416 lines
9.1 KiB
C
416 lines
9.1 KiB
C
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#ifndef WIN32
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#include <unistd.h>
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#include <signal.h>
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#endif
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include "readtex.c"
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#define TEXTURE_FILE "../images/bw.rgb"
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unsigned show_fps = 0;
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unsigned int frame_cnt = 0;
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void alarmhandler(int);
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static const char *filename = 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 void usage(char *name)
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{
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fprintf(stderr, "usage: %s [ options ] shader_filename\n", name);
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#ifndef WIN32
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fprintf(stderr, "\n" );
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fprintf(stderr, "options:\n");
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fprintf(stderr, " -fps show frames per second\n");
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#endif
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}
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#ifndef WIN32
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void alarmhandler (int sig)
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{
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if (sig == SIGALRM) {
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printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt,
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frame_cnt / 5.0);
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frame_cnt = 0;
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}
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signal(SIGALRM, alarmhandler);
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alarm(5);
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}
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#endif
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static void load_and_compile_shader(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, "fp-tri: 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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static void read_shader(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, "fp-tri: 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("fp-tri: 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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load_and_compile_shader(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 check_link(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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}
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static void setup_uniforms()
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{
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{
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GLint loc1f = glGetUniformLocationARB(program, "Offset1f");
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GLint loc2f = glGetUniformLocationARB(program, "Offset2f");
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GLint loc4f = glGetUniformLocationARB(program, "Offset4f");
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GLfloat vecKer[] =
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{ 1.0, 0.0, 0.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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0.0, 0.0, 0.0, 1.0
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};
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if (loc1f >= 0)
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glUniform1fv(loc1f, 16, vecKer);
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if (loc2f >= 0)
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glUniform2fv(loc2f, 8, vecKer);
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if (loc4f >= 0)
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glUniform4fv(loc4f, 4, vecKer);
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}
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{
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GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
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GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
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GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
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GLfloat vecKer[] =
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{ 1.0, 0.0, 0.0, 0.25,
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0.0, 1.0, 0.0, 0.25,
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0.0, 0.0, 1.0, 0.25,
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0.0, 0.0, 0.0, 0.25,
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0.5, 0.0, 0.0, 0.35,
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0.0, 0.5, 0.0, 0.35,
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0.0, 0.0, 0.5, 0.35,
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0.0, 0.0, 0.0, 0.35
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};
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if (loc1f >= 0)
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glUniform1fv(loc1f, 16, vecKer);
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if (loc2f >= 0)
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glUniform2fv(loc2f, 8, vecKer);
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if (loc4f >= 0)
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glUniform4fv(loc4f, 4, vecKer);
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}
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}
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static void prepare_shaders()
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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_FrontColor = gl_Color;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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if (filename)
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read_shader(fragShader, filename);
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else
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load_and_compile_shader(fragShader, fragShaderText);
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vertShader = glCreateShader(GL_VERTEX_SHADER);
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load_and_compile_shader(vertShader, vertShaderText);
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program = glCreateProgram();
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glAttachShader(program, fragShader);
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glAttachShader(program, vertShader);
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glLinkProgram(program);
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check_link(program);
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glUseProgram(program);
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setup_uniforms();
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}
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#define LEVELS 8
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#define SIZE (1<<LEVELS)
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static int TexWidth = SIZE, TexHeight = SIZE;
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static void
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ResetTextureLevel( int i )
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{
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GLubyte tex2d[SIZE*SIZE][4];
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{
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GLint Width = TexWidth / (1 << i);
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GLint Height = TexHeight / (1 << i);
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GLint s, t;
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for (s = 0; s < Width; s++) {
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for (t = 0; t < Height; t++) {
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tex2d[t*Width+s][0] = ((s / 16) % 2) ? 0 : 255;
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tex2d[t*Width+s][1] = ((t / 16) % 2) ? 0 : 255;
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tex2d[t*Width+s][2] = 128;
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tex2d[t*Width+s][3] = 255;
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, Width, Height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, tex2d);
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}
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}
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static void
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ResetTexture( void )
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{
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int i;
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for (i = 0; i <= LEVELS; i++)
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{
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ResetTextureLevel(i);
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}
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}
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static void Init( void )
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{
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GLuint Texture;
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/* Load texture */
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glGenTextures(1, &Texture);
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glBindTexture(GL_TEXTURE_2D, Texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
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printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
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exit(1);
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}
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glGenTextures(1, &Texture);
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glActiveTextureARB(GL_TEXTURE0_ARB + 1);
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glBindTexture(GL_TEXTURE_2D, Texture);
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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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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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{
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GLubyte data[32][32];
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int width = 32;
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int height = 32;
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int i;
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int j;
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for (i = 0; i < 32; i++)
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for (j = 0; j < 32; j++)
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{
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/**
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** +-----------+
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** | W |
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** | +-----+ |
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** | | | |
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** | | B | |
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** | | | |
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** | +-----+ |
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** | |
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** +-----------+
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**/
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int i2 = i - height / 2;
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int j2 = j - width / 2;
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int h8 = height / 8;
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int w8 = width / 8;
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if ( -h8 <= i2 && i2 <= h8 && -w8 <= j2 && j2 <= w8 ) {
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data[i][j] = 0x00;
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} else if ( -2 * h8 <= i2 && i2 <= 2 * h8 && -2 * w8 <= j2 && j2 <= 2 * w8 ) {
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data[i][j] = 0x55;
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} else if ( -3 * h8 <= i2 && i2 <= 3 * h8 && -3 * w8 <= j2 && j2 <= 3 * w8 ) {
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data[i][j] = 0xaa;
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} else {
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data[i][j] = 0xff;
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}
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}
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glTexImage2D( GL_TEXTURE_2D, 0,
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GL_ALPHA8,
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32, 32, 0,
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GL_ALPHA, GL_UNSIGNED_BYTE, data );
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}
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glGenTextures(1, &Texture);
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glActiveTextureARB(GL_TEXTURE0_ARB + 2);
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glBindTexture(GL_TEXTURE_2D, Texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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ResetTexture();
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glClearColor(.1, .3, .5, 0);
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}
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static void args(int argc, char *argv[])
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{
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GLint i;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-fps") == 0) {
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show_fps = 1;
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}
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else if (i == argc - 1) {
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filename = argv[i];
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}
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else {
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usage(argv[0]);
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exit(1);
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}
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}
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}
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static void Reshape(int width, int height)
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{
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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}
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static void 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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}
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static void Key(unsigned char key, int x, int y)
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{
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switch (key) {
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case 27:
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CleanUp();
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exit(1);
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default:
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break;
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}
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glutPostRedisplay();
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}
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static void Display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 0.0, 0.0);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0.0, 0.0, 1.0, 1.0);
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glBegin(GL_TRIANGLES);
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glColor3f(0,0,1);
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glTexCoord3f(1,1,0);
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glVertex3f( 0.9, -0.9, -30.0);
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glColor3f(1,0,0);
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glTexCoord3f(1,-1,0);
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glVertex3f( 0.9, 0.9, -30.0);
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glColor3f(0,1,0);
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glTexCoord3f(-1,0,0);
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glVertex3f(-0.9, 0.0, -30.0);
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glEnd();
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glFlush();
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if (show_fps) {
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++frame_cnt;
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glutPostRedisplay();
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}
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}
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int main(int argc, char **argv)
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{
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glutInit(&argc, argv);
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glutInitWindowPosition(0, 0);
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glutInitWindowSize(250, 250);
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glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
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args(argc, argv);
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glutCreateWindow(filename ? filename : "fp-tri");
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glewInit();
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Display);
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prepare_shaders();
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Init();
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#ifndef WIN32
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if (show_fps) {
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signal(SIGALRM, alarmhandler);
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alarm(5);
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}
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#endif
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glutMainLoop();
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return 0;
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}
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