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vp-tris.c 7.8KB

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  1. #include <assert.h>
  2. #include <string.h>
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <math.h>
  6. #include <GL/glew.h>
  7. #include <GL/glut.h>
  8. static const char *filename = NULL;
  9. static GLuint nr_steps = 4;
  10. static GLuint prim = GL_TRIANGLES;
  11. static GLfloat psz = 1.0;
  12. static GLboolean pointsmooth = 0;
  13. static GLboolean program_point_size = 0;
  14. static GLuint fragShader;
  15. static GLuint vertShader;
  16. static GLuint program;
  17. static void usage( char *name )
  18. {
  19. fprintf( stderr, "usage: %s [ options ] shader_filename\n", name );
  20. fprintf( stderr, "\n" );
  21. fprintf( stderr, "options:\n" );
  22. fprintf( stderr, " -f flat shaded\n" );
  23. fprintf( stderr, " -nNr subdivision steps\n" );
  24. }
  25. static void load_and_compile_shader(GLuint shader, const char *text)
  26. {
  27. GLint stat;
  28. glShaderSource(shader, 1, (const GLchar **) &text, NULL);
  29. glCompileShader(shader);
  30. glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
  31. if (!stat) {
  32. GLchar log[1000];
  33. GLsizei len;
  34. glGetShaderInfoLog(shader, 1000, &len, log);
  35. fprintf(stderr, "vp-tris: problem compiling shader:\n%s\n", log);
  36. exit(1);
  37. }
  38. }
  39. static void read_shader(GLuint shader, const char *filename)
  40. {
  41. const int max = 100*1000;
  42. int n;
  43. char *buffer = (char*) malloc(max);
  44. FILE *f = fopen(filename, "r");
  45. if (!f) {
  46. fprintf(stderr, "vp-tris: Unable to open shader file %s\n", filename);
  47. exit(1);
  48. }
  49. n = fread(buffer, 1, max, f);
  50. printf("vp-tris: read %d bytes from shader file %s\n", n, filename);
  51. if (n > 0) {
  52. buffer[n] = 0;
  53. load_and_compile_shader(shader, buffer);
  54. }
  55. fclose(f);
  56. free(buffer);
  57. }
  58. static void check_link(GLuint prog)
  59. {
  60. GLint stat;
  61. glGetProgramiv(prog, GL_LINK_STATUS, &stat);
  62. if (!stat) {
  63. GLchar log[1000];
  64. GLsizei len;
  65. glGetProgramInfoLog(prog, 1000, &len, log);
  66. fprintf(stderr, "Linker error:\n%s\n", log);
  67. }
  68. }
  69. static void setup_uniforms()
  70. {
  71. {
  72. GLint loc1f = glGetUniformLocationARB(program, "Offset1f");
  73. GLint loc2f = glGetUniformLocationARB(program, "Offset2f");
  74. GLint loc4f = glGetUniformLocationARB(program, "Offset4f");
  75. GLfloat vecKer[] =
  76. { 1.0, 0.0, 0.0, 1.0,
  77. 0.0, 1.0, 0.0, 1.0,
  78. 1.0, 0.0, 0.0, 1.0,
  79. 0.0, 0.0, 0.0, 1.0
  80. };
  81. if (loc1f >= 0)
  82. glUniform1fv(loc1f, 16, vecKer);
  83. if (loc2f >= 0)
  84. glUniform2fv(loc2f, 8, vecKer);
  85. if (loc4f >= 0)
  86. glUniform4fv(loc4f, 4, vecKer);
  87. }
  88. {
  89. GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
  90. GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
  91. GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
  92. GLfloat vecKer[] =
  93. { 1.0, 0.0, 0.0, 0.25,
  94. 0.0, 1.0, 0.0, 0.25,
  95. 0.0, 0.0, 1.0, 0.25,
  96. 0.0, 0.0, 0.0, 0.25,
  97. 0.5, 0.0, 0.0, 0.35,
  98. 0.0, 0.5, 0.0, 0.35,
  99. 0.0, 0.0, 0.5, 0.35,
  100. 0.0, 0.0, 0.0, 0.35
  101. };
  102. if (loc1f >= 0)
  103. glUniform1fv(loc1f, 16, vecKer);
  104. if (loc2f >= 0)
  105. glUniform2fv(loc2f, 8, vecKer);
  106. if (loc4f >= 0)
  107. glUniform4fv(loc4f, 4, vecKer);
  108. }
  109. }
  110. static void prepare_shaders()
  111. {
  112. static const char *fragShaderText =
  113. "void main() {\n"
  114. " gl_FragColor = gl_Color;\n"
  115. "}\n";
  116. static const char *vertShaderText =
  117. "void main() {\n"
  118. " gl_FrontColor = gl_Color;\n"
  119. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
  120. "}\n";
  121. fragShader = glCreateShader(GL_FRAGMENT_SHADER);
  122. load_and_compile_shader(fragShader, fragShaderText);
  123. vertShader = glCreateShader(GL_VERTEX_SHADER);
  124. if (filename)
  125. read_shader(vertShader, filename);
  126. else
  127. load_and_compile_shader(vertShader, vertShaderText);
  128. program = glCreateProgram();
  129. glAttachShader(program, fragShader);
  130. glAttachShader(program, vertShader);
  131. glLinkProgram(program);
  132. check_link(program);
  133. glUseProgram(program);
  134. setup_uniforms();
  135. }
  136. static void args(int argc, char *argv[])
  137. {
  138. GLint i;
  139. for (i = 1; i < argc; i++) {
  140. if (strncmp(argv[i], "-n", 2) == 0) {
  141. nr_steps = atoi((argv[i]) + 2);
  142. }
  143. else if (strcmp(argv[i], "-f") == 0) {
  144. glShadeModel(GL_FLAT);
  145. }
  146. else if (i == argc - 1) {
  147. filename = argv[i];
  148. }
  149. else {
  150. usage(argv[0]);
  151. exit(1);
  152. }
  153. }
  154. if (!filename) {
  155. usage(argv[0]);
  156. exit(1);
  157. }
  158. }
  159. union vert {
  160. struct {
  161. GLfloat color[3];
  162. GLfloat pos[3];
  163. } v;
  164. GLfloat f[6];
  165. };
  166. static void make_midpoint( union vert *out,
  167. const union vert *v0,
  168. const union vert *v1)
  169. {
  170. int i;
  171. for (i = 0; i < 6; i++)
  172. out->f[i] = v0->f[i] + .5 * (v1->f[i] - v0->f[i]);
  173. }
  174. static void subdiv( union vert *v0,
  175. union vert *v1,
  176. union vert *v2,
  177. GLuint depth )
  178. {
  179. if (depth == 0) {
  180. glColor3fv(v0->v.color);
  181. glVertex3fv(v0->v.pos);
  182. glColor3fv(v1->v.color);
  183. glVertex3fv(v1->v.pos);
  184. glColor3fv(v2->v.color);
  185. glVertex3fv(v2->v.pos);
  186. }
  187. else {
  188. union vert m[3];
  189. make_midpoint(&m[0], v0, v1);
  190. make_midpoint(&m[1], v1, v2);
  191. make_midpoint(&m[2], v2, v0);
  192. subdiv(&m[0], &m[2], v0, depth-1);
  193. subdiv(&m[1], &m[0], v1, depth-1);
  194. subdiv(&m[2], &m[1], v2, depth-1);
  195. subdiv(&m[0], &m[1], &m[2], depth-1);
  196. }
  197. }
  198. static void enable( GLenum value, GLboolean flag )
  199. {
  200. if (flag)
  201. glEnable(value);
  202. else
  203. glDisable(value);
  204. }
  205. /** Assignment */
  206. #define ASSIGN_3V( V, V0, V1, V2 ) \
  207. do { \
  208. V[0] = V0; \
  209. V[1] = V1; \
  210. V[2] = V2; \
  211. } while(0)
  212. static void Display( void )
  213. {
  214. glClearColor(0.3, 0.3, 0.3, 1);
  215. glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  216. glPointSize(psz);
  217. glUseProgram(program);
  218. enable( GL_POINT_SMOOTH, pointsmooth );
  219. enable( GL_VERTEX_PROGRAM_POINT_SIZE_ARB, program_point_size );
  220. glBegin(prim);
  221. {
  222. union vert v[3];
  223. ASSIGN_3V(v[0].v.color, 0,0,1);
  224. ASSIGN_3V(v[0].v.pos, 0.9, -0.9, 0.0);
  225. ASSIGN_3V(v[1].v.color, 1,0,0);
  226. ASSIGN_3V(v[1].v.pos, 0.9, 0.9, 0.0);
  227. ASSIGN_3V(v[2].v.color, 0,1,0);
  228. ASSIGN_3V(v[2].v.pos, -0.9, 0, 0.0);
  229. subdiv(&v[0], &v[1], &v[2], nr_steps);
  230. }
  231. glEnd();
  232. glFlush();
  233. }
  234. static void Reshape( int width, int height )
  235. {
  236. glViewport( 0, 0, width, height );
  237. glMatrixMode( GL_PROJECTION );
  238. glLoadIdentity();
  239. glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
  240. glMatrixMode( GL_MODELVIEW );
  241. glLoadIdentity();
  242. /*glTranslatef( 0.0, 0.0, -15.0 );*/
  243. }
  244. static void CleanUp(void)
  245. {
  246. glDeleteShader(fragShader);
  247. glDeleteShader(vertShader);
  248. glDeleteProgram(program);
  249. }
  250. static void Key( unsigned char key, int x, int y )
  251. {
  252. (void) x;
  253. (void) y;
  254. switch (key) {
  255. case 'p':
  256. prim = GL_POINTS;
  257. break;
  258. case 't':
  259. prim = GL_TRIANGLES;
  260. break;
  261. case 's':
  262. psz += .5;
  263. break;
  264. case 'S':
  265. if (psz > .5)
  266. psz -= .5;
  267. break;
  268. case 'm':
  269. pointsmooth = !pointsmooth;
  270. break;
  271. case 'z':
  272. program_point_size = !program_point_size;
  273. break;
  274. case '+':
  275. nr_steps++;
  276. break;
  277. case '-':
  278. if (nr_steps)
  279. nr_steps--;
  280. break;
  281. case ' ':
  282. psz = 1.0;
  283. prim = GL_TRIANGLES;
  284. nr_steps = 4;
  285. break;
  286. case 27:
  287. CleanUp();
  288. exit(0);
  289. break;
  290. }
  291. glutPostRedisplay();
  292. }
  293. int main( int argc, char *argv[] )
  294. {
  295. glutInit( &argc, argv );
  296. glutInitWindowPosition( 0, 0 );
  297. glutInitWindowSize( 250, 250 );
  298. glutInitDisplayMode( GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH );
  299. glutCreateWindow(argv[argc-1]);
  300. glewInit();
  301. glutReshapeFunc( Reshape );
  302. glutKeyboardFunc( Key );
  303. glutDisplayFunc( Display );
  304. args( argc, argv );
  305. prepare_shaders();
  306. glutMainLoop();
  307. return 0;
  308. }