Replace duplicated code with new shaderutil.c functions
This commit is contained in:
parent
90caba3d76
commit
2dca3373ae
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@ -45,6 +45,7 @@ default: $(PROGS)
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extfuncs.h: $(TOP)/progs/util/extfuncs.h
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cp $< .
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readtex.c: $(TOP)/progs/util/readtex.c
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cp $< .
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@ -54,24 +55,97 @@ readtex.h: $(TOP)/progs/util/readtex.h
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readtex.o: readtex.c readtex.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) readtex.c
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bitmap.c: extfuncs.h
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brick.c: extfuncs.h
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shaderutil.c: $(TOP)/progs/util/shaderutil.c
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cp $< .
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bump.c: extfuncs.h
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shaderutil.h: $(TOP)/progs/util/shaderutil.h
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cp $< .
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mandelbrot.c: extfuncs.h
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shaderutil.o: shaderutil.c shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) shaderutil.c
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points.c: extfuncs.h
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toyball.c: extfuncs.h
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texdemo1: texdemo1.o readtex.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) texdemo1.o readtex.o $(LIBS) -o $@
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bitmap.o: bitmap.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) bitmap.c
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texdemo1.o: texdemo1.c readtex.h extfuncs.h
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bitmap: bitmap.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) bitmap.o shaderutil.o $(LIBS) -o $@
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brick.o: brick.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) brick.c
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brick: brick.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) brick.o shaderutil.o $(LIBS) -o $@
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bump.o: bump.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) bump.c
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bump: bump.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) bump.o shaderutil.o $(LIBS) -o $@
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deriv.o: deriv.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) deriv.c
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deriv: deriv.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) deriv.o shaderutil.o $(LIBS) -o $@
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mandelbrot.o: mandelbrot.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) mandelbrot.c
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mandelbrot: mandelbrot.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) mandelbrot.o shaderutil.o $(LIBS) -o $@
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noise.o: noise.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) noise.c
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noise: noise.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) noise.o shaderutil.o $(LIBS) -o $@
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points.o: points.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) points.c
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points: points.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) points.o shaderutil.o $(LIBS) -o $@
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texdemo1.o: texdemo1.c readtex.h extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) texdemo1.c
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texdemo1: texdemo1.o readtex.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) texdemo1.o readtex.o shaderutil.o $(LIBS) -o $@
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toyball.o: toyball.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) toyball.c
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toyball: toyball.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) toyball.o shaderutil.o $(LIBS) -o $@
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twoside.o: twoside.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) twoside.c
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twoside: twoside.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) twoside.o shaderutil.o $(LIBS) -o $@
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trirast.o: trirast.c extfuncs.h shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) trirast.c
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trirast: trirast.o shaderutil.o
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$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) trirast.o shaderutil.o $(LIBS) -o $@
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clean:
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-rm -f $(PROGS)
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@ -13,6 +13,7 @@
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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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#include "shaderutil.h"
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static GLuint FragShader;
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@ -246,40 +247,6 @@ MakeBitmapTextures(void)
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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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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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@ -306,28 +273,16 @@ Init(void)
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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" gl_FrontColor = gl_Color; \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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if (!ShadersSupported())
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exit(1);
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}
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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GetExtensionFuncs();
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FragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
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LoadAndCompileShader(FragShader, fragShaderText);
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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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VertShader = glCreateShader_func(GL_VERTEX_SHADER);
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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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uScale = glGetUniformLocation_func(Program, "scale");
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@ -13,6 +13,7 @@
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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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#include "shaderutil.h"
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static char *FragProgFile = "CH06-brick.frag.txt";
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@ -23,23 +24,15 @@ static GLuint fragShader;
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static GLuint vertShader;
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static GLuint program;
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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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static struct uniform_info Uniforms[] = {
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/* vert */
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{ "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} },
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{ "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 },
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/* frag */
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{ "BrickColor", 3, -1, { 0.8, 0.2, 0.2, 0 } },
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{ "MortarColor", 3, -1, { 0.6, 0.6, 0.6, 0 } },
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{ "BrickSize", 2, -1, { 1.0, 0.3, 0, 0 } },
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{ "BrickPct", 2, -1, { 0.9, 0.8, 0, 0 } },
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{ NULL, 0, 0, { 0, 0, 0, 0 } }
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{ "BrickColor", 3, GL_FLOAT, { 0.8, 0.2, 0.2, 0 }, -1 },
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{ "MortarColor", 3, GL_FLOAT, { 0.6, 0.6, 0.6, 0 }, -1 },
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{ "BrickSize", 2, GL_FLOAT, { 1.0, 0.3, 0, 0 }, -1 },
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{ "BrickPct", 2, GL_FLOAT, { 0.9, 0.8, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static GLint win = 0;
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@ -145,122 +138,21 @@ SpecialKey(int key, int x, int y)
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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, "brick: 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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/**
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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, "brick: 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("brick: 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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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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if (!ShadersSupported())
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exit(1);
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GetExtensionFuncs();
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vertShader = glCreateShader_func(GL_VERTEX_SHADER);
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ReadShader(vertShader, VertProgFile);
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vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
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fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
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program = LinkShaders(vertShader, fragShader);
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
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ReadShader(fragShader, FragProgFile);
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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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for (i = 0; Uniforms[i].name; i++) {
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Uniforms[i].location
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= glGetUniformLocation_func(program, Uniforms[i].name);
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printf("Uniform %s location: %d\n", Uniforms[i].name,
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Uniforms[i].location);
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switch (Uniforms[i].size) {
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case 1:
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glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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case 2:
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glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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case 3:
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glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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case 4:
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glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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default:
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abort();
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}
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}
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InitUniforms(program, Uniforms);
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assert(glGetError() == 0);
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@ -13,6 +13,7 @@
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#include <GL/glu.h>
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#include <GL/glext.h>
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#include "extfuncs.h"
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#include "shaderutil.h"
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static char *FragProgFile = "CH11-bumpmap.frag.txt";
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@ -24,20 +25,13 @@ static GLuint vertShader;
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static GLuint program;
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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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static struct uniform_info Uniforms[] = {
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{ "LightPosition", 3, -1, { 0.57737, 0.57735, 0.57735, 0.0 } },
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{ "SurfaceColor", 3, -1, { 0.8, 0.8, 0.2, 0 } },
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{ "BumpDensity", 1, -1, { 10.0, 0, 0, 0 } },
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{ "BumpSize", 1, -1, { 0.125, 0, 0, 0 } },
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{ "SpecularFactor", 1, -1, { 0.5, 0, 0, 0 } },
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{ NULL, 0, 0, { 0, 0, 0, 0 } }
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{ "LightPosition", 3, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
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{ "SurfaceColor", 3, GL_FLOAT, { 0.8, 0.8, 0.2, 0 }, -1 },
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{ "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
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{ "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
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{ "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static GLint win = 0;
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@ -232,100 +226,18 @@ SpecialKey(int key, int x, int y)
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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, "bump: 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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/**
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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, "bump: 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("bump: 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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else {
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fprintf(stderr, "Link success!\n");
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}
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}
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|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
const char *version;
|
||||
GLint i;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("Warning: this program expects OpenGL 2.0\n");
|
||||
/*exit(1);*/
|
||||
}
|
||||
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
ReadShader(vertShader, VertProgFile);
|
||||
vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
|
||||
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
ReadShader(fragShader, FragProgFile);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
assert(glIsProgram_func(program));
|
||||
|
@ -336,28 +248,7 @@ Init(void)
|
|||
|
||||
CheckError(__LINE__);
|
||||
|
||||
for (i = 0; Uniforms[i].name; i++) {
|
||||
Uniforms[i].location
|
||||
= glGetUniformLocation_func(program, Uniforms[i].name);
|
||||
printf("Uniform %s location: %d\n", Uniforms[i].name,
|
||||
Uniforms[i].location);
|
||||
switch (Uniforms[i].size) {
|
||||
case 1:
|
||||
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
default:
|
||||
abort();
|
||||
}
|
||||
}
|
||||
InitUniforms(program, Uniforms);
|
||||
|
||||
CheckError(__LINE__);
|
||||
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static char *FragProgFile = NULL;
|
||||
|
@ -159,68 +160,6 @@ MakeRect(void)
|
|||
}
|
||||
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Read a shader from a file.
|
||||
*/
|
||||
static void
|
||||
ReadShader(GLuint shader, const char *filename)
|
||||
{
|
||||
const int max = 100*1000;
|
||||
int n;
|
||||
char *buffer = (char*) malloc(max);
|
||||
FILE *f = fopen(filename, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
n = fread(buffer, 1, max, f);
|
||||
printf("fslight: read %d bytes from shader file %s\n", n, filename);
|
||||
if (n > 0) {
|
||||
buffer[n] = 0;
|
||||
LoadAndCompileShader(shader, buffer);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
|
@ -234,33 +173,16 @@ Init(void)
|
|||
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
|
||||
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
|
||||
"}\n";
|
||||
const char *version;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("This program requires OpenGL 2.x, found %s\n", version);
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
}
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
if (FragProgFile)
|
||||
ReadShader(fragShader, FragProgFile);
|
||||
else
|
||||
LoadAndCompileShader(fragShader, fragShaderText);
|
||||
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
|
||||
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
if (VertProgFile)
|
||||
ReadShader(vertShader, VertProgFile);
|
||||
else
|
||||
LoadAndCompileShader(vertShader, vertShaderText);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
/*assert(glGetError() == 0);*/
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static char *FragProgFile = "CH18-mandel.frag.txt";
|
||||
|
@ -24,28 +25,21 @@ static GLuint vertShader;
|
|||
static GLuint program;
|
||||
|
||||
|
||||
struct uniform_info {
|
||||
const char *name;
|
||||
GLuint size;
|
||||
GLint location;
|
||||
GLfloat value[4];
|
||||
};
|
||||
|
||||
static struct uniform_info Uniforms[] = {
|
||||
/* vert */
|
||||
{ "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} },
|
||||
{ "SpecularContribution", 1, -1, { 0.5, 0, 0, 0 } },
|
||||
{ "DiffuseContribution", 1, -1, { 0.5, 0, 0, 0 } },
|
||||
{ "Shininess", 1, -1, { 20.0, 0, 0, 0 } },
|
||||
{ "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 },
|
||||
{ "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
|
||||
{ "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
|
||||
{ "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 },
|
||||
/* frag */
|
||||
{ "MaxIterations", 1, -1, { 12, 0, 0, 0 } },
|
||||
{ "Zoom", 1, -1, { 0.125, 0, 0, 0 } },
|
||||
{ "Xcenter", 1, -1, { -1.5, 0, 0, 0 } },
|
||||
{ "Ycenter", 1, -1, { .005, 0, 0, 0 } },
|
||||
{ "InnerColor", 3, -1, { 1, 0, 0, 0 } },
|
||||
{ "OuterColor1", 3, -1, { 0, 1, 0, 0 } },
|
||||
{ "OuterColor2", 3, -1, { 0, 0, 1, 0 } },
|
||||
{ NULL, 0, 0, { 0, 0, 0, 0 } }
|
||||
{ "MaxIterations", 1, GL_FLOAT, { 12, 0, 0, 0 }, -1 },
|
||||
{ "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
|
||||
{ "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 },
|
||||
{ "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 },
|
||||
{ "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 },
|
||||
{ "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 },
|
||||
{ "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 },
|
||||
END_OF_UNIFORMS
|
||||
};
|
||||
|
||||
static GLint win = 0;
|
||||
|
@ -157,99 +151,20 @@ SpecialKey(int key, int x, int y)
|
|||
}
|
||||
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "mandelbrot: problem compiling shader: %s\n", log);
|
||||
exit(1);
|
||||
}
|
||||
else {
|
||||
printf("Shader compiled OK\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Read a shader from a file.
|
||||
*/
|
||||
static void
|
||||
ReadShader(GLuint shader, const char *filename)
|
||||
{
|
||||
const int max = 100*1000;
|
||||
int n;
|
||||
char *buffer = (char*) malloc(max);
|
||||
FILE *f = fopen(filename, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "mandelbrot: Unable to open shader file %s\n", filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
n = fread(buffer, 1, max, f);
|
||||
printf("mandelbrot: read %d bytes from shader file %s\n", n, filename);
|
||||
if (n > 0) {
|
||||
buffer[n] = 0;
|
||||
LoadAndCompileShader(shader, buffer);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
else {
|
||||
fprintf(stderr, "Link success!\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
const char *version;
|
||||
GLint i;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("Warning: this program expects OpenGL 2.0\n");
|
||||
/*exit(1);*/
|
||||
}
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
ReadShader(vertShader, VertProgFile);
|
||||
vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
|
||||
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
ReadShader(fragShader, FragProgFile);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
for (i = 0; Uniforms[i].name; i++) {
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static const char *VertShaderText =
|
||||
|
@ -34,18 +35,11 @@ static const char *FragShaderText =
|
|||
"}\n";
|
||||
|
||||
|
||||
struct uniform_info {
|
||||
const char *name;
|
||||
GLuint size;
|
||||
GLint location;
|
||||
GLfloat value[4];
|
||||
};
|
||||
|
||||
static struct uniform_info Uniforms[] = {
|
||||
{ "Scale", 4, -1, { 0.5, 0.4, 0.0, 0} },
|
||||
{ "Bias", 4, -1, { 0.5, 0.3, 0.0, 0} },
|
||||
{ "Slice", 1, -1, { 0.5, 0, 0, 0} },
|
||||
{ NULL, 0, 0, { 0, 0, 0, 0 } }
|
||||
{ "Scale", 4, GL_FLOAT, { 0.5, 0.4, 0.0, 0}, -1 },
|
||||
{ "Bias", 4, GL_FLOAT, { 0.5, 0.3, 0.0, 0}, -1 },
|
||||
{ "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 },
|
||||
END_OF_UNIFORMS
|
||||
};
|
||||
|
||||
/* program/shader objects */
|
||||
|
@ -174,95 +168,21 @@ SpecialKey(int key, int x, int y)
|
|||
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "noise: problem compiling shader: %s\n", log);
|
||||
exit(1);
|
||||
}
|
||||
else {
|
||||
printf("Shader compiled OK\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
else {
|
||||
fprintf(stderr, "Link success!\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
const char *version;
|
||||
GLint i;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("Warning: this program expects OpenGL 2.0\n");
|
||||
/*exit(1);*/
|
||||
}
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
LoadAndCompileShader(vertShader, VertShaderText);
|
||||
vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
|
||||
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
LoadAndCompileShader(fragShader, FragShaderText);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
for (i = 0; Uniforms[i].name; i++) {
|
||||
Uniforms[i].location
|
||||
= glGetUniformLocation_func(program, Uniforms[i].name);
|
||||
printf("Uniform %s location: %d\n", Uniforms[i].name,
|
||||
Uniforms[i].location);
|
||||
switch (Uniforms[i].size) {
|
||||
case 1:
|
||||
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
default:
|
||||
abort();
|
||||
}
|
||||
}
|
||||
InitUniforms(program, Uniforms);
|
||||
|
||||
assert(glGetError() == 0);
|
||||
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static GLuint FragShader;
|
||||
|
@ -181,40 +182,6 @@ SpecialKey(int key, int x, int y)
|
|||
}
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
|
@ -254,28 +221,16 @@ Init(void)
|
|||
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
|
||||
" gl_FrontColor = gl_Color; \n"
|
||||
"}\n";
|
||||
const char *version;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("This program requires OpenGL 2.x, found %s\n", version);
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
}
|
||||
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
FragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
LoadAndCompileShader(FragShader, fragShaderText);
|
||||
VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
|
||||
FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
|
||||
Program = LinkShaders(VertShader, FragShader);
|
||||
|
||||
VertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
LoadAndCompileShader(VertShader, vertShaderText);
|
||||
|
||||
Program = glCreateProgram_func();
|
||||
glAttachShader_func(Program, FragShader);
|
||||
glAttachShader_func(Program, VertShader);
|
||||
glLinkProgram_func(Program);
|
||||
CheckLink(Program);
|
||||
glUseProgram_func(Program);
|
||||
|
||||
uViewportInv = glGetUniformLocation_func(Program, "viewportInv");
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "GL/glut.h"
|
||||
#include "readtex.h"
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
static const char *Demo = "texdemo1";
|
||||
|
||||
|
@ -50,38 +51,19 @@ static GLfloat EyeDist = 10;
|
|||
static GLboolean Anim = GL_TRUE;
|
||||
|
||||
|
||||
struct uniform_info {
|
||||
const char *name;
|
||||
GLuint size;
|
||||
GLint location;
|
||||
GLenum type; /**< GL_FLOAT or GL_INT */
|
||||
GLfloat value[4];
|
||||
};
|
||||
|
||||
static struct uniform_info ReflectUniforms[] = {
|
||||
{ "cubeTex", 1, -1, GL_INT, { 0, 0, 0, 0 } },
|
||||
{ "lightPos", 3, -1, GL_FLOAT, { 10, 10, 20, 0 } },
|
||||
{ NULL, 0, 0, 0, { 0, 0, 0, 0 } }
|
||||
{ "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
|
||||
{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
|
||||
END_OF_UNIFORMS
|
||||
};
|
||||
|
||||
static struct uniform_info SimpleUniforms[] = {
|
||||
{ "tex2d", 1, -1, GL_INT, { 1, 0, 0, 0 } },
|
||||
{ "lightPos", 3, -1, GL_FLOAT, { 10, 10, 20, 0 } },
|
||||
{ NULL, 0, 0, 0, { 0, 0, 0, 0 } }
|
||||
{ "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
|
||||
{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
|
||||
END_OF_UNIFORMS
|
||||
};
|
||||
|
||||
|
||||
static void
|
||||
CheckError(int line)
|
||||
{
|
||||
GLenum err = glGetError();
|
||||
if (err) {
|
||||
printf("GL Error %s (0x%x) at line %d\n",
|
||||
gluErrorString(err), (int) err, line);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
DrawGround(GLfloat size)
|
||||
{
|
||||
|
@ -386,132 +368,19 @@ InitTextures(GLboolean useImageFiles)
|
|||
}
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "%s: problem compiling shader: %s\n", Demo, log);
|
||||
exit(1);
|
||||
}
|
||||
else {
|
||||
printf("Shader compiled OK\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Read a shader from a file.
|
||||
*/
|
||||
static void
|
||||
ReadShader(GLuint shader, const char *filename)
|
||||
{
|
||||
const int max = 100*1000;
|
||||
int n;
|
||||
char *buffer = (char*) malloc(max);
|
||||
FILE *f = fopen(filename, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "%s: Unable to open shader file %s\n", Demo, filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
n = fread(buffer, 1, max, f);
|
||||
printf("%s: read %d bytes from shader file %s\n", Demo, n, filename);
|
||||
if (n > 0) {
|
||||
buffer[n] = 0;
|
||||
LoadAndCompileShader(shader, buffer);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
else {
|
||||
fprintf(stderr, "Link success!\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static GLuint
|
||||
CreateProgram(const char *vertProgFile, const char *fragProgFile,
|
||||
struct uniform_info *uniforms)
|
||||
{
|
||||
GLuint fragShader = 0, vertShader = 0, program = 0;
|
||||
GLint i;
|
||||
GLuint fragShader, vertShader, program;
|
||||
|
||||
program = glCreateProgram_func();
|
||||
if (vertProgFile) {
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
ReadShader(vertShader, vertProgFile);
|
||||
glAttachShader_func(program, vertShader);
|
||||
}
|
||||
|
||||
if (fragProgFile) {
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
ReadShader(fragShader, fragProgFile);
|
||||
glAttachShader_func(program, fragShader);
|
||||
}
|
||||
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
|
||||
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
glUseProgram_func(program);
|
||||
|
||||
assert(glIsProgram_func(program));
|
||||
assert(glIsShader_func(fragShader));
|
||||
assert(glIsShader_func(vertShader));
|
||||
|
||||
CheckError(__LINE__);
|
||||
for (i = 0; uniforms[i].name; i++) {
|
||||
uniforms[i].location
|
||||
= glGetUniformLocation_func(program, uniforms[i].name);
|
||||
printf("Uniform %s location: %d\n", uniforms[i].name,
|
||||
uniforms[i].location);
|
||||
|
||||
switch (uniforms[i].size) {
|
||||
case 1:
|
||||
if (uniforms[i].type == GL_INT)
|
||||
glUniform1i_func(uniforms[i].location,
|
||||
(GLint) uniforms[i].value[0]);
|
||||
else
|
||||
glUniform1fv_func(uniforms[i].location, 1, uniforms[i].value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv_func(uniforms[i].location, 1, uniforms[i].value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv_func(uniforms[i].location, 1, uniforms[i].value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4fv_func(uniforms[i].location, 1, uniforms[i].value);
|
||||
break;
|
||||
default:
|
||||
abort();
|
||||
}
|
||||
}
|
||||
|
||||
CheckError(__LINE__);
|
||||
InitUniforms(program, uniforms);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static char *FragProgFile = "CH11-toyball.frag.txt";
|
||||
|
@ -24,30 +25,23 @@ static GLuint vertShader;
|
|||
static GLuint program;
|
||||
|
||||
|
||||
struct uniform_info {
|
||||
const char *name;
|
||||
GLuint size;
|
||||
GLint location;
|
||||
GLfloat value[4];
|
||||
};
|
||||
|
||||
static struct uniform_info Uniforms[] = {
|
||||
{ "LightDir", 4, -1, { 0.57737, 0.57735, 0.57735, 0.0 } },
|
||||
{ "HVector", 4, -1, { 0.32506, 0.32506, 0.88808, 0.0 } },
|
||||
{ "BallCenter", 4, -1, { 0.0, 0.0, 0.0, 1.0 } },
|
||||
{ "SpecularColor", 4, -1, { 0.4, 0.4, 0.4, 60.0 } },
|
||||
{ "Red", 4, -1, { 0.6, 0.0, 0.0, 1.0 } },
|
||||
{ "Blue", 4, -1, { 0.0, 0.3, 0.6, 1.0 } },
|
||||
{ "Yellow", 4, -1, { 0.6, 0.5, 0.0, 1.0 } },
|
||||
{ "HalfSpace0", 4, -1, { 1.0, 0.0, 0.0, 0.2 } },
|
||||
{ "HalfSpace1", 4, -1, { 0.309016994, 0.951056516, 0.0, 0.2 } },
|
||||
{ "HalfSpace2", 4, -1, { -0.809016994, 0.587785252, 0.0, 0.2 } },
|
||||
{ "HalfSpace3", 4, -1, { -0.809016994, -0.587785252, 0.0, 0.2 } },
|
||||
{ "HalfSpace4", 4, -1, { 0.309116994, -0.951056516, 0.0, 0.2 } },
|
||||
{ "InOrOutInit", 1, -1, { -3.0, 0, 0, 0 } },
|
||||
{ "StripeWidth", 1, -1, { 0.3, 0, 0, 0 } },
|
||||
{ "FWidth", 1, -1, { 0.005, 0, 0, 0 } },
|
||||
{ NULL, 0, 0, { 0, 0, 0, 0 } }
|
||||
{ "LightDir", 4, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
|
||||
{ "HVector", 4, GL_FLOAT, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
|
||||
{ "BallCenter", 4, GL_FLOAT, { 0.0, 0.0, 0.0, 1.0 }, -1 },
|
||||
{ "SpecularColor", 4, GL_FLOAT, { 0.4, 0.4, 0.4, 60.0 }, -1 },
|
||||
{ "Red", 4, GL_FLOAT, { 0.6, 0.0, 0.0, 1.0 }, -1 },
|
||||
{ "Blue", 4, GL_FLOAT, { 0.0, 0.3, 0.6, 1.0 }, -1 },
|
||||
{ "Yellow", 4, GL_FLOAT, { 0.6, 0.5, 0.0, 1.0 }, -1 },
|
||||
{ "HalfSpace0", 4, GL_FLOAT, { 1.0, 0.0, 0.0, 0.2 }, -1 },
|
||||
{ "HalfSpace1", 4, GL_FLOAT, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
|
||||
{ "HalfSpace2", 4, GL_FLOAT, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
|
||||
{ "HalfSpace3", 4, GL_FLOAT, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
|
||||
{ "HalfSpace4", 4, GL_FLOAT, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 },
|
||||
{ "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 },
|
||||
{ "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 },
|
||||
{ "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 },
|
||||
END_OF_UNIFORMS
|
||||
};
|
||||
|
||||
static GLint win = 0;
|
||||
|
@ -171,128 +165,21 @@ SpecialKey(int key, int x, int y)
|
|||
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "toyball: problem compiling shader: %s\n", log);
|
||||
exit(1);
|
||||
}
|
||||
else {
|
||||
printf("Shader compiled OK\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Read a shader from a file.
|
||||
*/
|
||||
static void
|
||||
ReadShader(GLuint shader, const char *filename)
|
||||
{
|
||||
const int max = 100*1000;
|
||||
int n;
|
||||
char *buffer = (char*) malloc(max);
|
||||
FILE *f = fopen(filename, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "toyball: Unable to open shader file %s\n", filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
n = fread(buffer, 1, max, f);
|
||||
printf("toyball: read %d bytes from shader file %s\n", n, filename);
|
||||
if (n > 0) {
|
||||
buffer[n] = 0;
|
||||
LoadAndCompileShader(shader, buffer);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
else {
|
||||
fprintf(stderr, "Link success!\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
const char *version;
|
||||
GLint i;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("Warning: this program expects OpenGL 2.0\n");
|
||||
/*exit(1);*/
|
||||
}
|
||||
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
ReadShader(vertShader, VertProgFile);
|
||||
vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
|
||||
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
ReadShader(fragShader, FragProgFile);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
assert(glIsProgram_func(program));
|
||||
assert(glIsShader_func(fragShader));
|
||||
assert(glIsShader_func(vertShader));
|
||||
|
||||
|
||||
for (i = 0; Uniforms[i].name; i++) {
|
||||
Uniforms[i].location
|
||||
= glGetUniformLocation_func(program, Uniforms[i].name);
|
||||
printf("Uniform %s location: %d\n", Uniforms[i].name,
|
||||
Uniforms[i].location);
|
||||
switch (Uniforms[i].size) {
|
||||
case 1:
|
||||
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 2:
|
||||
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 3:
|
||||
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
case 4:
|
||||
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
|
||||
break;
|
||||
default:
|
||||
abort();
|
||||
}
|
||||
}
|
||||
InitUniforms(program, Uniforms);
|
||||
|
||||
assert(glGetError() == 0);
|
||||
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static GLint WinWidth = 300, WinHeight = 300;
|
||||
|
@ -168,67 +169,6 @@ Key(unsigned char key, int x, int y)
|
|||
}
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Read a shader from a file.
|
||||
*/
|
||||
static void
|
||||
ReadShader(GLuint shader, const char *filename)
|
||||
{
|
||||
const int max = 100*1000;
|
||||
int n;
|
||||
char *buffer = (char*) malloc(max);
|
||||
FILE *f = fopen(filename, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
n = fread(buffer, 1, max, f);
|
||||
printf("fslight: read %d bytes from shader file %s\n", n, filename);
|
||||
if (n > 0) {
|
||||
buffer[n] = 0;
|
||||
LoadAndCompileShader(shader, buffer);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
|
@ -252,33 +192,16 @@ Init(void)
|
|||
"void main() {\n"
|
||||
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
|
||||
"}\n";
|
||||
const char *version;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("This program requires OpenGL 2.x, found %s\n", version);
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
}
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
if (FragProgFile)
|
||||
ReadShader(fragShader, FragProgFile);
|
||||
else
|
||||
LoadAndCompileShader(fragShader, fragShaderText);
|
||||
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
|
||||
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
if (VertProgFile)
|
||||
ReadShader(vertShader, VertProgFile);
|
||||
else
|
||||
LoadAndCompileShader(vertShader, vertShaderText);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
uv0 = glGetUniformLocation_func(program, "v0");
|
||||
|
|
|
@ -16,9 +16,9 @@
|
|||
#include <GL/glut.h>
|
||||
#include <GL/glext.h>
|
||||
#include "extfuncs.h"
|
||||
#include "shaderutil.h"
|
||||
|
||||
|
||||
static const char *Prog = "twoside";
|
||||
static GLint WinWidth = 300, WinHeight = 300;
|
||||
static char *FragProgFile = NULL;
|
||||
static char *VertProgFile = NULL;
|
||||
|
@ -167,67 +167,6 @@ Key(unsigned char key, int x, int y)
|
|||
}
|
||||
|
||||
|
||||
static void
|
||||
LoadAndCompileShader(GLuint shader, const char *text)
|
||||
{
|
||||
GLint stat;
|
||||
|
||||
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
|
||||
|
||||
glCompileShader_func(shader);
|
||||
|
||||
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetShaderInfoLog_func(shader, 1000, &len, log);
|
||||
fprintf(stderr, "%s: problem compiling shader:\n%s\n", Prog, log);
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Read a shader from a file.
|
||||
*/
|
||||
static void
|
||||
ReadShader(GLuint shader, const char *filename)
|
||||
{
|
||||
const int max = 100*1000;
|
||||
int n;
|
||||
char *buffer = (char*) malloc(max);
|
||||
FILE *f = fopen(filename, "r");
|
||||
if (!f) {
|
||||
fprintf(stderr, "%s: Unable to open shader file %s\n", Prog, filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
n = fread(buffer, 1, max, f);
|
||||
printf("%s: read %d bytes from shader file %s\n", Prog, n, filename);
|
||||
if (n > 0) {
|
||||
buffer[n] = 0;
|
||||
LoadAndCompileShader(shader, buffer);
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
CheckLink(GLuint prog)
|
||||
{
|
||||
GLint stat;
|
||||
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
|
||||
if (!stat) {
|
||||
GLchar log[1000];
|
||||
GLsizei len;
|
||||
glGetProgramInfoLog_func(prog, 1000, &len, log);
|
||||
fprintf(stderr, "Linker error:\n%s\n", log);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
Init(void)
|
||||
{
|
||||
|
@ -255,33 +194,16 @@ Init(void)
|
|||
" } \n"
|
||||
" gl_Position = ftransform(); \n"
|
||||
"} \n";
|
||||
const char *version;
|
||||
|
||||
version = (const char *) glGetString(GL_VERSION);
|
||||
if (version[0] != '2' || version[1] != '.') {
|
||||
printf("This program requires OpenGL 2.x, found %s\n", version);
|
||||
if (!ShadersSupported())
|
||||
exit(1);
|
||||
}
|
||||
|
||||
GetExtensionFuncs();
|
||||
|
||||
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
|
||||
if (FragProgFile)
|
||||
ReadShader(fragShader, FragProgFile);
|
||||
else
|
||||
LoadAndCompileShader(fragShader, fragShaderText);
|
||||
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
|
||||
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
|
||||
program = LinkShaders(vertShader, fragShader);
|
||||
|
||||
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
|
||||
if (VertProgFile)
|
||||
ReadShader(vertShader, VertProgFile);
|
||||
else
|
||||
LoadAndCompileShader(vertShader, vertShaderText);
|
||||
|
||||
program = glCreateProgram_func();
|
||||
glAttachShader_func(program, fragShader);
|
||||
glAttachShader_func(program, vertShader);
|
||||
glLinkProgram_func(program);
|
||||
CheckLink(program);
|
||||
glUseProgram_func(program);
|
||||
|
||||
u_fragface = glGetUniformLocation_func(program, "fragface");
|
||||
|
|
Loading…
Reference in New Issue