" gl_FrontSecondaryColor = gl_SecondaryColor; \n"
" } \n"
" else { \n"
" // front/back chosen in prim setup \n"
" gl_BackColor = gl_SecondaryColor; \n"
" } \n"
" gl_Position = ftransform(); \n"
"} \n";
if (!ShadersSupported())
exit(1);
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
program = LinkShaders(vertShader, fragShader);
glUseProgram(program);
u_fragface = glGetUniformLocation(program, "fragface");
printf("Uniforms: %d\n", u_fragface);
/*assert(glGetError() == 0);*/
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
assert(glIsProgram(program));
assert(glIsShader(fragShader));
assert(glIsShader(vertShader));
glEnable(GL_DEPTH_TEST);
SetDefaults();
}
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];
}
}
}
static void
Usage(void)
{
printf("Keys:\n");
printf(" f - do front/back determination in fragment shader\n");
printf(" v - do front/back determination in vertex shader\n");
printf(" r - reset, show front\n");
printf(" a - toggle animation\n");
printf(" s - step rotation\n");
printf(" w - toggle CW, CCW front-face winding\n");
printf("NOTE: red = front face, green = back face.\n");
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Redisplay);
if (anim)
glutIdleFunc(Idle);
ParseOptions(argc, argv);
Init();
Usage();
glutMainLoop();
return 0;
}