mesa/progs/glsl/points.c

261 lines
5.7 KiB
C

/**
* Implement smooth (AA) points with shaders.
* A simple variation could be used for sprite points.
* Brian Paul
* 29 July 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
#include "shaderutil.h"
static GLuint FragShader;
static GLuint VertShader;
static GLuint Program;
static GLint Win = 0;
static GLint WinWidth = 500, WinHeight = 200;
static GLfloat Xpos = 0.0f, Ypos = 0.0f;
static GLint uViewportInv;
static GLboolean Smooth = GL_TRUE, Blend = GL_TRUE;
/**
* Issue vertices for a "shader point".
* The position is duplicated, only texcoords (or other vertex attrib) change.
* The vertex program will compute the "real" quad corners.
*/
static void
PointVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
glTexCoord2f(-1, -1);
glVertex3f(x, y, z);
glTexCoord2f( 1, -1);
glVertex3f(x, y, z);
glTexCoord2f( 1, 1);
glVertex3f(x, y, z);
glTexCoord2f(-1, 1);
glVertex3f(x, y, z);
}
static void
DrawPoints(GLboolean shaderPoints)
{
int i;
for (i = 0; i < 9; i++) {
GLfloat x = i - 4, y = 0, z = 0;
/* note: can't call glPointSize inside Begin/End :( */
glPointSize( 2 + i * 5 );
if (shaderPoints) {
glBegin(GL_QUADS);
PointVertex3f(x, y, z);
glEnd();
}
else {
glBegin(GL_POINTS);
glVertex3f(x, y, z);
glEnd();
}
}
}
/**
* Top row of points rendered convetionally,
* bottom row rendered with shaders.
*/
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (Smooth)
glEnable(GL_POINT_SMOOTH);
else
glDisable(GL_POINT_SMOOTH);
if (Blend)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
glPushMatrix();
glTranslatef(Xpos, Ypos, 0);
/*
* regular points
*/
glPushMatrix();
glTranslatef(0, 1.2, 0);
glUseProgram_func(0);
DrawPoints(GL_FALSE);
glPopMatrix();
/*
* shader points
*/
glPushMatrix();
glTranslatef(0, -1.2, 0);
glUseProgram_func(Program);
if (uViewportInv != -1) {
glUniform2f_func(uViewportInv, 1.0 / WinWidth, 1.0 / WinHeight);
}
DrawPoints(GL_TRUE);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
WinWidth = width;
WinHeight = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 4.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -20.0f);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case 'b':
Blend = !Blend;
break;
case 's':
Smooth = !Smooth;
break;
case 27:
glDeleteShader_func(FragShader);
glDeleteShader_func(VertShader);
glDeleteProgram_func(Program);
glutDestroyWindow(Win);
exit(0);
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 1/100.0;
switch(key) {
case GLUT_KEY_UP:
Ypos += step;
break;
case GLUT_KEY_DOWN:
Ypos -= step;
break;
case GLUT_KEY_LEFT:
Xpos -= step;
break;
case GLUT_KEY_RIGHT:
Xpos += step;
break;
}
glutPostRedisplay();
}
static void
Init(void)
{
/* Fragment shader: compute distance of fragment from center of point
* (we're using texcoords but another varying could be used).
* if dist > 1, discard (coverage==0)
* if dist < k, coverage = 1
* else, coverage = func(dist)
* Note: length() uses sqrt() and may be expensive. The distance could
* be squared instead (with adjustments to the threshold (k) test)
*/
static const char *fragShaderText =
"void main() {\n"
" float cover; \n"
" float k = 2.0 / gl_Point.size; \n"
" float d = length(gl_TexCoord[0].xy); \n"
" if (d >= 1.0) \n"
" discard; \n"
" if (d < 1.0 - k) \n"
" cover = 1.0; \n"
" else \n"
" cover = (1.0 - d) * 0.5 * gl_Point.size; \n"
" gl_FragColor.rgb = gl_Color.rgb; \n"
" gl_FragColor.a = cover; \n"
"}\n";
/* Vertex shader: compute new vertex position based on incoming vertex pos,
* texcoords, point size, and inverse viewport scale factor.
* Note: should compute point size attenuation here too.
*/
static const char *vertShaderText =
"uniform vec2 viewportInv; \n"
"void main() {\n"
" vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_Position.xy = pos.xy + gl_MultiTexCoord0.xy * viewportInv \n"
" * gl_Point.size * pos.w; \n"
" gl_Position.zw = pos.zw; \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_FrontColor = gl_Color; \n"
"}\n";
if (!ShadersSupported())
exit(1);
GetExtensionFuncs();
VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
Program = LinkShaders(VertShader, FragShader);
glUseProgram_func(Program);
uViewportInv = glGetUniformLocation_func(Program, "viewportInv");
glUseProgram_func(0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
Win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
Init();
glutMainLoop();
return 0;
}