blob: 4787f0f29d2aa6b86e597ffe970e51cf2bfba71f [file] [log] [blame]
/*
* Shadow demo using the GL_ARB_depth_texture, GL_ARB_shadow and
* GL_ARB_shadow_ambient extensions.
*
* Brian Paul
* 19 Feb 2001
*
* Added GL_EXT_shadow_funcs support on 23 March 2002
* Added GL_EXT_packed_depth_stencil support on 15 March 2006.
* Added GL_EXT_framebuffer_object support on 27 March 2006.
* Removed old SGIX extension support on 5 April 2006.
* Added vertex / fragment program support on 7 June 2007 (Ian Romanick).
*
* Copyright (C) 1999-2006 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.
*/
#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glut.h>
#include "showbuffer.h"
#define DEG_TO_RAD (3.14159 / 180.0)
static GLint WindowWidth = 450, WindowHeight = 300;
static GLfloat Xrot = 15, Yrot = 0, Zrot = 0;
static GLfloat Red[4] = {1, 0, 0, 1};
static GLfloat Green[4] = {0, 1, 0, 1};
static GLfloat Blue[4] = {0, 0, 1, 1};
static GLfloat Yellow[4] = {1, 1, 0, 1};
static GLfloat LightDist = 10;
static GLfloat LightLatitude = 45.0;
static GLfloat LightLongitude = 45.0;
static GLfloat LightPos[4];
static GLfloat SpotDir[3];
static GLfloat SpotAngle = 40.0 * DEG_TO_RAD;
static GLfloat ShadowNear = 4.0, ShadowFar = 24.0;
static GLint ShadowTexWidth = 256, ShadowTexHeight = 256;
static GLboolean LinearFilter = GL_FALSE;
static GLfloat Bias = -0.06;
static GLboolean Anim = GL_TRUE;
static GLboolean NeedNewShadowMap = GL_FALSE;
static GLuint ShadowTexture, GrayTexture;
static GLuint ShadowFBO;
static GLfloat lightModelview[16];
static GLfloat lightProjection[16];
static GLuint vert_prog;
static GLuint frag_progs[3];
static GLuint curr_frag = 0;
static GLuint max_frag = 1;
#define NUM_FRAG_MODES 3
static const char *FragProgNames[] = {
"fixed-function",
"program without \"OPTION ARB_fragment_program_shadow\"",
"program with \"OPTION ARB_fragment_program_shadow\"",
};
static GLboolean HaveShadow = GL_FALSE;
static GLboolean HaveFBO = GL_FALSE;
static GLboolean UseFBO = GL_FALSE;
static GLboolean HaveVP = GL_FALSE;
static GLboolean HaveFP = GL_FALSE;
static GLboolean HaveFP_Shadow = GL_FALSE;
static GLboolean UseVP = GL_FALSE;
static GLboolean HavePackedDepthStencil = GL_FALSE;
static GLboolean UsePackedDepthStencil = GL_FALSE;
static GLboolean HaveEXTshadowFuncs = GL_FALSE;
static GLboolean HaveShadowAmbient = GL_FALSE;
static GLint Operator = 0;
static const GLenum OperatorFunc[8] = {
GL_LEQUAL, GL_LESS, GL_GEQUAL, GL_GREATER,
GL_EQUAL, GL_NOTEQUAL, GL_ALWAYS, GL_NEVER };
static const char *OperatorName[8] = {
"GL_LEQUAL", "GL_LESS", "GL_GEQUAL", "GL_GREATER",
"GL_EQUAL", "GL_NOTEQUAL", "GL_ALWAYS", "GL_NEVER" };
static GLuint DisplayMode;
#define SHOW_SHADOWS 0
#define SHOW_DEPTH_IMAGE 1
#define SHOW_DEPTH_MAPPING 2
#define SHOW_DISTANCE 3
#define MAT4_MUL(dest_vec, src_mat, src_vec) \
"DP4 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \
"DP4 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \
"DP4 " dest_vec ".z, " src_mat "[2], " src_vec ";\n" \
"DP4 " dest_vec ".w, " src_mat "[3], " src_vec ";\n"
#define MAT3_MUL(dest_vec, src_mat, src_vec) \
"DP3 " dest_vec ".x, " src_mat "[0], " src_vec ";\n" \
"DP3 " dest_vec ".y, " src_mat "[1], " src_vec ";\n" \
"DP3 " dest_vec ".z, " src_mat "[2], " src_vec ";\n"
#define NORMALIZE(dest, src) \
"DP3 " dest ".w, " src ", " src ";\n" \
"RSQ " dest ".w, " dest ".w;\n" \
"MUL " dest ", " src ", " dest ".w;\n"
/**
* Vertex program for shadow mapping.
*/
static const char vert_code[] =
"!!ARBvp1.0\n"
"ATTRIB iPos = vertex.position;\n"
"ATTRIB iNorm = vertex.normal;\n"
"PARAM mvinv[4] = { state.matrix.modelview.invtrans };\n"
"PARAM mvp[4] = { state.matrix.mvp };\n"
"PARAM mv[4] = { state.matrix.modelview };\n"
"PARAM texmat[4] = { state.matrix.texture[0] };\n"
"PARAM lightPos = state.light[0].position;\n"
"PARAM ambientCol = state.lightprod[0].ambient;\n"
"PARAM diffuseCol = state.lightprod[0].diffuse;\n"
"TEMP n, lightVec;\n"
"ALIAS V = lightVec;\n"
"ALIAS NdotL = n;\n"
"OUTPUT oPos = result.position;\n"
"OUTPUT oColor = result.color;\n"
"OUTPUT oTex = result.texcoord[0];\n"
/* Transform the vertex to clip coordinates. */
MAT4_MUL("oPos", "mvp", "iPos")
/* Transform the vertex to eye coordinates. */
MAT4_MUL("V", "mv", "iPos")
/* Transform the vertex to projected light coordinates. */
MAT4_MUL("oTex", "texmat", "iPos")
/* Transform the normal to eye coordinates. */
MAT3_MUL("n", "mvinv", "iNorm")
/* Calculate the vector from the vertex to the light in eye
* coordinates.
*/
"SUB lightVec, lightPos, V;\n"
NORMALIZE("lightVec", "lightVec")
/* Compute diffuse lighting coefficient.
*/
"DP3 NdotL.x, n, lightVec;\n"
"MAX NdotL.x, NdotL.x, {0.0};\n"
"MIN NdotL.x, NdotL.x, {1.0};\n"
/* Accumulate color contributions.
*/
"MOV oColor, diffuseCol;\n"
"MAD oColor.xyz, NdotL.x, diffuseCol, ambientCol;\n"
"END\n"
;
static const char frag_code[] =
"!!ARBfp1.0\n"
"TEMP shadow, temp;\n"
"TXP shadow, fragment.texcoord[0], texture[0], 2D;\n"
"RCP temp.x, fragment.texcoord[0].w;\n"
"MUL temp.x, temp.x, fragment.texcoord[0].z;\n"
"SGE shadow, shadow.x, temp.x;\n"
"MUL result.color.rgb, fragment.color, shadow.x;\n"
"MOV result.color.a, fragment.color;\n"
"END\n"
;
static const char frag_shadow_code[] =
"!!ARBfp1.0\n"
"OPTION ARB_fragment_program_shadow;\n"
"TEMP shadow;\n"
"TXP shadow, fragment.texcoord[0], texture[0], SHADOW2D;\n"
"MUL result.color.rgb, fragment.color, shadow.x;\n"
"MOV result.color.a, fragment.color.a;\n"
"END\n"
;
static void
DrawScene(void)
{
GLfloat k = 6;
/* sphere */
glPushMatrix();
glTranslatef(1.6, 2.2, 2.7);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Green);
glColor4fv(Green);
glutSolidSphere(1.5, 15, 15);
glPopMatrix();
/* dodecahedron */
glPushMatrix();
glTranslatef(-2.0, 1.2, 2.1);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
glColor4fv(Red);
glutSolidDodecahedron();
glPopMatrix();
/* icosahedron */
glPushMatrix();
glTranslatef(-0.6, 1.3, -0.5);
glScalef(1.5, 1.5, 1.5);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Yellow);
glColor4fv(Red);
glutSolidIcosahedron();
glPopMatrix();
/* a plane */
glPushMatrix();
glTranslatef(0, -1.1, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
glColor4fv(Blue);
glNormal3f(0, 1, 0);
glBegin(GL_POLYGON);
glVertex3f(-k, 0, -k);
glVertex3f( k, 0, -k);
glVertex3f( k, 0, k);
glVertex3f(-k, 0, k);
glEnd();
glPopMatrix();
}
/**
* Calculate modelview and project matrices for the light
*
* Stores the results in \c lightProjection (projection matrix) and
* \c lightModelview (modelview matrix).
*/
static void
MakeShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3],
GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar)
{
/* compute frustum to enclose spot light cone */
const GLfloat d = shadowNear * tan(spotAngle);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glFrustum(-d, d, -d, d, shadowNear, shadowFar);
glGetFloatv(GL_PROJECTION_MATRIX, lightProjection);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(lightPos[0], lightPos[1], lightPos[2],
lightPos[0] + spotDir[0],
lightPos[1] + spotDir[1],
lightPos[2] + spotDir[2],
0.0, 1.0, 0.0);
glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview);
glPopMatrix();
}
/**
* Load \c GL_TEXTURE matrix with light's MVP matrix.
*/
static void SetShadowTextureMatrix(void)
{
static const GLfloat biasMatrix[16] = {
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0,
};
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(biasMatrix);
glTranslatef(0.0, 0.0, Bias);
glMultMatrixf(lightProjection);
glMultMatrixf(lightModelview);
glMatrixMode(GL_MODELVIEW);
}
static void
EnableIdentityTexgen(void)
{
/* texgen so that texcoord = vertex coord */
static GLfloat sPlane[4] = { 1, 0, 0, 0 };
static GLfloat tPlane[4] = { 0, 1, 0, 0 };
static GLfloat rPlane[4] = { 0, 0, 1, 0 };
static GLfloat qPlane[4] = { 0, 0, 0, 1 };
glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
}
/*
* Setup 1-D texgen so that the distance from the light source, between
* the near and far planes maps to s=0 and s=1. When we draw the scene,
* the grayness will indicate the fragment's distance from the light
* source.
*/
static void
EnableDistanceTexgen(const GLfloat lightPos[4], const GLfloat lightDir[3],
GLfloat lightNear, GLfloat lightFar)
{
GLfloat m, d;
GLfloat sPlane[4];
GLfloat nearPoint[3];
m = sqrt(lightDir[0] * lightDir[0] +
lightDir[1] * lightDir[1] +
lightDir[2] * lightDir[2]);
d = lightFar - lightNear;
/* nearPoint = point on light direction vector which intersects the
* near plane of the light frustum.
*/
nearPoint[0] = lightPos[0] + lightDir[0] / m * lightNear;
nearPoint[1] = lightPos[1] + lightDir[1] / m * lightNear;
nearPoint[2] = lightPos[2] + lightDir[2] / m * lightNear;
sPlane[0] = lightDir[0] / d / m;
sPlane[1] = lightDir[1] / d / m;
sPlane[2] = lightDir[2] / d / m;
sPlane[3] = -(sPlane[0] * nearPoint[0]
+ sPlane[1] * nearPoint[1]
+ sPlane[2] * nearPoint[2]);
glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glEnable(GL_TEXTURE_GEN_S);
}
static void
DisableTexgen(void)
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
static void
ComputeLightPos(GLfloat dist, GLfloat latitude, GLfloat longitude,
GLfloat pos[4], GLfloat dir[3])
{
pos[0] = dist * sin(longitude * DEG_TO_RAD);
pos[1] = dist * sin(latitude * DEG_TO_RAD);
pos[2] = dist * cos(latitude * DEG_TO_RAD) * cos(longitude * DEG_TO_RAD);
pos[3] = 1;
dir[0] = -pos[0];
dir[1] = -pos[1];
dir[2] = -pos[2];
}
/**
* Render the shadow map / depth texture.
* The result will be in the texture object named ShadowTexture.
*/
static void
RenderShadowMap(void)
{
GLenum depthFormat; /* GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT */
GLenum depthType; /* GL_UNSIGNED_INT_24_8_EXT or GL_UNSIGNED_INT */
if (WindowWidth >= 1024 && WindowHeight >= 1024) {
ShadowTexWidth = ShadowTexHeight = 1024;
}
else if (WindowWidth >= 512 && WindowHeight >= 512) {
ShadowTexWidth = ShadowTexHeight = 512;
}
else if (WindowWidth >= 256 && WindowHeight >= 256) {
ShadowTexWidth = ShadowTexHeight = 256;
}
else {
ShadowTexWidth = ShadowTexHeight = 128;
}
printf("Rendering %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight);
if (UsePackedDepthStencil) {
depthFormat = GL_DEPTH_STENCIL_EXT;
depthType = GL_UNSIGNED_INT_24_8_EXT;
}
else {
depthFormat = GL_DEPTH_COMPONENT;
depthType = GL_UNSIGNED_INT;
}
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(lightProjection);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(lightModelview);
if (UseFBO) {
GLenum fbo_status;
glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
ShadowTexWidth, ShadowTexHeight, 0,
depthFormat, depthType, NULL);
/* Set the filter mode so that the texture is texture-complete.
* Otherwise it will cause the framebuffer to fail the framebuffer
* completeness test.
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) {
fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status);
assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT);
}
}
assert(!glIsEnabled(GL_TEXTURE_1D));
assert(!glIsEnabled(GL_TEXTURE_2D));
glViewport(0, 0, ShadowTexWidth, ShadowTexHeight);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
DrawScene();
if (UseFBO) {
/* all done! */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
else {
/*
* copy depth buffer into the texture map
*/
if (DisplayMode == SHOW_DEPTH_MAPPING) {
/* load depth image as gray-scale luminance texture */
GLuint *depth = (GLuint *)
malloc(ShadowTexWidth * ShadowTexHeight * sizeof(GLuint));
assert(depth);
glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight,
depthFormat, depthType, depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
ShadowTexWidth, ShadowTexHeight, 0,
GL_LUMINANCE, GL_UNSIGNED_INT, depth);
free(depth);
}
else {
/* The normal shadow case - a real depth texture */
glCopyTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
0, 0, ShadowTexWidth, ShadowTexHeight, 0);
if (UsePackedDepthStencil) {
/* debug check */
GLint intFormat;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
GL_TEXTURE_INTERNAL_FORMAT, &intFormat);
assert(intFormat == GL_DEPTH_STENCIL_EXT);
}
}
}
}
/**
* Show the shadow map as a grayscale image.
*/
static void
ShowShadowMap(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WindowWidth, 0, WindowHeight, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
DisableTexgen();
/* interpret texture's depth values as luminance values */
if (HaveShadow) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2f(ShadowTexWidth, 0);
glTexCoord2f(1, 1); glVertex2f(ShadowTexWidth, ShadowTexHeight);
glTexCoord2f(0, 1); glVertex2f(0, ShadowTexHeight);
glEnd();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
/**
* Redraw window image
*/
static void
Display(void)
{
GLenum error;
ComputeLightPos(LightDist, LightLatitude, LightLongitude,
LightPos, SpotDir);
if (NeedNewShadowMap) {
MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
RenderShadowMap();
NeedNewShadowMap = GL_FALSE;
}
glViewport(0, 0, WindowWidth, WindowHeight);
if (DisplayMode == SHOW_DEPTH_IMAGE) {
ShowShadowMap();
}
else {
/* prepare to draw scene from camera's view */
const GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -22.0);
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Zrot, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
if (LinearFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (DisplayMode == SHOW_DEPTH_MAPPING) {
if (HaveShadow) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
SetShadowTextureMatrix();
EnableIdentityTexgen();
}
else if (DisplayMode == SHOW_DISTANCE) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
EnableDistanceTexgen(LightPos, SpotDir, ShadowNear+Bias, ShadowFar);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_1D);
assert(!glIsEnabled(GL_TEXTURE_2D));
}
else {
assert(DisplayMode == SHOW_SHADOWS);
if (HaveShadow) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB);
}
if (curr_frag > 0) {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
else {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glEnable(GL_TEXTURE_2D);
SetShadowTextureMatrix();
if (UseVP) {
glEnable(GL_VERTEX_PROGRAM_ARB);
}
else {
glEnable(GL_LIGHTING);
EnableIdentityTexgen();
}
}
DrawScene();
if (UseVP) {
glDisable(GL_VERTEX_PROGRAM_ARB);
}
else {
DisableTexgen();
glDisable(GL_LIGHTING);
}
if (curr_frag > 0) {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
}
glutSwapBuffers();
error = glGetError();
if (error) {
printf("GL Error: %s\n", (char *) gluErrorString(error));
}
}
static void
Reshape(int width, int height)
{
WindowWidth = width;
WindowHeight = height;
NeedNewShadowMap = GL_TRUE;
}
static void
Idle(void)
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
Yrot += 75.0 * dt;
/*LightLongitude -= 5.0;*/
glutPostRedisplay();
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 3.0;
(void) x;
(void) y;
switch (key) {
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
break;
case 'b':
Bias -= 0.01;
printf("Bias %g\n", Bias);
break;
case 'B':
Bias += 0.01;
printf("Bias %g\n", Bias);
break;
case 'd':
DisplayMode = SHOW_DISTANCE;
break;
case 'f':
LinearFilter = !LinearFilter;
printf("%s filtering\n", LinearFilter ? "Bilinear" : "Nearest");
break;
case 'i':
DisplayMode = SHOW_DEPTH_IMAGE;
break;
case 'm':
DisplayMode = SHOW_DEPTH_MAPPING;
break;
case 'M':
curr_frag = (1 + curr_frag) % max_frag;
if (!HaveShadow && (curr_frag == 0)) {
curr_frag = 1;
}
printf("Using fragment %s\n", FragProgNames[curr_frag]);
if (HaveFP) {
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_progs[curr_frag]);
}
break;
case 'n':
case 's':
case ' ':
DisplayMode = SHOW_SHADOWS;
break;
case 'o':
if (HaveEXTshadowFuncs) {
Operator++;
if (Operator >= 8)
Operator = 0;
printf("Operator: %s\n", OperatorName[Operator]);
if (HaveShadow) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB,
OperatorFunc[Operator]);
}
}
break;
case 'p':
UsePackedDepthStencil = !UsePackedDepthStencil;
if (UsePackedDepthStencil && !HavePackedDepthStencil) {
printf("Sorry, GL_EXT_packed_depth_stencil not supported\n");
UsePackedDepthStencil = GL_FALSE;
}
else {
printf("Use GL_DEPTH_STENCIL_EXT: %d\n", UsePackedDepthStencil);
/* Don't really need to regenerate shadow map texture, but do so
* to exercise more code more often.
*/
NeedNewShadowMap = GL_TRUE;
}
break;
case 'v':
UseVP = !UseVP && HaveVP;
printf("Using vertex %s mode.\n",
UseVP ? "program" : "fixed-function");
break;
case 'z':
Zrot -= step;
break;
case 'Z':
Zrot += step;
break;
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 3.0;
const int mod = glutGetModifiers();
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
if (mod)
LightLatitude += step;
else
Xrot += step;
break;
case GLUT_KEY_DOWN:
if (mod)
LightLatitude -= step;
else
Xrot -= step;
break;
case GLUT_KEY_LEFT:
if (mod)
LightLongitude += step;
else
Yrot += step;
break;
case GLUT_KEY_RIGHT:
if (mod)
LightLongitude -= step;
else
Yrot -= step;
break;
}
if (mod)
NeedNewShadowMap = GL_TRUE;
glutPostRedisplay();
}
/* A helper for finding errors in program strings */
static int FindLine( const char *program, int position )
{
int i, line = 1;
for (i = 0; i < position; i++) {
if (program[i] == '\n')
line++;
}
return line;
}
static GLuint
compile_program(GLenum target, const char *code)
{
GLuint p;
GLint errorPos;
glGenProgramsARB(1, & p);
glBindProgramARB(target, p);
glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(code), code);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (glGetError() != GL_NO_ERROR || errorPos != -1) {
int l = FindLine(code, errorPos);
printf("Fragment Program Error (pos=%d line=%d): %s\n", errorPos, l,
(char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
exit(0);
}
glBindProgramARB(target, 0);
return p;
}
static void
Init(void)
{
static const GLfloat borderColor[4] = {1.0, 0.0, 0.0, 0.0};
if (!glutExtensionSupported("GL_ARB_depth_texture")) {
printf("Sorry, this demo requires the GL_ARB_depth_texture extension\n");
exit(1);
}
HaveShadow = glutExtensionSupported("GL_ARB_shadow");
HaveVP = glutExtensionSupported("GL_ARB_vertex_program");
HaveFP = glutExtensionSupported("GL_ARB_fragment_program");
HaveFP_Shadow = glutExtensionSupported("GL_ARB_fragment_program_shadow");
if (!HaveShadow && !HaveFP) {
printf("Sorry, this demo requires either the GL_ARB_shadow extension "
"or the GL_ARB_fragment_program extension\n");
exit(1);
}
printf("Using GL_ARB_depth_texture\n");
if (HaveShadow) {
printf("and GL_ARB_shadow\n");
}
if (HaveFP) {
printf("and GL_ARB_fragment_program\n");
}
HaveShadowAmbient = glutExtensionSupported("GL_ARB_shadow_ambient");
if (HaveShadowAmbient) {
printf("and GL_ARB_shadow_ambient\n");
}
HaveEXTshadowFuncs = glutExtensionSupported("GL_EXT_shadow_funcs");
HavePackedDepthStencil = glutExtensionSupported("GL_EXT_packed_depth_stencil");
UsePackedDepthStencil = HavePackedDepthStencil;
#if defined(GL_EXT_framebuffer_object)
HaveFBO = glutExtensionSupported("GL_EXT_framebuffer_object");
UseFBO = HaveFBO;
if (UseFBO) {
printf("Using GL_EXT_framebuffer_object\n");
}
#endif
/*
* Set up the 2D shadow map texture
*/
glGenTextures(1, &ShadowTexture);
glBindTexture(GL_TEXTURE_2D, ShadowTexture);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
if (HaveShadow) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
}
if (HaveShadowAmbient) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.3);
}
#if defined(GL_EXT_framebuffer_object)
if (UseFBO) {
glGenFramebuffersEXT(1, &ShadowFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D, ShadowTexture, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
#endif
/*
* Setup 1-D grayscale texture image for SHOW_DISTANCE mode
*/
glGenTextures(1, &GrayTexture);
glBindTexture(GL_TEXTURE_1D, GrayTexture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
{
GLuint i;
GLubyte image[256];
for (i = 0; i < 256; i++)
image[i] = i;
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE,
256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image);
}
if (HaveVP) {
vert_prog = compile_program(GL_VERTEX_PROGRAM_ARB, vert_code);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vert_prog);
}
max_frag = 1;
frag_progs[0] = 0;
if (HaveFP) {
frag_progs[1] = compile_program(GL_FRAGMENT_PROGRAM_ARB, frag_code);
max_frag = 2;
}
if (HaveFP && HaveFP_Shadow) {
frag_progs[2] = compile_program(GL_FRAGMENT_PROGRAM_ARB,
frag_shadow_code);
max_frag = 3;
}
if (!HaveShadow) {
curr_frag = 1;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_progs[curr_frag]);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
static void
PrintHelp(void)
{
printf("Keys:\n");
printf(" a = toggle animation\n");
printf(" i = show depth texture image\n");
printf(" m = show depth texture mapping\n");
printf(" d = show fragment distance from light source\n");
printf(" n = show normal, shadowed image\n");
printf(" f = toggle nearest/bilinear texture filtering\n");
printf(" b/B = decrease/increase shadow map Z bias\n");
printf(" p = toggle use of packed depth/stencil\n");
printf(" M = cycle through fragment program modes\n");
printf(" v = toggle vertex program modes\n");
printf(" cursor keys = rotate scene\n");
printf(" <shift> + cursor keys = rotate light source\n");
if (HaveEXTshadowFuncs)
printf(" o = cycle through comparison modes\n");
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(WindowWidth, WindowHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Display);
if (Anim)
glutIdleFunc(Idle);
Init();
PrintHelp();
glutMainLoop();
return 0;
}