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/** |
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* Test shadow2DRectProj() and shadow2D() functions. |
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* Brian Paul |
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* 11 April 2007 |
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*/ |
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#define GL_GLEXT_PROTOTYPES |
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#include <assert.h> |
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#include <string.h> |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <math.h> |
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#include <GL/gl.h> |
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#include <GL/glut.h> |
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#include <GL/glext.h> |
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#include "extfuncs.h" |
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/** Use GL_RECTANGLE texture (with projective texcoords)? */ |
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#define USE_RECT 01 |
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#define TEXSIZE 16 |
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static char *FragProgFile = NULL; |
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static char *VertProgFile = NULL; |
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static GLuint fragShader; |
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static GLuint vertShader; |
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static GLuint program; |
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static GLint uTexture2D; |
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static GLint uTextureRect; |
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static GLint win = 0; |
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static GLenum Filter = GL_LINEAR; |
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static void |
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CheckError(int line) |
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{ |
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GLenum err = glGetError(); |
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if (err) { |
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printf("GL Error %s (0x%x) at line %d\n", |
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gluErrorString(err), (int) err, line); |
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} |
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} |
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static void |
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PrintString(const char *s) |
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{ |
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while (*s) { |
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); |
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s++; |
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} |
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} |
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static void |
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Redisplay(void) |
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{ |
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CheckError(__LINE__); |
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glClear(GL_COLOR_BUFFER_BIT); |
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glPushMatrix(); |
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CheckError(__LINE__); |
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glUseProgram_func(program); |
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CheckError(__LINE__); |
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glBegin(GL_POLYGON); |
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#if USE_RECT |
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/* scale coords by two to test projection */ |
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glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1); |
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glTexCoord4f(2*TEXSIZE, 0, 2*1, 2.0); glVertex2f( 1, -1); |
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glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0); glVertex2f( 1, 1); |
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glTexCoord4f( 0, 2*TEXSIZE, 0, 2.0); glVertex2f(-1, 1); |
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#else |
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glTexCoord3f(0, 0, 0); glVertex2f(-1, -1); |
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glTexCoord3f(1, 0, 1); glVertex2f( 1, -1); |
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glTexCoord3f(1, 1, 1); glVertex2f( 1, 1); |
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glTexCoord3f(0, 1, 0); glVertex2f(-1, 1); |
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#endif |
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glEnd(); |
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glPopMatrix(); |
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glUseProgram_func(0); |
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glWindowPos2iARB(80, 20); |
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PrintString("white black white black"); |
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glutSwapBuffers(); |
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} |
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static void |
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Reshape(int width, int height) |
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{ |
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glViewport(0, 0, width, height); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); |
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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glTranslatef(0.0f, 0.0f, -8.0f); |
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} |
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static void |
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CleanUp(void) |
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{ |
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glDeleteShader_func(fragShader); |
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glDeleteShader_func(vertShader); |
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glDeleteProgram_func(program); |
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glutDestroyWindow(win); |
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} |
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static void |
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Key(unsigned char key, int x, int y) |
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{ |
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(void) x; |
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(void) y; |
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switch(key) { |
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case 27: |
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CleanUp(); |
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exit(0); |
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break; |
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} |
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glutPostRedisplay(); |
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} |
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static void |
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MakeTexture(void) |
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{ |
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GLfloat image[TEXSIZE][TEXSIZE]; |
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GLuint i, j; |
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for (i = 0; i < TEXSIZE; i++) { |
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for (j = 0; j < TEXSIZE; j++) { |
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if (j < (TEXSIZE / 2)) { |
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image[i][j] = 0.25; |
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} |
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else { |
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image[i][j] = 0.75; |
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} |
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} |
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} |
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glActiveTexture(GL_TEXTURE0); /* unit 0 */ |
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glBindTexture(GL_TEXTURE_2D, 42); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0, |
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GL_DEPTH_COMPONENT, GL_FLOAT, image); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, |
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GL_COMPARE_R_TO_TEXTURE_ARB); |
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CheckError(__LINE__); |
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glActiveTexture(GL_TEXTURE1); /* unit 1 */ |
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43); |
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, |
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TEXSIZE, 10, 0,/*16x10*/ |
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GL_DEPTH_COMPONENT, GL_FLOAT, image); |
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter); |
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter); |
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, |
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GL_COMPARE_R_TO_TEXTURE_ARB); |
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CheckError(__LINE__); |
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} |
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static void |
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LoadAndCompileShader(GLuint shader, const char *text) |
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{ |
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GLint stat; |
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glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); |
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glCompileShader_func(shader); |
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glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); |
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if (!stat) { |
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GLchar log[1000]; |
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GLsizei len; |
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glGetShaderInfoLog_func(shader, 1000, &len, log); |
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fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log); |
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exit(1); |
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} |
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} |
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/** |
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* Read a shader from a file. |
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*/ |
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static void |
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ReadShader(GLuint shader, const char *filename) |
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{ |
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const int max = 100*1000; |
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int n; |
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char *buffer = (char*) malloc(max); |
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FILE *f = fopen(filename, "r"); |
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if (!f) { |
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fprintf(stderr, "fslight: Unable to open shader file %s\n", filename); |
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exit(1); |
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} |
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n = fread(buffer, 1, max, f); |
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printf("fslight: read %d bytes from shader file %s\n", n, filename); |
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if (n > 0) { |
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buffer[n] = 0; |
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LoadAndCompileShader(shader, buffer); |
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} |
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fclose(f); |
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free(buffer); |
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} |
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static void |
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CheckLink(GLuint prog) |
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{ |
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GLint stat; |
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glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); |
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if (!stat) { |
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GLchar log[1000]; |
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GLsizei len; |
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glGetProgramInfoLog_func(prog, 1000, &len, log); |
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fprintf(stderr, "Linker error:\n%s\n", log); |
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} |
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} |
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static void |
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Init(void) |
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{ |
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static const char *fragShaderText = |
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"uniform sampler2DShadow shadowTex2D; \n" |
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"uniform sampler2DRectShadow shadowTexRect; \n" |
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"void main() {\n" |
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#if USE_RECT |
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" gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n" |
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#else |
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" gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n" |
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#endif |
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"}\n"; |
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static const char *vertShaderText = |
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"void main() {\n" |
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n" |
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"}\n"; |
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const char *version; |
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#if USE_RECT |
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if (!glutExtensionSupported("GL_ARB_texture_rectangle")) { |
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printf("This program requires GL_ARB_texture_rectangle\n"); |
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exit(1); |
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} |
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#endif |
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version = (const char *) glGetString(GL_VERSION); |
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if (version[0] != '2' || version[1] != '.') { |
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printf("This program requires OpenGL 2.x, found %s\n", version); |
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exit(1); |
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} |
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
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GetExtensionFuncs(); |
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); |
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if (FragProgFile) |
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ReadShader(fragShader, FragProgFile); |
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else |
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LoadAndCompileShader(fragShader, fragShaderText); |
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vertShader = glCreateShader_func(GL_VERTEX_SHADER); |
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if (VertProgFile) |
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ReadShader(vertShader, VertProgFile); |
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else |
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LoadAndCompileShader(vertShader, vertShaderText); |
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program = glCreateProgram_func(); |
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glAttachShader_func(program, fragShader); |
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glAttachShader_func(program, vertShader); |
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glLinkProgram_func(program); |
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CheckLink(program); |
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glUseProgram_func(program); |
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uTexture2D = glGetUniformLocation_func(program, "shadowTex2D"); |
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uTextureRect = glGetUniformLocation_func(program, "shadowTexRect"); |
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printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect); |
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if (uTexture2D >= 0) { |
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glUniform1i_func(uTexture2D, 0); /* use texture unit 0 */ |
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} |
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if (uTextureRect >= 0) { |
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glUniform1i_func(uTextureRect, 1); /* use texture unit 0 */ |
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} |
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CheckError(__LINE__); |
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f); |
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glColor3f(1, 1, 1); |
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MakeTexture(); |
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CheckError(__LINE__); |
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} |
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static void |
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ParseOptions(int argc, char *argv[]) |
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{ |
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int i; |
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for (i = 1; i < argc; i++) { |
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if (strcmp(argv[i], "-fs") == 0) { |
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FragProgFile = argv[i+1]; |
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} |
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else if (strcmp(argv[i], "-vs") == 0) { |
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VertProgFile = argv[i+1]; |
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} |
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} |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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glutInit(&argc, argv); |
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glutInitWindowPosition( 0, 0); |
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glutInitWindowSize(400, 300); |
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); |
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win = glutCreateWindow(argv[0]); |
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glutReshapeFunc(Reshape); |
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glutKeyboardFunc(Key); |
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glutDisplayFunc(Redisplay); |
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ParseOptions(argc, argv); |
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Init(); |
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glutMainLoop(); |
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return 0; |
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} |
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