/** * Another test for noise() functions (noise1 to noise4 tested independently). * 13 Dec 2008 */ #include #include #include #include #include #include #include #include #include "extfuncs.h" static const char *VertShaderText = "void main() {\n" " gl_TexCoord[0].xyz = gl_Vertex.xyz;\n" " gl_TexCoord[0].w = gl_MultiTexCoord1.x;\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n"; static const char *FragShaderText[ 4 ] = { "void main()\n" "{\n" " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].w ) * 0.5 + 0.5;\n" " gl_FragColor.a = 1;\n" "}\n", "void main()\n" "{\n" " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xw ) * 0.5 + 0.5;\n" " gl_FragColor.a = 1;\n" "}\n", "void main()\n" "{\n" " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyw ) * 0.5 + 0.5;\n" " gl_FragColor.a = 1;\n" "}\n", "void main()\n" "{\n" " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyzw ) * 0.5 + 0.5;\n" " gl_FragColor.a = 1;\n" "}\n" }; struct uniform_info { const char *name; GLuint size; GLint location; GLfloat value[4]; }; /* program/shader objects */ static GLuint fragShader[ 4 ]; static GLuint vertShader; static GLuint program[ 4 ]; static GLint win = 0; static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; static GLfloat Slice = 0.0; static GLboolean Anim = GL_FALSE; static void Idle(void) { Slice += 0.01; glutPostRedisplay(); } static void Redisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMultiTexCoord1f( GL_TEXTURE1, Slice ); glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); glRotatef(zRot, 0.0f, 0.0f, 1.0f); glutSolidTeapot( 1.0 ); glPopMatrix(); glutSwapBuffers(); } static void Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -15.0f); } static void CleanUp(void) { GLint i; glDeleteShader_func(vertShader); for( i = 0; i < 4; i++ ) { glDeleteShader_func(fragShader[ i ]); glDeleteProgram_func(program[ i ]); } glutDestroyWindow(win); } static void Key(unsigned char key, int x, int y) { const GLfloat step = 0.01; (void) x; (void) y; switch(key) { case 'a': Anim = !Anim; glutIdleFunc(Anim ? Idle : NULL); case 's': Slice -= step; break; case 'S': Slice += step; break; case 'z': zRot -= 1.0; break; case 'Z': zRot += 1.0; break; case '1': case '2': case '3': case '4': glUseProgram_func(program[ key - '1' ]); break; case 27: CleanUp(); exit(0); break; } glutPostRedisplay(); } static void SpecialKey(int key, int x, int y) { const GLfloat step = 3.0f; (void) x; (void) y; switch(key) { case GLUT_KEY_UP: xRot -= step; break; case GLUT_KEY_DOWN: xRot += step; break; case GLUT_KEY_LEFT: yRot -= step; break; case GLUT_KEY_RIGHT: yRot += step; break; } glutPostRedisplay(); } static void LoadAndCompileShader(GLuint shader, const char *text) { GLint stat; glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); glCompileShader_func(shader); glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetShaderInfoLog_func(shader, 1000, &len, log); fprintf(stderr, "noise: problem compiling shader: %s\n", log); exit(1); } else { printf("Shader compiled OK\n"); } } static void CheckLink(GLuint prog) { GLint stat; glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetProgramInfoLog_func(prog, 1000, &len, log); fprintf(stderr, "Linker error:\n%s\n", log); } else { fprintf(stderr, "Link success!\n"); } } static void Init(void) { const char *version; GLint i; version = (const char *) glGetString(GL_VERSION); if (version[0] != '2' || version[1] != '.') { printf("Warning: this program expects OpenGL 2.0\n"); /*exit(1);*/ } GetExtensionFuncs(); vertShader = glCreateShader_func(GL_VERTEX_SHADER); LoadAndCompileShader(vertShader, VertShaderText); for( i = 0; i < 4; i++ ) { fragShader[ i ] = glCreateShader_func(GL_FRAGMENT_SHADER); LoadAndCompileShader(fragShader[ i ], FragShaderText[ i ]); program[ i ] = glCreateProgram_func(); glAttachShader_func(program[ i ], fragShader[ i ]); glAttachShader_func(program[ i ], vertShader); glLinkProgram_func(program[ i ]); CheckLink(program[ i ]); } glUseProgram_func(program[ 0 ]); assert(glGetError() == 0); glClearColor(0.4f, 0.4f, 0.8f, 0.0f); glColor3f(1, 0, 0); glFrontFace( GL_CW ); glEnable( GL_CULL_FACE ); glEnable( GL_DEPTH_TEST ); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Redisplay); Init(); glutMainLoop(); return 0; }