demos: minor fixes to twoside.c glsl demo

This commit is contained in:
Brian Paul 2008-12-18 16:08:42 -07:00 committed by Brian Paul
parent 0c4346e632
commit c9122072fc
1 changed files with 28 additions and 16 deletions

View File

@ -26,27 +26,39 @@ static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint win = 0;
static GLboolean anim = 0*GL_TRUE;
static GLboolean DetermineInFragProg = GL_TRUE;
static GLfloat Xrot = 30.0f;
static GLboolean anim;
static GLboolean DetermineFacingInFragProg;
static GLfloat Xrot;
static GLint u_fragface;
static GLenum FrontWinding = GL_CCW;
static GLenum FrontWinding;
static int prevTime = 0;
static const GLfloat Red[4] = {1, 0, 0, 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 (DetermineInFragProg) {
if (DetermineFacingInFragProg) {
glUniform1i_func(u_fragface, 1);
glDisable(GL_VERTEX_PROGRAM_TWO_SIDE);
}
@ -64,8 +76,8 @@ Redisplay(void)
glBegin(GL_TRIANGLE_STRIP);
glColor4fv(Red);
glSecondaryColor3fv_func(Green);
for (i = 0; i < 20; i++) {
float a = i / 19.0 * M_PI * 2.0;
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);
@ -139,17 +151,15 @@ Key(unsigned char key, int x, int y)
break;
case 'f':
printf("Using frag shader gl_FrontFacing\n");
DetermineInFragProg = GL_TRUE;
DetermineFacingInFragProg = GL_TRUE;
break;
case 'v':
printf("Using vert shader Two-sided lighting\n");
DetermineInFragProg = GL_FALSE;
DetermineFacingInFragProg = GL_FALSE;
break;
case 'r':
/* reset */
Xrot = 30;
anim = 0;
glutIdleFunc(NULL);
SetDefaults();
break;
case 's':
Xrot += 5;
@ -182,14 +192,16 @@ Init(void)
static const char *fragShaderText =
"uniform bool fragface; \n"
"void main() { \n"
#if 0
#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"
@ -197,8 +209,6 @@ Init(void)
" else { \n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
" } \n"
" //float g = float(gl_FrontFacing) * 0.5 + 0.5; \n"
" //gl_FragColor = vec4(g); \n"
#endif
"} \n";
static const char *vertShaderText =
@ -241,6 +251,8 @@ Init(void)
assert(glIsShader_func(vertShader));
glEnable(GL_DEPTH_TEST);
SetDefaults();
}