Brian Paul | f8304bf | 2009-04-01 19:53:40 -0600 | [diff] [blame] | 1 | /** |
| 2 | * Test linking of multiple compilation units. |
| 3 | * Brian Paul |
| 4 | * 28 March 2009 |
| 5 | */ |
| 6 | |
| 7 | #include <assert.h> |
| 8 | #include <string.h> |
| 9 | #include <stdio.h> |
| 10 | #include <stdlib.h> |
| 11 | #include <math.h> |
| 12 | #include <GL/gl.h> |
| 13 | #include <GL/glut.h> |
| 14 | #include <GL/glext.h> |
| 15 | #include "extfuncs.h" |
| 16 | #include "shaderutil.h" |
| 17 | |
| 18 | |
| 19 | static GLfloat diffuse[4] = { 0.5f, 1.0f, 0.5f, 1.0f }; |
| 20 | static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; |
| 21 | static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f }; |
| 22 | static GLfloat delta = 1.0f; |
| 23 | |
| 24 | static GLuint VertShader1; |
| 25 | static GLuint VertShader2; |
| 26 | static GLuint FragShader1; |
| 27 | static GLuint FragShader2; |
| 28 | static GLuint Program; |
| 29 | |
| 30 | static GLint uDiffuse; |
| 31 | static GLint uSpecular; |
| 32 | static GLint uTexture; |
| 33 | |
| 34 | static GLint Win = 0; |
| 35 | static GLboolean anim = GL_TRUE; |
| 36 | |
| 37 | |
| 38 | |
| 39 | static const char *FragShaderSource1 = |
| 40 | "float compute_dotprod(const vec3 normal) \n" |
| 41 | "{ \n" |
| 42 | " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n" |
| 43 | " normalize(normal)), 0.0); \n" |
| 44 | " return dotProd; \n" |
| 45 | "} \n"; |
| 46 | |
| 47 | static const char *FragShaderSource2 = |
| 48 | "uniform vec4 diffuse;\n" |
| 49 | "uniform vec4 specular;\n" |
| 50 | "varying vec3 normal;\n" |
| 51 | "\n" |
| 52 | "// external function \n" |
| 53 | "float compute_dotprod(const vec3 normal); \n" |
| 54 | "\n" |
| 55 | "void main() \n" |
| 56 | "{ \n" |
| 57 | " float dotProd = compute_dotprod(normal); \n" |
| 58 | " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0); \n" |
| 59 | "} \n"; |
| 60 | |
| 61 | |
| 62 | static const char *VertShaderSource1 = |
| 63 | "vec3 compute_normal() \n" |
| 64 | "{ \n" |
| 65 | " return gl_NormalMatrix * gl_Normal; \n" |
| 66 | "} \n"; |
| 67 | |
| 68 | static const char *VertShaderSource2 = |
| 69 | "varying vec3 normal;\n" |
| 70 | "\n" |
| 71 | "// external function \n" |
| 72 | "vec3 compute_normal(); \n" |
| 73 | "\n" |
| 74 | "void main() \n" |
| 75 | "{ \n" |
| 76 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" |
| 77 | " normal = compute_normal(); \n" |
| 78 | "} \n"; |
| 79 | |
| 80 | |
| 81 | static void |
| 82 | normalize(GLfloat *dst, const GLfloat *src) |
| 83 | { |
| 84 | GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); |
| 85 | dst[0] = src[0] / len; |
| 86 | dst[1] = src[1] / len; |
| 87 | dst[2] = src[2] / len; |
| 88 | dst[3] = src[3]; |
| 89 | } |
| 90 | |
| 91 | |
| 92 | static void |
| 93 | Redisplay(void) |
| 94 | { |
| 95 | GLfloat vec[4]; |
| 96 | |
| 97 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 98 | |
| 99 | /* update light position */ |
| 100 | normalize(vec, lightPos); |
| 101 | glLightfv(GL_LIGHT0, GL_POSITION, vec); |
| 102 | |
| 103 | glutSolidSphere(2.0, 10, 5); |
| 104 | |
| 105 | glutSwapBuffers(); |
| 106 | } |
| 107 | |
| 108 | |
| 109 | static void |
| 110 | Idle(void) |
| 111 | { |
| 112 | lightPos[0] += delta; |
| 113 | if (lightPos[0] > 25.0f || lightPos[0] < -25.0f) |
| 114 | delta = -delta; |
| 115 | glutPostRedisplay(); |
| 116 | } |
| 117 | |
| 118 | |
| 119 | static void |
| 120 | Reshape(int width, int height) |
| 121 | { |
| 122 | glViewport(0, 0, width, height); |
| 123 | glMatrixMode(GL_PROJECTION); |
| 124 | glLoadIdentity(); |
| 125 | glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); |
| 126 | glMatrixMode(GL_MODELVIEW); |
| 127 | glLoadIdentity(); |
| 128 | glTranslatef(0.0f, 0.0f, -15.0f); |
| 129 | } |
| 130 | |
| 131 | |
| 132 | static void |
| 133 | CleanUp(void) |
| 134 | { |
| 135 | glDeleteShader_func(VertShader1); |
| 136 | glDeleteShader_func(VertShader2); |
| 137 | glDeleteShader_func(FragShader1); |
| 138 | glDeleteShader_func(FragShader2); |
| 139 | glDeleteProgram_func(Program); |
| 140 | glutDestroyWindow(Win); |
| 141 | } |
| 142 | |
| 143 | |
| 144 | static void |
| 145 | Key(unsigned char key, int x, int y) |
| 146 | { |
| 147 | (void) x; |
| 148 | (void) y; |
| 149 | |
| 150 | switch(key) { |
| 151 | case ' ': |
| 152 | case 'a': |
| 153 | anim = !anim; |
| 154 | if (anim) |
| 155 | glutIdleFunc(Idle); |
| 156 | else |
| 157 | glutIdleFunc(NULL); |
| 158 | break; |
| 159 | case 'x': |
| 160 | lightPos[0] -= 1.0f; |
| 161 | break; |
| 162 | case 'X': |
| 163 | lightPos[0] += 1.0f; |
| 164 | break; |
| 165 | case 27: |
| 166 | CleanUp(); |
| 167 | exit(0); |
| 168 | break; |
| 169 | } |
| 170 | glutPostRedisplay(); |
| 171 | } |
| 172 | |
| 173 | |
| 174 | static void |
| 175 | CheckLink(GLuint prog) |
| 176 | { |
| 177 | GLint stat; |
| 178 | glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); |
| 179 | if (!stat) { |
| 180 | GLchar log[1000]; |
| 181 | GLsizei len; |
| 182 | glGetProgramInfoLog_func(prog, 1000, &len, log); |
| 183 | fprintf(stderr, "Linker error:\n%s\n", log); |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | |
| 188 | static void |
| 189 | Init(void) |
| 190 | { |
| 191 | if (!ShadersSupported()) |
| 192 | exit(1); |
| 193 | |
| 194 | GetExtensionFuncs(); |
| 195 | |
| 196 | printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
| 197 | |
| 198 | VertShader1 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource1); |
| 199 | VertShader2 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource2); |
| 200 | FragShader1 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource1); |
| 201 | FragShader2 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource2); |
| 202 | |
| 203 | Program = glCreateProgram_func(); |
| 204 | glAttachShader_func(Program, VertShader1); |
| 205 | glAttachShader_func(Program, VertShader2); |
| 206 | glAttachShader_func(Program, FragShader1); |
| 207 | glAttachShader_func(Program, FragShader2); |
| 208 | |
| 209 | glLinkProgram_func(Program); |
| 210 | |
| 211 | CheckLink(Program); |
| 212 | |
| 213 | glUseProgram_func(Program); |
| 214 | |
| 215 | uDiffuse = glGetUniformLocation_func(Program, "diffuse"); |
| 216 | uSpecular = glGetUniformLocation_func(Program, "specular"); |
| 217 | uTexture = glGetUniformLocation_func(Program, "texture"); |
| 218 | printf("DiffusePos %d SpecularPos %d TexturePos %d\n", |
| 219 | uDiffuse, uSpecular, uTexture); |
| 220 | |
| 221 | glUniform4fv_func(uDiffuse, 1, diffuse); |
| 222 | glUniform4fv_func(uSpecular, 1, specular); |
| 223 | |
| 224 | glClearColor(0.3f, 0.3f, 0.3f, 0.0f); |
| 225 | glEnable(GL_DEPTH_TEST); |
| 226 | |
| 227 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); |
| 228 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); |
| 229 | glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f); |
| 230 | |
| 231 | assert(glIsProgram_func(Program)); |
| 232 | assert(glIsShader_func(VertShader1)); |
| 233 | assert(glIsShader_func(VertShader2)); |
| 234 | assert(glIsShader_func(FragShader1)); |
| 235 | assert(glIsShader_func(FragShader2)); |
| 236 | |
| 237 | glColor3f(1, 0, 0); |
| 238 | } |
| 239 | |
| 240 | |
| 241 | int |
| 242 | main(int argc, char *argv[]) |
| 243 | { |
| 244 | glutInit(&argc, argv); |
| 245 | glutInitWindowPosition( 0, 0); |
| 246 | glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| 247 | Win = glutCreateWindow(argv[0]); |
| 248 | glutReshapeFunc(Reshape); |
| 249 | glutKeyboardFunc(Key); |
| 250 | glutDisplayFunc(Redisplay); |
| 251 | if (anim) |
| 252 | glutIdleFunc(Idle); |
| 253 | Init(); |
| 254 | glutMainLoop(); |
| 255 | return 0; |
| 256 | } |
| 257 | |
| 258 | |