| /** |
| * Test linking of multiple compilation units. |
| * Brian Paul |
| * 28 March 2009 |
| */ |
| |
| #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" |
| |
| |
| static GLfloat diffuse[4] = { 0.5f, 1.0f, 0.5f, 1.0f }; |
| static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; |
| static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f }; |
| static GLfloat delta = 1.0f; |
| |
| static GLuint VertShader1; |
| static GLuint VertShader2; |
| static GLuint FragShader1; |
| static GLuint FragShader2; |
| static GLuint Program; |
| |
| static GLint uDiffuse; |
| static GLint uSpecular; |
| static GLint uTexture; |
| |
| static GLint Win = 0; |
| static GLboolean anim = GL_TRUE; |
| |
| |
| |
| static const char *FragShaderSource1 = |
| "float compute_dotprod(const vec3 normal) \n" |
| "{ \n" |
| " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n" |
| " normalize(normal)), 0.0); \n" |
| " return dotProd; \n" |
| "} \n"; |
| |
| static const char *FragShaderSource2 = |
| "uniform vec4 diffuse;\n" |
| "uniform vec4 specular;\n" |
| "varying vec3 normal;\n" |
| "\n" |
| "// external function \n" |
| "float compute_dotprod(const vec3 normal); \n" |
| "\n" |
| "void main() \n" |
| "{ \n" |
| " float dotProd = compute_dotprod(normal); \n" |
| " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0); \n" |
| "} \n"; |
| |
| |
| static const char *VertShaderSource1 = |
| "vec3 compute_normal() \n" |
| "{ \n" |
| " return gl_NormalMatrix * gl_Normal; \n" |
| "} \n"; |
| |
| static const char *VertShaderSource2 = |
| "varying vec3 normal;\n" |
| "\n" |
| "// external function \n" |
| "vec3 compute_normal(); \n" |
| "\n" |
| "void main() \n" |
| "{ \n" |
| " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" |
| " normal = compute_normal(); \n" |
| "} \n"; |
| |
| |
| static void |
| normalize(GLfloat *dst, const GLfloat *src) |
| { |
| GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); |
| dst[0] = src[0] / len; |
| dst[1] = src[1] / len; |
| dst[2] = src[2] / len; |
| dst[3] = src[3]; |
| } |
| |
| |
| static void |
| Redisplay(void) |
| { |
| GLfloat vec[4]; |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| /* update light position */ |
| normalize(vec, lightPos); |
| glLightfv(GL_LIGHT0, GL_POSITION, vec); |
| |
| glutSolidSphere(2.0, 10, 5); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| lightPos[0] += delta; |
| if (lightPos[0] > 25.0f || lightPos[0] < -25.0f) |
| delta = -delta; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| Reshape(int width, int height) |
| { |
| glViewport(0, 0, width, height); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0.0f, 0.0f, -15.0f); |
| } |
| |
| |
| static void |
| CleanUp(void) |
| { |
| glDeleteShader(VertShader1); |
| glDeleteShader(VertShader2); |
| glDeleteShader(FragShader1); |
| glDeleteShader(FragShader2); |
| glDeleteProgram(Program); |
| glutDestroyWindow(Win); |
| } |
| |
| |
| static void |
| Key(unsigned char key, int x, int y) |
| { |
| (void) x; |
| (void) y; |
| |
| switch(key) { |
| case ' ': |
| case 'a': |
| anim = !anim; |
| if (anim) |
| glutIdleFunc(Idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'x': |
| lightPos[0] -= 1.0f; |
| break; |
| case 'X': |
| lightPos[0] += 1.0f; |
| break; |
| case 27: |
| CleanUp(); |
| exit(0); |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| CheckLink(GLuint prog) |
| { |
| GLint stat; |
| glGetProgramiv(prog, GL_LINK_STATUS, &stat); |
| if (!stat) { |
| GLchar log[1000]; |
| GLsizei len; |
| glGetProgramInfoLog(prog, 1000, &len, log); |
| fprintf(stderr, "Linker error:\n%s\n", log); |
| } |
| } |
| |
| |
| static void |
| Init(void) |
| { |
| if (!ShadersSupported()) |
| exit(1); |
| |
| printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
| |
| VertShader1 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource1); |
| VertShader2 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource2); |
| FragShader1 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource1); |
| FragShader2 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource2); |
| |
| Program = glCreateProgram(); |
| glAttachShader(Program, VertShader1); |
| glAttachShader(Program, VertShader2); |
| glAttachShader(Program, FragShader1); |
| glAttachShader(Program, FragShader2); |
| |
| glLinkProgram(Program); |
| |
| CheckLink(Program); |
| |
| glUseProgram(Program); |
| |
| uDiffuse = glGetUniformLocation(Program, "diffuse"); |
| uSpecular = glGetUniformLocation(Program, "specular"); |
| uTexture = glGetUniformLocation(Program, "texture"); |
| printf("DiffusePos %d SpecularPos %d TexturePos %d\n", |
| uDiffuse, uSpecular, uTexture); |
| |
| glUniform4fv(uDiffuse, 1, diffuse); |
| glUniform4fv(uSpecular, 1, specular); |
| |
| glClearColor(0.3f, 0.3f, 0.3f, 0.0f); |
| glEnable(GL_DEPTH_TEST); |
| |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); |
| glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f); |
| |
| assert(glIsProgram(Program)); |
| assert(glIsShader(VertShader1)); |
| assert(glIsShader(VertShader2)); |
| assert(glIsShader(FragShader1)); |
| assert(glIsShader(FragShader2)); |
| |
| glColor3f(1, 0, 0); |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowSize(300, 300); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| Win = glutCreateWindow(argv[0]); |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(Key); |
| glutDisplayFunc(Redisplay); |
| if (anim) |
| glutIdleFunc(Idle); |
| Init(); |
| glutMainLoop(); |
| return 0; |
| } |
| |
| |