464 lines
16 KiB
C
464 lines
16 KiB
C
/*
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* Demo for GLSL procedural noise.
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*
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* The shaders are loaded from external files, named in
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* the macro definitions VERTSHADERFILE and FRAGSHADERFILE.
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* The main program draws a sphere covering most of the
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* viewport, activates the demo shader and runs indefinitely,
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* reporting the fragment shading performance in Msamples/s
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* while it executes.
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*
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* This program uses GLFW for convenience, to handle the OS-specific
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* window management stuff. Some Windows-specific stuff for extension
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* loading is still here, but that code is short-circuited on other
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* platforms - this file compiles unedited on Windows, Linux and MacOS X,
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* provided you have the relevant libraries and header files installed
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* and set up your compilation to include the GLFW and OpenGL libraries.
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*
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* Author: Stefan Gustavson (stegu@itn.liu.se) 2004, 2005, 2010, 2011
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* This code is in the public domain.
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*/
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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/glfw.h>
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#ifdef __WIN32__
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// The system level include file for GL extensions might not be up to date.
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#include "GL/glext.h"
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#else
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#include <GL/glext.h>
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#endif
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#ifdef __APPLE__
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// MacOS application bundles have the executable inside a directory structure
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#define VERTSHADERFILE "../../../noisedemo.vert"
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#define FRAGSHADERFILE "../../../noisedemo.frag"
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#else
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// Windows, Linux and other Unix systems expose executables as naked files
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#define VERTSHADERFILE "noisedemo.vert"
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#define FRAGSHADERFILE "noisedemo.frag"
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#endif
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#ifdef __WIN32__
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/* Global function pointers for everything we need beyond OpenGL 1.1 */
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PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
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PFNGLUSEPROGRAMPROC glUseProgram = NULL;
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PFNGLCREATESHADERPROC glCreateShader = NULL;
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PFNGLDELETESHADERPROC glDeleteShader = NULL;
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PFNGLSHADERSOURCEPROC glShaderSource = NULL;
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PFNGLCOMPILESHADERPROC glCompileShader = NULL;
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PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
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PFNGLATTACHSHADERPROC glAttachShader = NULL;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
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PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
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PFNGLUNIFORM1FVPROC glUniform1fv = NULL;
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#endif
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/*
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* printError() - Signal an error.
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* Simple printf() to console for portability.
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*/
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void printError(const char *errtype, const char *errmsg) {
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fprintf(stderr, "%s: %s\n", errtype, errmsg);
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}
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/*
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* Override the Win32 filelength() function with
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* a version that takes a Unix-style file handle as
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* input instead of a file ID number, and which works
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* on platforms other than Windows.
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*/
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long filelength(FILE *file) {
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long numbytes;
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long savedpos = ftell(file);
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fseek(file, 0, SEEK_END);
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numbytes = ftell(file);
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fseek(file, savedpos, SEEK_SET);
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return numbytes;
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}
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/*
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* loadExtensions() - Load OpenGL extensions for anything above OpenGL
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* version 1.1. (This is a requirement only on Windows, so on other
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* platforms, this function just checks for the required extensions.)
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*/
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void loadExtensions() {
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//These extension strings indicate that the OpenGL Shading Language
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// and GLSL shader objects are supported.
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if(!glfwExtensionSupported("GL_ARB_shading_language_100"))
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{
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printError("GL init error", "GL_ARB_shading_language_100 extension was not found");
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return;
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}
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if(!glfwExtensionSupported("GL_ARB_shader_objects"))
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{
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printError("GL init error", "GL_ARB_shader_objects extension was not found");
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return;
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}
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else
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{
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#ifdef __WIN32__
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)glfwGetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glfwGetProcAddress("glDeleteProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)glfwGetProcAddress("glUseProgram");
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glCreateShader = (PFNGLCREATESHADERPROC)glfwGetProcAddress("glCreateShader");
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glDeleteShader = (PFNGLDELETESHADERPROC)glfwGetProcAddress("glDeleteShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)glfwGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)glfwGetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)glfwGetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glfwGetProcAddress("glGetShaderInfoLog");
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glAttachShader = (PFNGLATTACHSHADERPROC)glfwGetProcAddress("glAttachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)glfwGetProcAddress("glLinkProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glfwGetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glfwGetProcAddress("glGetProgramInfoLog");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glfwGetProcAddress("glGetUniformLocation");
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glUniform1fv = (PFNGLUNIFORM1FVPROC)glfwGetProcAddress("glUniform1fv");
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if( !glCreateProgram || !glDeleteProgram || !glUseProgram ||
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!glCreateShader || !glDeleteShader || !glShaderSource || !glCompileShader ||
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!glGetShaderiv || !glGetShaderInfoLog || !glAttachShader || !glLinkProgram ||
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!glGetProgramiv || !glGetProgramInfoLog || !glGetUniformLocation ||
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!glUniform1fv )
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{
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printError("GL init error", "One or more required OpenGL functions were not found");
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return;
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}
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#endif
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}
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}
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/*
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* readShaderFile(filename) - read a shader source string from a file
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*/
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unsigned char* readShaderFile(const char *filename) {
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FILE *file = fopen(filename, "r");
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if(file == NULL)
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{
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printError("ERROR", "Cannot open shader file!");
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return 0;
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}
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int bytesinfile = filelength(file);
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unsigned char *buffer = (unsigned char*)malloc(bytesinfile+1);
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int bytesread = fread( buffer, 1, bytesinfile, file);
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buffer[bytesread] = 0; // Terminate the string with 0
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fclose(file);
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return buffer;
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}
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/*
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* createShaders() - create, load, compile and link the GLSL shader objects.
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*/
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void createShader(GLuint *programObject, char *vertexshaderfile, char *fragmentshaderfile) {
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GLuint vertexShader;
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GLuint fragmentShader;
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const char *vertexShaderStrings[1];
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const char *fragmentShaderStrings[1];
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GLint vertexCompiled;
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GLint fragmentCompiled;
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GLint shadersLinked;
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char str[4096]; // For error messages from the GLSL compiler and linker
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// Create the vertex shader.
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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unsigned char *vertexShaderAssembly = readShaderFile( vertexshaderfile );
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vertexShaderStrings[0] = (char*)vertexShaderAssembly;
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glShaderSource( vertexShader, 1, vertexShaderStrings, NULL );
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glCompileShader( vertexShader);
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free((void *)vertexShaderAssembly);
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glGetShaderiv( vertexShader, GL_COMPILE_STATUS,
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&vertexCompiled );
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if(vertexCompiled == GL_FALSE)
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{
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glGetShaderInfoLog(vertexShader, sizeof(str), NULL, str);
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printError("Vertex shader compile error", str);
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}
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// Create the fragment shader.
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fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
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unsigned char *fragmentShaderAssembly = readShaderFile( fragmentshaderfile );
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fragmentShaderStrings[0] = (char*)fragmentShaderAssembly;
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glShaderSource( fragmentShader, 1, fragmentShaderStrings, NULL );
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glCompileShader( fragmentShader );
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free((void *)fragmentShaderAssembly);
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glGetProgramiv( fragmentShader, GL_COMPILE_STATUS,
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&fragmentCompiled );
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if(fragmentCompiled == GL_FALSE)
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{
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glGetShaderInfoLog( fragmentShader, sizeof(str), NULL, str );
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printError("Fragment shader compile error", str);
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}
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// Create a program object and attach the two compiled shaders.
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*programObject = glCreateProgram();
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glAttachShader( *programObject, vertexShader );
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glAttachShader( *programObject, fragmentShader );
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// Link the program object and print out the info log.
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glLinkProgram( *programObject );
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glGetProgramiv( *programObject, GL_LINK_STATUS, &shadersLinked );
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if( shadersLinked == GL_FALSE )
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{
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glGetProgramInfoLog( *programObject, sizeof(str), NULL, str );
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printError("Program object linking error", str);
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}
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}
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/*
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* computeFPS() - Calculate, display and return samples per second.
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* Stats are recomputed only once per second.
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*/
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double computeFPS() {
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static double t0 = 0.0;
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static int frames = 0;
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static double fps = 0.0;
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static char titlestring[200];
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double t;
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int width, height;
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// Get current time
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t = glfwGetTime(); // Gets number of seconds since glfwInit()
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// If one second has passed, or if this is the very first frame
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if( (t-t0) > 1.0 || frames == 0 )
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{
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fps = (double)frames / (t-t0);
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sprintf(titlestring, "GLSL noise demo (%.1f FPS)", fps);
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glfwSetWindowTitle(titlestring);
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printf("Speed: %.1f FPS\n", fps);
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t0 = t;
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frames = 0;
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}
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frames ++;
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return fps;
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}
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/*
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* drawTexturedSphere(r, segs) - Draw a sphere centered on the local
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* origin, with radius r and approximated by segs polygon segments,
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* having texture coordinates with a latitude-longitude mapping.
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* Yes, this is ugly old school immediate mode, but this is being
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* baked to a display list anyway, and that ends up being sent
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* to the GPU as a VBO. Desides, I had this code written already.
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*/
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void drawTexturedSphere(float r, int segs) {
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int i, j;
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float x, y, z, z1, z2, R, R1, R2;
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// Top cap
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0,0,1);
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glTexCoord2f(0.5f,1.0f); // This is an ugly (u,v)-mapping singularity
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glVertex3f(0,0,r);
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z = cos(M_PI/segs);
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R = sin(M_PI/segs);
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for(i = 0; i <= 2*segs; i++) {
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x = R*cos(i*2.0*M_PI/(2*segs));
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y = R*sin(i*2.0*M_PI/(2*segs));
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glNormal3f(x, y, z);
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glTexCoord2f((float)i/(2*segs), 1.0f-1.0f/segs);
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glVertex3f(r*x, r*y, r*z);
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}
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glEnd();
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// Height segments
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for(j = 1; j < segs-1; j++) {
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z1 = cos(j*M_PI/segs);
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R1 = sin(j*M_PI/segs);
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z2 = cos((j+1)*M_PI/segs);
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R2 = sin((j+1)*M_PI/segs);
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glBegin(GL_TRIANGLE_STRIP);
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for(i = 0; i <= 2*segs; i++) {
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x = R1*cos(i*2.0*M_PI/(2*segs));
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y = R1*sin(i*2.0*M_PI/(2*segs));
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glNormal3f(x, y, z1);
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glTexCoord2f((float)i/(2*segs), 1.0f-(float)j/segs);
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glVertex3f(r*x, r*y, r*z1);
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x = R2*cos(i*2.0*M_PI/(2*segs));
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y = R2*sin(i*2.0*M_PI/(2*segs));
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glNormal3f(x, y, z2);
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glTexCoord2f((float)i/(2*segs), 1.0f-(float)(j+1)/segs);
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glVertex3f(r*x, r*y, r*z2);
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}
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glEnd();
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}
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// Bottom cap
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0,0,-1);
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glTexCoord2f(0.5f, 1.0f); // This is an ugly (u,v)-mapping singularity
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glVertex3f(0,0,-r);
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z = -cos(M_PI/segs);
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R = sin(M_PI/segs);
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for(i = 2*segs; i >= 0; i--) {
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x = R*cos(i*2.0*M_PI/(2*segs));
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y = R*sin(i*2.0*M_PI/(2*segs));
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glNormal3f(x, y, z);
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glTexCoord2f(1.0f-(float)i/(2*segs), 1.0f/segs);
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glVertex3f(r*x, r*y, r*z);
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}
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glEnd();
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}
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/*
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* initDisplayList(GLuint *listID, GLdouble scale) - create a display list
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* to render the demo geometry more efficently than by glVertex() calls.
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* (This is currently just as fast as a VBO, and I'm a bit lazy.)
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*/
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void initDisplayList(GLuint *listID)
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{
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*listID = glGenLists(1);
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glNewList(*listID, GL_COMPILE);
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glColor3f(1.0f, 1.0f, 1.0f); // White base color
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drawTexturedSphere(1.0, 20);
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glEndList();
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}
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/*
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* setupCamera() - set up the OpenGL projection and (model)view matrices
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*/
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void setupCamera() {
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int width, height;
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// Get window size. It may start out different from the requested
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// size, and will change if the user resizes the window.
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glfwGetWindowSize( &width, &height );
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if(height<=0) height=1; // Safeguard against iconified/closed window
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// Set viewport. This is the pixel rectangle we want to draw into.
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glViewport( 0, 0, width, height ); // The entire window
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// Select and setup the projection matrix.
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glMatrixMode(GL_PROJECTION); // "We want to edit the projection matrix"
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glLoadIdentity(); // Reset the matrix to identity
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// 45 degrees FOV, same aspect ratio as viewport, depth range 1 to 100
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gluPerspective( 45.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
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// Select and setup the modelview matrix.
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glMatrixMode( GL_MODELVIEW ); // "We want to edit the modelview matrix"
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glLoadIdentity(); // Reset the matrix to identity
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// Look from 0,-3,0 towards 0,0,0 with Z as "up" in the image
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gluLookAt( 0.0f, -3.0f, 0.0f, // Eye position
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0.0f, 0.0f, 0.0f, // View point
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0.0f, 0.0f, 1.0f ); // Up vector
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}
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/*
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* renderScene() - draw the scene with the shader active
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*/
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void renderScene( GLuint listID, GLuint programObject )
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{
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GLint location_time = -1;
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float time = 0.0f;
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// Use vertex and fragment shaders.
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glUseProgram( programObject );
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// Update the uniform time variable.
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location_time = glGetUniformLocation( programObject, "time" );
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// glUniform1f() is bugged in Linux Nvidia driver 260.19.06,
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// so we use glUniform1fv() instead to work around the bug.
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if ( location_time != -1 ) {
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time = (float)glfwGetTime();
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glUniform1fv( location_time, 1, &time );
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}
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glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
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// Render with the shaders active.
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glCallList( listID );
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// Deactivate the shaders.
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glUseProgram(0);
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}
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/*
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* main(argc, argv) - the standard C entry point for the program
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*/
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int main(int argc, char *argv[]) {
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GLuint displayList;
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GLuint programObject;
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double performance = 0.0;
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GLboolean running = GL_TRUE; // Main loop exits when this is set to GL_FALSE
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// Initialise GLFW
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glfwInit();
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// Open an OpenGL window
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if( !glfwOpenWindow(512, 512, 8,8,8,8, 32,0, GLFW_WINDOW) )
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{
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glfwTerminate(); // glfwOpenWindow failed, quit the program.
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return 1;
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}
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// Load the extensions for GLSL - note that this has to be done
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// *after* the window has been opened, or we won't have a GL context
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// to query for those extensions and connect to instances of them.
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loadExtensions();
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// Enable Z buffering (not needed for the sphere, but play nice)
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glEnable(GL_DEPTH_TEST); // Use the Z buffer
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glfwSwapInterval(0); // Do not wait for screen refresh between frames
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// Compile a display list for the demo geometry, to render it efficiently
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initDisplayList(&displayList);
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// Create the shader we are going to use
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createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE);
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// Main loop
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while(running)
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{
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// Calculate and update the frames per second (FPS) display
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performance = computeFPS();
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// Clear the frame buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Set up the camera projection.
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setupCamera();
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// Draw the scene.
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renderScene(displayList, programObject);
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// Swap buffers, i.e. display the image and prepare for next frame.
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glfwSwapBuffers();
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// Exit if the ESC key is pressed or the window is closed.
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if(glfwGetKey(GLFW_KEY_ESC) || !glfwGetWindowParam(GLFW_OPENED)) {
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running = GL_FALSE;
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}
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}
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// Close the OpenGL window and terminate GLFW.
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glfwTerminate();
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return 0;
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}
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