| /* |
| * Simple shader test harness. |
| * Brian Paul |
| * 13 Aug 2009 |
| * |
| * Usage: |
| * shtest --vs vertShaderFile --fs fragShaderFile |
| * |
| * In this case the given vertex/frag shaders are read and compiled. |
| * Random values are assigned to the uniforms. |
| * |
| * or: |
| * shtest configFile |
| * |
| * In this case a config file is read that specifies the file names |
| * of the shaders plus initial values for uniforms. |
| * |
| * Example config file: |
| * |
| * vs shader.vert |
| * fs shader.frag |
| * uniform pi 3.14159 |
| * uniform v1 1.0 0.5 0.2 0.3 |
| * texture 0 2D texture0.rgb |
| * texture 1 CUBE texture1.rgb |
| * texture 2 RECT texture2.rgb |
| * |
| */ |
| |
| |
| #include <assert.h> |
| #include <string.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <string.h> |
| #include <math.h> |
| #include <GL/glew.h> |
| #include <GL/glu.h> |
| #include <GL/glut.h> |
| #include "shaderutil.h" |
| #include "readtex.h" |
| |
| |
| typedef enum |
| { |
| SPHERE, |
| CUBE, |
| NUM_SHAPES |
| } shape; |
| |
| |
| static char *FragShaderFile = NULL; |
| static char *VertShaderFile = NULL; |
| static char *ConfigFile = NULL; |
| |
| /* program/shader objects */ |
| static GLuint fragShader; |
| static GLuint vertShader; |
| static GLuint Program; |
| |
| |
| #define MAX_UNIFORMS 100 |
| static struct uniform_info Uniforms[MAX_UNIFORMS]; |
| static GLuint NumUniforms = 0; |
| |
| |
| #define MAX_ATTRIBS 100 |
| static struct attrib_info Attribs[MAX_ATTRIBS]; |
| static GLuint NumAttribs = 0; |
| |
| |
| /** |
| * Config file info. |
| */ |
| struct config_file |
| { |
| struct name_value |
| { |
| char name[100]; |
| float value[4]; |
| int type; |
| } uniforms[100]; |
| |
| int num_uniforms; |
| }; |
| |
| |
| static GLint win = 0; |
| static GLboolean Anim = GL_FALSE; |
| static GLfloat TexRot = 0.0; |
| static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; |
| static shape Object = SPHERE; |
| |
| |
| static float |
| RandomFloat(float min, float max) |
| { |
| int k = rand() % 10000; |
| float x = min + (max - min) * k / 10000.0; |
| return x; |
| } |
| |
| |
| /** Set new random values for uniforms */ |
| static void |
| RandomUniformValues(void) |
| { |
| GLuint i; |
| for (i = 0; i < NumUniforms; i++) { |
| switch (Uniforms[i].type) { |
| case GL_FLOAT: |
| Uniforms[i].value[0] = RandomFloat(0.0, 1.0); |
| break; |
| case GL_SAMPLER_1D: |
| case GL_SAMPLER_2D: |
| case GL_SAMPLER_3D: |
| case GL_SAMPLER_CUBE: |
| case GL_SAMPLER_2D_RECT_ARB: |
| /* don't change sampler values - random values are bad */ |
| break; |
| default: |
| Uniforms[i].value[0] = RandomFloat(-1.0, 2.0); |
| Uniforms[i].value[1] = RandomFloat(-1.0, 2.0); |
| Uniforms[i].value[2] = RandomFloat(-1.0, 2.0); |
| Uniforms[i].value[3] = RandomFloat(-1.0, 2.0); |
| } |
| } |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| yRot += 2.0; |
| if (yRot > 360.0) |
| yRot -= 360.0; |
| glutPostRedisplay(); |
| } |
| |
| |
| |
| static void |
| SquareVertex(GLfloat s, GLfloat t, GLfloat size) |
| { |
| GLfloat x = -size + s * 2.0 * size; |
| GLfloat y = -size + t * 2.0 * size; |
| GLuint i; |
| |
| glMultiTexCoord2f(GL_TEXTURE0, s, t); |
| glMultiTexCoord2f(GL_TEXTURE1, s, t); |
| glMultiTexCoord2f(GL_TEXTURE2, s, t); |
| glMultiTexCoord2f(GL_TEXTURE3, s, t); |
| |
| /* assign (s,t) to the generic attributes */ |
| for (i = 0; i < NumAttribs; i++) { |
| if (Attribs[i].location >= 0) { |
| glVertexAttrib2f(Attribs[i].location, s, t); |
| } |
| } |
| |
| glVertex2f(x, y); |
| } |
| |
| |
| /* |
| * Draw a square, specifying normal and tangent vectors. |
| */ |
| static void |
| Square(GLfloat size) |
| { |
| GLint tangentAttrib = 1; |
| glNormal3f(0, 0, 1); |
| glVertexAttrib3f(tangentAttrib, 1, 0, 0); |
| glBegin(GL_POLYGON); |
| #if 1 |
| SquareVertex(0, 0, size); |
| SquareVertex(1, 0, size); |
| SquareVertex(1, 1, size); |
| SquareVertex(0, 1, size); |
| #else |
| glTexCoord2f(0, 0); glVertex2f(-size, -size); |
| glTexCoord2f(1, 0); glVertex2f( size, -size); |
| glTexCoord2f(1, 1); glVertex2f( size, size); |
| glTexCoord2f(0, 1); glVertex2f(-size, size); |
| #endif |
| 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 |
| Sphere(GLfloat radius, GLint slices, GLint stacks) |
| { |
| static GLUquadricObj *q = NULL; |
| |
| if (!q) { |
| q = gluNewQuadric(); |
| gluQuadricDrawStyle(q, GLU_FILL); |
| gluQuadricNormals(q, GLU_SMOOTH); |
| gluQuadricTexture(q, GL_TRUE); |
| } |
| |
| gluSphere(q, radius, slices, stacks); |
| } |
| |
| |
| 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); |
| |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glRotatef(TexRot, 0.0f, 1.0f, 0.0f); |
| glMatrixMode(GL_MODELVIEW); |
| |
| if (Object == SPHERE) { |
| Sphere(2.5, 20, 10); |
| } |
| else if (Object == CUBE) { |
| Cube(2.0); |
| } |
| |
| glPopMatrix(); |
| |
| glutSwapBuffers(); |
| } |
| |
| |
| 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(fragShader); |
| glDeleteShader(vertShader); |
| glDeleteProgram(Program); |
| 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; |
| if (Anim) |
| glutIdleFunc(Idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'z': |
| zRot += step; |
| break; |
| case 'Z': |
| zRot -= step; |
| break; |
| case 'o': |
| Object = (Object + 1) % NUM_SHAPES; |
| break; |
| case 'r': |
| RandomUniformValues(); |
| SetUniformValues(Program, Uniforms); |
| PrintUniforms(Uniforms); |
| 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 |
| InitUniforms(const struct config_file *conf, |
| struct uniform_info uniforms[]) |
| { |
| int i; |
| |
| for (i = 0; i < conf->num_uniforms; i++) { |
| int j; |
| for (j = 0; uniforms[j].name; j++) { |
| if (strcmp(uniforms[j].name, conf->uniforms[i].name) == 0) { |
| uniforms[j].type = conf->uniforms[i].type; |
| uniforms[j].value[0] = conf->uniforms[i].value[0]; |
| uniforms[j].value[1] = conf->uniforms[i].value[1]; |
| uniforms[j].value[2] = conf->uniforms[i].value[2]; |
| uniforms[j].value[3] = conf->uniforms[i].value[3]; |
| } |
| } |
| } |
| } |
| |
| |
| static void |
| LoadTexture(GLint unit, GLenum target, const char *texFileName) |
| { |
| GLint imgWidth, imgHeight; |
| GLenum imgFormat; |
| GLubyte *image = NULL; |
| GLuint tex; |
| GLenum filter = GL_LINEAR; |
| GLenum objTarget; |
| |
| image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat); |
| if (!image) { |
| printf("Couldn't read %s\n", texFileName); |
| exit(1); |
| } |
| |
| printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n", |
| unit, target, texFileName, imgWidth, imgHeight); |
| |
| if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && |
| target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) { |
| objTarget = GL_TEXTURE_CUBE_MAP; |
| } |
| else { |
| objTarget = target; |
| } |
| |
| glActiveTexture(GL_TEXTURE0 + unit); |
| glGenTextures(1, &tex); |
| glBindTexture(objTarget, tex); |
| |
| if (target == GL_TEXTURE_3D) { |
| /* depth=1 */ |
| gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1, |
| imgFormat, GL_UNSIGNED_BYTE, image); |
| } |
| else if (target == GL_TEXTURE_1D) { |
| gluBuild1DMipmaps(target, 4, imgWidth, |
| imgFormat, GL_UNSIGNED_BYTE, image); |
| } |
| else { |
| gluBuild2DMipmaps(target, 4, imgWidth, imgHeight, |
| imgFormat, GL_UNSIGNED_BYTE, image); |
| } |
| |
| free(image); |
| |
| glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter); |
| glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter); |
| } |
| |
| |
| static GLenum |
| TypeFromName(const char *n) |
| { |
| static const struct { |
| const char *name; |
| GLenum type; |
| } types[] = { |
| { "GL_FLOAT", GL_FLOAT }, |
| { "GL_FLOAT_VEC2", GL_FLOAT_VEC2 }, |
| { "GL_FLOAT_VEC3", GL_FLOAT_VEC3 }, |
| { "GL_FLOAT_VEC4", GL_FLOAT_VEC4 }, |
| { "GL_INT", GL_INT }, |
| { "GL_INT_VEC2", GL_INT_VEC2 }, |
| { "GL_INT_VEC3", GL_INT_VEC3 }, |
| { "GL_INT_VEC4", GL_INT_VEC4 }, |
| { "GL_SAMPLER_1D", GL_SAMPLER_1D }, |
| { "GL_SAMPLER_2D", GL_SAMPLER_2D }, |
| { "GL_SAMPLER_3D", GL_SAMPLER_3D }, |
| { "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE }, |
| { "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB }, |
| { NULL, 0 } |
| }; |
| GLuint i; |
| |
| for (i = 0; types[i].name; i++) { |
| if (strcmp(types[i].name, n) == 0) |
| return types[i].type; |
| } |
| abort(); |
| return GL_NONE; |
| } |
| |
| |
| |
| /** |
| * Read a config file. |
| */ |
| static void |
| ReadConfigFile(const char *filename, struct config_file *conf) |
| { |
| char line[1000]; |
| FILE *f; |
| |
| f = fopen(filename, "r"); |
| if (!f) { |
| fprintf(stderr, "Unable to open config file %s\n", filename); |
| exit(1); |
| } |
| |
| conf->num_uniforms = 0; |
| |
| /* ugly but functional parser */ |
| while (!feof(f)) { |
| fgets(line, sizeof(line), f); |
| if (!feof(f) && line[0]) { |
| if (strncmp(line, "vs ", 3) == 0) { |
| VertShaderFile = strdup(line + 3); |
| VertShaderFile[strlen(VertShaderFile) - 1] = 0; |
| } |
| else if (strncmp(line, "fs ", 3) == 0) { |
| FragShaderFile = strdup(line + 3); |
| FragShaderFile[strlen(FragShaderFile) - 1] = 0; |
| } |
| else if (strncmp(line, "texture ", 8) == 0) { |
| char target[100], texFileName[100]; |
| int unit, k; |
| k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName); |
| assert(k == 3 || k == 8); |
| if (strcmp(target, "CUBE") == 0) { |
| char texFileNames[6][100]; |
| k = sscanf(line + 8, "%d %s %s %s %s %s %s %s", |
| &unit, target, |
| texFileNames[0], |
| texFileNames[1], |
| texFileNames[2], |
| texFileNames[3], |
| texFileNames[4], |
| texFileNames[5]); |
| LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]); |
| LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]); |
| LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]); |
| LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]); |
| LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]); |
| LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]); |
| } |
| else if (!strcmp(target, "2D")) { |
| LoadTexture(unit, GL_TEXTURE_2D, texFileName); |
| } |
| else if (!strcmp(target, "3D")) { |
| LoadTexture(unit, GL_TEXTURE_3D, texFileName); |
| } |
| else if (!strcmp(target, "RECT")) { |
| LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName); |
| } |
| else { |
| printf("Bad texture target: %s\n", target); |
| exit(1); |
| } |
| } |
| else if (strncmp(line, "uniform ", 8) == 0) { |
| char name[1000], typeName[100]; |
| int k; |
| float v1 = 0.0F, v2 = 0.0F, v3 = 0.0F, v4 = 0.0F; |
| GLenum type; |
| |
| k = sscanf(line + 8, "%s %s %f %f %f %f", name, typeName, |
| &v1, &v2, &v3, &v4); |
| |
| type = TypeFromName(typeName); |
| |
| strcpy(conf->uniforms[conf->num_uniforms].name, name); |
| conf->uniforms[conf->num_uniforms].value[0] = v1; |
| conf->uniforms[conf->num_uniforms].value[1] = v2; |
| conf->uniforms[conf->num_uniforms].value[2] = v3; |
| conf->uniforms[conf->num_uniforms].value[3] = v4; |
| conf->uniforms[conf->num_uniforms].type = type; |
| conf->num_uniforms++; |
| } |
| else { |
| if (strlen(line) > 1) { |
| fprintf(stderr, "syntax error in: %s\n", line); |
| break; |
| } |
| } |
| } |
| } |
| |
| fclose(f); |
| } |
| |
| |
| static void |
| Init(void) |
| { |
| GLdouble vertTime, fragTime, linkTime; |
| struct config_file config; |
| |
| memset(&config, 0, sizeof(config)); |
| |
| if (ConfigFile) |
| ReadConfigFile(ConfigFile, &config); |
| |
| if (!VertShaderFile) { |
| fprintf(stderr, "Error: no vertex shader\n"); |
| exit(1); |
| } |
| |
| if (!FragShaderFile) { |
| fprintf(stderr, "Error: no fragment shader\n"); |
| exit(1); |
| } |
| |
| if (!ShadersSupported()) |
| exit(1); |
| |
| vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertShaderFile); |
| vertTime = GetShaderCompileTime(); |
| fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile); |
| fragTime = GetShaderCompileTime(); |
| |
| Program = LinkShaders(vertShader, fragShader); |
| linkTime = GetShaderLinkTime(); |
| |
| printf("Read vert shader %s\n", VertShaderFile); |
| printf("Read frag shader %s\n", FragShaderFile); |
| |
| printf("Time to compile vertex shader: %fs\n", vertTime); |
| printf("Time to compile fragment shader: %fs\n", fragTime); |
| printf("Time to link shaders: %fs\n", linkTime); |
| |
| assert(ValidateShaderProgram(Program)); |
| |
| glUseProgram(Program); |
| |
| NumUniforms = GetUniforms(Program, Uniforms); |
| if (config.num_uniforms) { |
| InitUniforms(&config, Uniforms); |
| } |
| else { |
| RandomUniformValues(); |
| } |
| SetUniformValues(Program, Uniforms); |
| PrintUniforms(Uniforms); |
| |
| NumAttribs = GetAttribs(Program, Attribs); |
| PrintAttribs(Attribs); |
| |
| //assert(glGetError() == 0); |
| |
| glClearColor(0.4f, 0.4f, 0.8f, 0.0f); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| glColor3f(1, 0, 0); |
| } |
| |
| |
| static void |
| Keys(void) |
| { |
| printf("Keyboard:\n"); |
| printf(" a Animation toggle\n"); |
| printf(" r Randomize uniform values\n"); |
| printf(" o Change object\n"); |
| printf(" arrows Rotate object\n"); |
| printf(" ESC Exit\n"); |
| } |
| |
| |
| static void |
| Usage(void) |
| { |
| printf("Usage:\n"); |
| printf(" shtest config.shtest\n"); |
| printf(" Run w/ given config file.\n"); |
| printf(" shtest --vs vertShader --fs fragShader\n"); |
| printf(" Load/compile given shaders.\n"); |
| } |
| |
| |
| static void |
| ParseOptions(int argc, char *argv[]) |
| { |
| int i; |
| |
| if (argc == 1) { |
| Usage(); |
| exit(1); |
| } |
| |
| for (i = 1; i < argc; i++) { |
| if (strcmp(argv[i], "--fs") == 0) { |
| FragShaderFile = argv[i+1]; |
| i++; |
| } |
| else if (strcmp(argv[i], "--vs") == 0) { |
| VertShaderFile = argv[i+1]; |
| i++; |
| } |
| else { |
| /* assume the arg is a config file */ |
| ConfigFile = argv[i]; |
| break; |
| } |
| } |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInitWindowSize(400, 400); |
| glutInit(&argc, argv); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| win = glutCreateWindow(argv[0]); |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(Key); |
| glutSpecialFunc(SpecialKey); |
| glutDisplayFunc(Redisplay); |
| ParseOptions(argc, argv); |
| Init(); |
| Keys(); |
| glutMainLoop(); |
| return 0; |
| } |
| |