?? vertexshaders.c
字號:
highLevelAvailable = GL_TRUE;
}
if (gltIsExtSupported("GL_ARB_vertex_program"))
{
lowLevelAvailable = GL_TRUE;
}
if (!lowLevelAvailable && !highLevelAvailable)
{
fprintf(stderr, "Neither vertex shader"
" extension is available!\n");
Sleep(2000);
exit(0);
}
// Make sure we have multitexture, cube maps, and texenv add!
version = glGetString(GL_VERSION);
if (((version[0] != '1') || (version[1] != '.') ||
(version[2] < '3') || (version[2] > '9'))) // 1.3+
{
fprintf(stderr, "OpenGL 1.3 is not available!\n");
Sleep(2000);
exit(0);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
#ifndef __APPLE__
glActiveTexture = gltGetExtensionPointer("glActiveTexture");
if (!glActiveTexture)
{
glActiveTexture = gltGetExtensionPointer("glActiveTextureARB");
}
if (!glActiveTexture)
{
fprintf(stderr, "Not all entrypoints were available!\n");
Sleep(2000);
exit(0);
}
#endif
if (lowLevelAvailable)
{
#ifndef __APPLE__
glGenProgramsARB = gltGetExtensionPointer("glGenProgramsARB");
glBindProgramARB = gltGetExtensionPointer("glBindProgramARB");
glProgramStringARB = gltGetExtensionPointer("glProgramStringARB");
glDeleteProgramsARB = gltGetExtensionPointer("glDeleteProgramsARB");
glProgramLocalParameter4fARB = gltGetExtensionPointer("glProgramLocalParameter4fARB");
glProgramLocalParameter4fvARB = gltGetExtensionPointer("glProgramLocalParameter4fvARB");
if (!glGenProgramsARB || !glBindProgramARB ||
!glProgramStringARB || !glDeleteProgramsARB ||
!glProgramLocalParameter4fvARB ||
!glProgramLocalParameter4fARB)
{
fprintf(stderr, "Not all entrypoints were available!\n");
Sleep(2000);
exit(0);
}
#endif
}
if (highLevelAvailable)
{
glCreateShaderObjectARB = gltGetExtensionPointer("glCreateShaderObjectARB");
glCreateProgramObjectARB = gltGetExtensionPointer("glCreateProgramObjectARB");
glAttachObjectARB = gltGetExtensionPointer("glAttachObjectARB");
glDetachObjectARB = gltGetExtensionPointer("glDetachObjectARB");
glDeleteObjectARB = gltGetExtensionPointer("glDeleteObjectARB");
glShaderSourceARB = gltGetExtensionPointer("glShaderSourceARB");
glCompileShaderARB = gltGetExtensionPointer("glCompileShaderARB");
glLinkProgramARB = gltGetExtensionPointer("glLinkProgramARB");
glValidateProgramARB = gltGetExtensionPointer("glValidateProgramARB");
glUseProgramObjectARB = gltGetExtensionPointer("glUseProgramObjectARB");
glGetObjectParameterivARB = gltGetExtensionPointer("glGetObjectParameterivARB");
glGetInfoLogARB = gltGetExtensionPointer("glGetInfoLogARB");
glUniform1fARB = gltGetExtensionPointer("glUniform1fARB");
glUniform3fvARB = gltGetExtensionPointer("glUniform3fvARB");
glGetUniformLocationARB = gltGetExtensionPointer("glGetUniformLocationARB");
if (!glCreateShaderObjectARB || !glCreateProgramObjectARB ||
!glAttachObjectARB || !glDetachObjectARB || !glDeleteObjectARB ||
!glShaderSourceARB || !glCompileShaderARB || !glLinkProgramARB ||
!glValidateProgramARB || !glUseProgramObjectARB ||
!glGetObjectParameterivARB || !glGetInfoLogARB ||
!glUniform3fvARB || !glUniform1fARB || !glGetUniformLocationARB)
{
fprintf(stderr, "Not all entrypoints were available!\n");
Sleep(2000);
exit(0);
}
useHighLevel = GL_TRUE;
}
fprintf(stdout, "Controls:\n");
fprintf(stdout, "\tRight-click for menu\n\n");
fprintf(stdout, "\tR/L arrows\t+/- fog density for \"fog\" shader\n");
fprintf(stdout, "\tR/L arrows\t+/- rotate lights for others shaders\n\n");
fprintf(stdout, "\tx/X\t\tMove +/- in x direction, stretch for \"stretch\" shader\n");
fprintf(stdout, "\ty/Y\t\tMove +/- in y direction, stretch for \"stretch\" shader\n");
fprintf(stdout, "\tz/Z\t\tMove +/- in z direction, stretch for \"stretch\" shader\n\n");
fprintf(stdout, "\tq\t\tExit demo\n\n");
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
// Misc. state
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glFogfv(GL_FOG_COLOR, fogColor);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Texture state
glActiveTexture(GL_TEXTURE3);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glBindTexture(GL_TEXTURE_1D, 3);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
CreatePowMap(0.25, 0.25, 1.0);
glActiveTexture(GL_TEXTURE2);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glBindTexture(GL_TEXTURE_1D, 2);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
CreatePowMap(0.25, 1.0, 0.25);
glActiveTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glBindTexture(GL_TEXTURE_1D, 1);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
CreatePowMap(1.0, 0.25, 0.25);
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glBindTexture(GL_TEXTURE_1D, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
CreatePowMap(1.0, 1.0, 1.0);
if (lowLevelAvailable)
{
glGenProgramsARB(TOTAL_SHADERS, ids);
// Low-level will always be enabled, but high-level
// will take precedence if they're both enabled
glEnable(GL_VERTEX_PROGRAM_ARB);
}
// Load and compile low- and high-level shaders
for (i = 0; i < TOTAL_SHADERS; i++)
{
PrepareShader(i);
}
// Install first shader
if (lowLevelAvailable)
{
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ids[0]);
}
if (useHighLevel)
{
glUseProgramObjectARB(progObj[whichShader]);
}
}
void ProcessMenu(int value)
{
switch(value)
{
case 1:
useHighLevel = !useHighLevel;
if (useHighLevel)
{
glutChangeToMenuEntry(2, "Switch to low-level vertex shader", 1);
glUseProgramObjectARB(progObj[whichShader]);
}
else
{
glutChangeToMenuEntry(2, "Switch to high-level vertex shader", 1);
glUseProgramObjectARB(0);
}
break;
default:
whichShader = value - 2;
{
char menuEntry[128];
sprintf(menuEntry, "Choose vertex shader (currently \"%s\")", shaderNames[whichShader]);
glutSetMenu(mainMenu);
glutChangeToSubMenu(1, menuEntry, shaderMenu);
}
if (lowLevelAvailable)
{
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ids[whichShader]);
}
if (useHighLevel)
{
glUseProgramObjectARB(progObj[whichShader]);
}
if (whichShader == SEPSPEC)
{
// Separate specular shader needs
// primary and secondary colors summed
glEnable(GL_COLOR_SUM);
}
else
{
glDisable(GL_COLOR_SUM);
}
if (whichShader == FOGCOORD)
{
// Fogcoord shader needs fixed
// functionality fog enabled
glEnable(GL_FOG);
}
else
{
glDisable(GL_FOG);
}
if (whichShader == PTSIZE)
{
// Fogcoord shader needs fixed
// functionality fog enabled
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
glDisable(GL_POINT_SMOOTH);
glDisable(GL_BLEND);
}
// Disable all texturing, then reenable as needed
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_1D);
if ((whichShader == TEXSPEC) || (whichShader == STRETCH))
{
// texture specular shaders needs 1D pow map
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_1D);
}
else if (whichShader == THREELIGHTS)
{
// 3 lights shader needs 1D pow map on all 3 units
glActiveTexture(GL_TEXTURE3);
glEnable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE0);
}
break;
}
// Refresh the Window
glutPostRedisplay();
}
void KeyPressFunc(unsigned char key, int x, int y)
{
switch (key)
{
case 'x':
if (whichShader == STRETCH)
squashStretch[0] += 0.01f;
else
cameraPos[0] += 5.0f;
break;
case 'X':
if (whichShader == STRETCH)
squashStretch[0] -= 0.01f;
else
cameraPos[0] -= 5.0f;
break;
case 'y':
if (whichShader == STRETCH)
squashStretch[1] += 0.01f;
else
cameraPos[1] += 5.0f;
break;
case 'Y':
if (whichShader == STRETCH)
squashStretch[1] -= 0.01f;
else
cameraPos[1] -= 5.0f;
break;
case 'z':
if (whichShader == STRETCH)
squashStretch[2] += 0.01f;
else
cameraPos[2] += 5.0f;
break;
case 'Z':
if (whichShader == STRETCH)
squashStretch[2] -= 0.01f;
else
cameraPos[2] -= 5.0f;
break;
case 'q':
case 'Q':
case 27 : /* ESC */
exit(0);
}
// Refresh the Window
glutPostRedisplay();
}
void SpecialKeys(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_LEFT:
if ((whichShader == FOGCOORD) ||
(whichShader == FOG))
density -= 0.0005f;
else
lightRotation -= 5.0f;
break;
case GLUT_KEY_RIGHT:
if ((whichShader == FOGCOORD) ||
(whichShader == FOG))
density += 0.0005f;
else
lightRotation += 5.0f;
break;
case GLUT_KEY_UP:
cameraPos[1] += 5.0f;
break;
case GLUT_KEY_DOWN:
cameraPos[1] -= 5.0f;
break;
default:
break;
}
if (density < 0.0f)
density = 0.0f;
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
windowWidth = w;
windowHeight = h;
}
int main(int argc, char* argv[])
{
GLint i;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(windowWidth, windowHeight);
glutCreateWindow("Vertex Shaders Demo");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
// Create the menus
shaderMenu = glutCreateMenu(ProcessMenu);
for (i = 0; i < TOTAL_SHADERS; i++)
{
char menuEntry[128];
sprintf(menuEntry, "\"%s\"", shaderNames[i]);
glutAddMenuEntry(menuEntry, 2+i);
}
mainMenu = glutCreateMenu(ProcessMenu);
{
char menuEntry[128];
sprintf(menuEntry, "Choose vertex shader (currently \"%s\")", shaderNames[0]);
glutAddSubMenu(menuEntry, shaderMenu);
}
if (lowLevelAvailable && highLevelAvailable)
{
if (useHighLevel)
{
glutAddMenuEntry("Switch to low-level vertex shader", 1);
}
else
{
glutAddMenuEntry("Switch to high-level vertex shader", 1);
}
}
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
if (glDeleteObjectARB)
{
for (i = 0; i < TOTAL_SHADERS; i++)
{
glDeleteObjectARB(progObj[i]);
glDeleteObjectARB(vShader[i]);
}
}
#ifndef __APPLE__
if (glDeleteProgramsARB)
{
glDeleteProgramsARB(TOTAL_SHADERS, ids);
}
#endif
return 0;
}
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