| /** |
| * Procedural Bump Mapping demo. Uses the example shaders from |
| * chapter 11 of the OpenGL Shading Language "orange" book. |
| * 16 Jan 2007 |
| */ |
| |
| #include <assert.h> |
| #include <string.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/glew.h> |
| #include <GL/glut.h> |
| #include "shaderutil.h" |
| #include "readtex.h" |
| |
| |
| static char *FragProgFile = "CH11-bumpmap.frag"; |
| static char *FragTexProgFile = "CH11-bumpmaptex.frag"; |
| static char *VertProgFile = "CH11-bumpmap.vert"; |
| static char *TextureFile = "../images/tile.rgb"; |
| |
| /* program/shader objects */ |
| static GLuint fragShader; |
| static GLuint fragTexShader; |
| static GLuint vertShader; |
| static GLuint program; |
| static GLuint texProgram; |
| |
| |
| static struct uniform_info Uniforms[] = { |
| { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, |
| { "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 }, |
| { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 }, |
| { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, |
| { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, |
| END_OF_UNIFORMS |
| }; |
| |
| static struct uniform_info TexUniforms[] = { |
| { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, |
| { "Tex", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, |
| { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 }, |
| { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, |
| { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, |
| END_OF_UNIFORMS |
| }; |
| |
| static GLint win = 0; |
| |
| static GLfloat xRot = 20.0f, yRot = 0.0f, zRot = 0.0f; |
| |
| static GLint tangentAttrib; |
| |
| static GLuint Texture; |
| |
| static GLboolean Anim = GL_FALSE; |
| static GLboolean Textured = GL_FALSE; |
| |
| |
| 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); |
| } |
| } |
| |
| /* |
| * Draw a square, specifying normal and tangent vectors. |
| */ |
| static void |
| Square(GLfloat size) |
| { |
| glNormal3f(0, 0, 1); |
| glVertexAttrib3f(tangentAttrib, 1, 0, 0); |
| glBegin(GL_POLYGON); |
| glTexCoord2f(0, 0); glVertex2f(-size, -size); |
| glTexCoord2f(1, 0); glVertex2f( size, -size); |
| glTexCoord2f(1, 1); glVertex2f( size, size); |
| glTexCoord2f(0, 1); glVertex2f(-size, size); |
| glEnd(); |
| } |
| |
| |
| static void |
| Cube(GLfloat size) |
| { |
| /* +X */ |
| glPushMatrix(); |
| glRotatef(90, 0, 1, 0); |
| glTranslatef(0, 0, size); |
| Square(size); |
| glPopMatrix(); |
| |
| /* -X */ |
| glPushMatrix(); |
| glRotatef(-90, 0, 1, 0); |
| glTranslatef(0, 0, size); |
| Square(size); |
| glPopMatrix(); |
| |
| /* +Y */ |
| glPushMatrix(); |
| glRotatef(90, 1, 0, 0); |
| glTranslatef(0, 0, size); |
| Square(size); |
| glPopMatrix(); |
| |
| /* -Y */ |
| glPushMatrix(); |
| glRotatef(-90, 1, 0, 0); |
| glTranslatef(0, 0, size); |
| Square(size); |
| glPopMatrix(); |
| |
| |
| /* +Z */ |
| glPushMatrix(); |
| glTranslatef(0, 0, size); |
| Square(size); |
| glPopMatrix(); |
| |
| /* -Z */ |
| glPushMatrix(); |
| glRotatef(180, 0, 1, 0); |
| glTranslatef(0, 0, size); |
| Square(size); |
| glPopMatrix(); |
| |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| GLint t = glutGet(GLUT_ELAPSED_TIME); |
| yRot = t * 0.05; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| Redisplay(void) |
| { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glPushMatrix(); |
| glRotatef(xRot, 1.0f, 0.0f, 0.0f); |
| glRotatef(yRot, 0.0f, 1.0f, 0.0f); |
| glRotatef(zRot, 0.0f, 0.0f, 1.0f); |
| |
| if (Textured) |
| glUseProgram(texProgram); |
| else |
| glUseProgram(program); |
| |
| Cube(1.5); |
| |
| glPopMatrix(); |
| |
| CheckError(__LINE__); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| static void |
| Reshape(int width, int height) |
| { |
| float ar = (float) width / (float) height; |
| glViewport(0, 0, width, height); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0.0f, 0.0f, -15.0f); |
| } |
| |
| |
| static void |
| CleanUp(void) |
| { |
| glDeleteShader(fragShader); |
| glDeleteShader(fragTexShader); |
| glDeleteShader(vertShader); |
| glDeleteProgram(program); |
| glDeleteProgram(texProgram); |
| glutDestroyWindow(win); |
| } |
| |
| |
| static void |
| Key(unsigned char key, int x, int y) |
| { |
| const GLfloat step = 2.0; |
| (void) x; |
| (void) y; |
| |
| switch(key) { |
| case 'a': |
| Anim = !Anim; |
| glutIdleFunc(Anim ? Idle : NULL); |
| break; |
| case 't': |
| Textured = !Textured; |
| break; |
| case 'z': |
| zRot += step; |
| break; |
| case 'Z': |
| zRot -= step; |
| break; |
| case 27: |
| CleanUp(); |
| exit(0); |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| SpecialKey(int key, int x, int y) |
| { |
| const 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(); |
| } |
| |
| |
| static void |
| Init(void) |
| { |
| if (!ShadersSupported()) |
| exit(1); |
| |
| vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile); |
| fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile); |
| program = LinkShaders(vertShader, fragShader); |
| |
| glUseProgram(program); |
| |
| assert(glIsProgram(program)); |
| assert(glIsShader(fragShader)); |
| assert(glIsShader(vertShader)); |
| |
| assert(glGetError() == 0); |
| |
| CheckError(__LINE__); |
| |
| SetUniformValues(program, Uniforms); |
| PrintUniforms(Uniforms); |
| |
| CheckError(__LINE__); |
| |
| tangentAttrib = glGetAttribLocation(program, "Tangent"); |
| printf("Tangent Attrib: %d\n", tangentAttrib); |
| |
| assert(tangentAttrib >= 0); |
| |
| CheckError(__LINE__); |
| |
| |
| /* |
| * As above, but fragment shader also uses a texture map. |
| */ |
| fragTexShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragTexProgFile); |
| texProgram = LinkShaders(vertShader, fragTexShader); |
| glUseProgram(texProgram); |
| assert(glIsProgram(texProgram)); |
| assert(glIsShader(fragTexShader)); |
| SetUniformValues(texProgram, TexUniforms); |
| PrintUniforms(TexUniforms); |
| |
| /* |
| * Load tex image. |
| */ |
| glGenTextures(1, &Texture); |
| glBindTexture(GL_TEXTURE_2D, Texture); |
| LoadRGBMipmaps(TextureFile, GL_RGB); |
| |
| |
| glClearColor(0.4f, 0.4f, 0.8f, 0.0f); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| glColor3f(1, 0, 0); |
| } |
| |
| |
| static void |
| ParseOptions(int argc, char *argv[]) |
| { |
| int i; |
| for (i = 1; i < argc; i++) { |
| if (strcmp(argv[i], "-fs") == 0) { |
| FragProgFile = argv[++i]; |
| } |
| else if (strcmp(argv[i], "-vs") == 0) { |
| VertProgFile = argv[++i]; |
| } |
| else if (strcmp(argv[i], "-t") == 0) { |
| TextureFile = argv[++i]; |
| } |
| } |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowSize(400, 400); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| win = glutCreateWindow(argv[0]); |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(Key); |
| glutSpecialFunc(SpecialKey); |
| glutDisplayFunc(Redisplay); |
| ParseOptions(argc, argv); |
| Init(); |
| glutMainLoop(); |
| return 0; |
| } |
| |