| /** |
| * Test multi-texturing with GL shading language. |
| * |
| * Copyright (C) 2008 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| |
| #include <assert.h> |
| #include <math.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <string.h> |
| #include <GL/glew.h> |
| #include "GL/glut.h" |
| #include "readtex.h" |
| #include "shaderutil.h" |
| |
| static const char *Demo = "multitex"; |
| |
| static const char *VertFile = "multitex.vert"; |
| static const char *FragFile = "multitex.frag"; |
| |
| static const char *TexFiles[2] = |
| { |
| "../images/tile.rgb", |
| "../images/tree2.rgba" |
| }; |
| |
| |
| static GLuint Program; |
| |
| static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0; |
| static GLfloat EyeDist = 10; |
| static GLboolean Anim = GL_TRUE; |
| static GLboolean UseArrays = GL_TRUE; |
| static GLboolean UseVBO = GL_TRUE; |
| static GLuint VBO = 0; |
| |
| static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1; |
| |
| |
| /* value[0] = tex unit */ |
| static struct uniform_info Uniforms[] = { |
| { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, |
| { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, |
| END_OF_UNIFORMS |
| }; |
| |
| |
| static const GLfloat Tex0Coords[4][2] = { |
| { 0.0, 0.0 }, { 2.0, 0.0 }, { 2.0, 2.0 }, { 0.0, 2.0 } |
| }; |
| |
| static const GLfloat Tex1Coords[4][2] = { |
| { 0.0, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 } |
| }; |
| |
| static const GLfloat VertCoords[4][2] = { |
| { -3.0, -3.0 }, { 3.0, -3.0 }, { 3.0, 3.0 }, { -3.0, 3.0 } |
| }; |
| |
| |
| |
| static void |
| SetupVertexBuffer(void) |
| { |
| glGenBuffersARB(1, &VBO); |
| glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); |
| |
| glBufferDataARB(GL_ARRAY_BUFFER_ARB, |
| sizeof(VertCoords) + |
| sizeof(Tex0Coords) + |
| sizeof(Tex1Coords), |
| NULL, |
| GL_STATIC_DRAW_ARB); |
| |
| /* non-interleaved vertex arrays */ |
| |
| glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, |
| 0, /* offset */ |
| sizeof(VertCoords), /* size */ |
| VertCoords); /* data */ |
| |
| glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, |
| sizeof(VertCoords), /* offset */ |
| sizeof(Tex0Coords), /* size */ |
| Tex0Coords); /* data */ |
| |
| glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, |
| sizeof(VertCoords) + |
| sizeof(Tex0Coords), /* offset */ |
| sizeof(Tex1Coords), /* size */ |
| Tex1Coords); /* data */ |
| |
| glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
| } |
| |
| |
| static void |
| DrawPolygonArray(void) |
| { |
| void *vertPtr, *tex0Ptr, *tex1Ptr; |
| |
| if (UseVBO) { |
| glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); |
| vertPtr = (void *) 0; |
| tex0Ptr = (void *) sizeof(VertCoords); |
| tex1Ptr = (void *) (sizeof(VertCoords) + sizeof(Tex0Coords)); |
| } |
| else { |
| glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
| vertPtr = VertCoords; |
| tex0Ptr = Tex0Coords; |
| tex1Ptr = Tex1Coords; |
| } |
| |
| if (VertCoord_attr >= 0) { |
| glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE, |
| 0, vertPtr); |
| glEnableVertexAttribArray(VertCoord_attr); |
| } |
| else { |
| glVertexPointer(2, GL_FLOAT, 0, vertPtr); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| } |
| |
| glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE, |
| 0, tex0Ptr); |
| glEnableVertexAttribArray(TexCoord0_attr); |
| |
| glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE, |
| 0, tex1Ptr); |
| glEnableVertexAttribArray(TexCoord1_attr); |
| |
| glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| |
| glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
| } |
| |
| |
| static void |
| DrawPolygonVert(void) |
| { |
| GLuint i; |
| |
| glBegin(GL_TRIANGLE_FAN); |
| |
| for (i = 0; i < 4; i++) { |
| glVertexAttrib2fv(TexCoord0_attr, Tex0Coords[i]); |
| glVertexAttrib2fv(TexCoord1_attr, Tex1Coords[i]); |
| |
| if (VertCoord_attr >= 0) |
| glVertexAttrib2fv(VertCoord_attr, VertCoords[i]); |
| else |
| glVertex2fv(VertCoords[i]); |
| } |
| |
| glEnd(); |
| } |
| |
| |
| static void |
| draw(void) |
| { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glPushMatrix(); /* modelview matrix */ |
| glTranslatef(0.0, 0.0, -EyeDist); |
| glRotatef(Zrot, 0, 0, 1); |
| glRotatef(Yrot, 0, 1, 0); |
| glRotatef(Xrot, 1, 0, 0); |
| |
| if (UseArrays) |
| DrawPolygonArray(); |
| else |
| DrawPolygonVert(); |
| |
| glPopMatrix(); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| static void |
| idle(void) |
| { |
| GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME); |
| Yrot = t; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| key(unsigned char k, int x, int y) |
| { |
| (void) x; |
| (void) y; |
| switch (k) { |
| case 'a': |
| UseArrays = !UseArrays; |
| printf("Arrays: %d\n", UseArrays); |
| break; |
| case 'v': |
| UseVBO = !UseVBO; |
| printf("Use VBO: %d\n", UseVBO); |
| break; |
| case ' ': |
| Anim = !Anim; |
| if (Anim) |
| glutIdleFunc(idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'z': |
| EyeDist -= 0.5; |
| if (EyeDist < 3.0) |
| EyeDist = 3.0; |
| break; |
| case 'Z': |
| EyeDist += 0.5; |
| if (EyeDist > 90.0) |
| EyeDist = 90; |
| break; |
| case 27: |
| exit(0); |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| specialkey(int key, int x, int y) |
| { |
| GLfloat step = 2.0; |
| (void) x; |
| (void) y; |
| switch (key) { |
| case GLUT_KEY_UP: |
| Xrot += step; |
| break; |
| case GLUT_KEY_DOWN: |
| Xrot -= step; |
| break; |
| case GLUT_KEY_LEFT: |
| Yrot -= step; |
| break; |
| case GLUT_KEY_RIGHT: |
| Yrot += step; |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| /* new window size or exposure */ |
| static void |
| Reshape(int width, int height) |
| { |
| GLfloat ar = (float) width / (float) height; |
| glViewport(0, 0, (GLint)width, (GLint)height); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| } |
| |
| |
| static void |
| InitTextures(void) |
| { |
| GLenum filter = GL_LINEAR; |
| int i; |
| |
| for (i = 0; i < 2; i++) { |
| GLint imgWidth, imgHeight; |
| GLenum imgFormat; |
| GLubyte *image = NULL; |
| |
| image = LoadRGBImage(TexFiles[i], &imgWidth, &imgHeight, &imgFormat); |
| if (!image) { |
| printf("Couldn't read %s\n", TexFiles[i]); |
| exit(0); |
| } |
| |
| glActiveTexture(GL_TEXTURE0 + i); |
| glBindTexture(GL_TEXTURE_2D, 42 + i); |
| gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight, |
| imgFormat, GL_UNSIGNED_BYTE, image); |
| free(image); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); |
| } |
| } |
| |
| |
| static GLuint |
| CreateProgram(const char *vertProgFile, const char *fragProgFile, |
| struct uniform_info *uniforms) |
| { |
| GLuint fragShader, vertShader, program; |
| |
| vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile); |
| fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile); |
| assert(vertShader); |
| program = LinkShaders(vertShader, fragShader); |
| |
| glUseProgram(program); |
| |
| SetUniformValues(program, uniforms); |
| PrintUniforms(Uniforms); |
| |
| assert(ValidateShaderProgram(program)); |
| |
| VertCoord_attr = glGetAttribLocation(program, "VertCoord"); |
| if (VertCoord_attr > 0) { |
| /* We want the VertCoord attrib to have position zero so that |
| * the call to glVertexAttrib(0, xyz) triggers vertex processing. |
| * Otherwise, if TexCoord0 or TexCoord1 gets position 0 we'd have |
| * to set that attribute last (which is a PITA to manage). |
| */ |
| glBindAttribLocation(program, 0, "VertCoord"); |
| /* re-link */ |
| glLinkProgram(program); |
| /* VertCoord_attr should be zero now */ |
| VertCoord_attr = glGetAttribLocation(program, "VertCoord"); |
| assert(VertCoord_attr == 0); |
| } |
| |
| TexCoord0_attr = glGetAttribLocation(program, "TexCoord0"); |
| TexCoord1_attr = glGetAttribLocation(program, "TexCoord1"); |
| |
| printf("TexCoord0_attr = %d\n", TexCoord0_attr); |
| printf("TexCoord1_attr = %d\n", TexCoord1_attr); |
| printf("VertCoord_attr = %d\n", VertCoord_attr); |
| |
| return program; |
| } |
| |
| |
| static void |
| InitPrograms(void) |
| { |
| Program = CreateProgram(VertFile, FragFile, Uniforms); |
| } |
| |
| |
| static void |
| InitGL(void) |
| { |
| if (!ShadersSupported()) |
| exit(1); |
| |
| printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
| printf("Usage:\n"); |
| printf(" a - toggle arrays vs. immediate mode rendering\n"); |
| printf(" v - toggle VBO usage for array rendering\n"); |
| printf(" z/Z - change viewing distance\n"); |
| printf(" SPACE - toggle animation\n"); |
| printf(" Esc - exit\n"); |
| |
| InitTextures(); |
| InitPrograms(); |
| |
| SetupVertexBuffer(); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| glClearColor(.6, .6, .9, 0); |
| glColor3f(1.0, 1.0, 1.0); |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowSize(500, 400); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); |
| glutCreateWindow(Demo); |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(key); |
| glutSpecialFunc(specialkey); |
| glutDisplayFunc(draw); |
| if (Anim) |
| glutIdleFunc(idle); |
| InitGL(); |
| glutMainLoop(); |
| return 0; |
| } |