/* * A lit, rotating torus via vertex program */ #include #include #include #include #include #define GL_GLEXT_PROTOTYPES #include static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0; static GLboolean Anim = GL_TRUE; static void Idle( void ) { Xrot += .3; Yrot += .4; Zrot += .2; glutPostRedisplay(); } static void Display( void ) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPushMatrix(); glRotatef(Xrot, 1, 0, 0); glRotatef(Yrot, 0, 1, 0); glRotatef(Zrot, 0, 0, 1); glutSolidTorus(0.75, 2.0, 10, 20); glPopMatrix(); glutSwapBuffers(); } static void Reshape( int width, int height ) { glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glFrustum( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0, 0.0, -12.0 ); } static void Key( unsigned char key, int x, int y ) { (void) x; (void) y; switch (key) { case ' ': Xrot = Yrot = Zrot = 0; break; case 'a': Anim = !Anim; if (Anim) glutIdleFunc(Idle); else glutIdleFunc(NULL); break; case 'z': Zrot -= 5.0; break; case 'Z': Zrot += 5.0; break; case 27: exit(0); break; } glutPostRedisplay(); } static void SpecialKey( int key, int x, int y ) { const GLfloat step = 3.0; (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 Init( void ) { GLint errno; GLuint prognum; /* borrowed from an nvidia demo: * c[0..3] = modelview matrix * c[4..7] = invtrans modelview matrix * c[32] = light pos * c[35] = diffuse color */ static const char prog[] = "!!ARBvp1.0\n" "TEMP R0, R1; \n" "#Simple transform and diffuse lighting\n" "# object x MVP -> clip\n" "DP4 result.position.x, state.matrix.mvp.row[0], vertex.position ;\n" "DP4 result.position.y, state.matrix.mvp.row[1], vertex.position ;\n" "DP4 result.position.z, state.matrix.mvp.row[2], vertex.position ;\n" "DP4 result.position.w, state.matrix.mvp.row[3], vertex.position ;\n" "# normal x MV-1T -> lighting normal\n" "DP3 R1.x, state.matrix.modelview.invtrans.row[0], vertex.normal ;\n" "DP3 R1.y, state.matrix.modelview.invtrans.row[1], vertex.normal;\n" "DP3 R1.z, state.matrix.modelview.invtrans.row[2], vertex.normal;\n" "DP3 R0, program.local[32], R1; # L.N\n" #if 0 "MUL result.color.xyz, R0, program.local[35] ; # col = L.N * diffuse\n" #else "MUL result.color.primary.xyz, R0, program.local[35] ; # col = L.N * diffuse\n" #endif "MOV result.texcoord, vertex.texcoord;\n" "END"; if (!glutExtensionSupported("GL_ARB_vertex_program")) { printf("Sorry, this program requires GL_ARB_vertex_program"); exit(1); } glGenProgramsARB(1, &prognum); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(prog), (const GLubyte *) prog); assert(glIsProgramARB(prognum)); errno = glGetError(); printf("glGetError = %d\n", errno); if (errno != GL_NO_ERROR) { GLint errorpos; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos); printf("errorpos: %d\n", errorpos); printf("%s\n", (char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)); } /* Light position */ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 32, 2, 2, 4, 1); /* Diffuse material color */ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 35, 0.25, 0, 0.25, 1); glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_DEPTH_TEST); glClearColor(0.3, 0.3, 0.3, 1); } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( 250, 250 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutCreateWindow(argv[0]); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutSpecialFunc( SpecialKey ); glutDisplayFunc( Display ); if (Anim) glutIdleFunc(Idle); Init(); glutMainLoop(); return 0; }