Import GLSL brick demo (small change: no glew, which one day we should support though).

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@37921 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Philippe Houdoin
2010-08-05 10:46:08 +00:00
parent 3f7aeed212
commit 6eba591215
7 changed files with 685 additions and 0 deletions
+2
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@@ -3,3 +3,5 @@ SubDir HAIKU_TOP src tests kits opengl ;
SubInclude HAIKU_TOP src tests kits opengl direct_mode ;
SubInclude HAIKU_TOP src tests kits opengl demos ;
SubInclude HAIKU_TOP src tests kits opengl glut ;
SubInclude HAIKU_TOP src tests kits opengl glsl ;
@@ -0,0 +1,36 @@
//
// Fragment shader for procedural bricks
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Darwyn Peachey
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 BrickColor, MortarColor;
uniform vec2 BrickSize;
uniform vec2 BrickPct;
varying vec2 MCposition;
varying float LightIntensity;
void main()
{
vec3 color;
vec2 position, useBrick;
position = MCposition / BrickSize;
if (fract(position.y * 0.5) > 0.5)
position.x += 0.5;
position = fract(position);
useBrick = step(position, BrickPct);
color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y);
color *= LightIntensity;
gl_FragColor = vec4(color, 1.0);
}
@@ -0,0 +1,41 @@
//
// Vertex shader for procedural bricks
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Darwyn Peachey
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 LightPosition;
const float SpecularContribution = 0.3;
const float DiffuseContribution = 1.0 - SpecularContribution;
varying float LightIntensity;
varying vec2 MCposition;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - ecPosition);
vec3 reflectVec = reflect(-lightVec, tnorm);
vec3 viewVec = normalize(-ecPosition);
float diffuse = max(dot(lightVec, tnorm), 0.0);
float spec = 0.0;
if (diffuse > 0.0)
{
spec = max(dot(reflectVec, viewVec), 0.0);
spec = pow(spec, 16.0);
}
LightIntensity = DiffuseContribution * diffuse +
SpecularContribution * spec;
MCposition = gl_Vertex.xy;
gl_Position = ftransform();
}
+19
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@@ -0,0 +1,19 @@
SubDir HAIKU_TOP src tests kits opengl glsl ;
SetSubDirSupportedPlatformsBeOSCompatible ;
if $(TARGET_PLATFORM) != haiku {
# Needed for <GL/glut.h>, not present in R5.
# Unfortunately we also get the other headers there,
# that we don't really want.
UsePublicHeaders opengl ;
}
StaticLibrary libshaderutil.a :
shaderutil.c
;
SimpleTest brick :
brick.c
: libshaderutil.a be GL
;
+201
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@@ -0,0 +1,201 @@
/**
* "Brick" shader demo. Uses the example shaders from chapter 6 of
* the OpenGL Shading Language "orange" book.
* 10 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
// #include <GL/glew.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "shaderutil.h"
static char *FragProgFile = "CH06-brick.frag";
static char *VertProgFile = "CH06-brick.vert";
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static struct uniform_info Uniforms[] = {
/* vert */
{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
/* frag */
{ "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 },
{ "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 },
{ "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 },
{ "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 },
END_OF_UNIFORMS
};
static GLint win = 0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(-2, -2);
glTexCoord2f(1, 0); glVertex2f( 2, -2);
glTexCoord2f(1, 1); glVertex2f( 2, 2);
glTexCoord2f(0, 1); glVertex2f(-2, 2);
glEnd();
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)
{
glDeleteShader(fragShader);
glDeleteShader(vertShader);
glDeleteProgram(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case 'z':
zRot -= 1.0;
break;
case 'Z':
zRot += 1.0;
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
Init(void)
{
if (!ShadersSupported())
exit(1);
vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
program = LinkShaders(vertShader, fragShader);
glUseProgram(program);
SetUniformValues(program, Uniforms);
PrintUniforms(Uniforms);
assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
assert(glIsProgram(program));
assert(glIsShader(fragShader));
assert(glIsShader(vertShader));
glColor3f(1, 0, 0);
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
FragProgFile = argv[i+1];
}
else if (strcmp(argv[i], "-vs") == 0) {
VertProgFile = argv[i+1];
}
}
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
// glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}
+323
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@@ -0,0 +1,323 @@
/**
* Utilities for OpenGL shading language
*
* Brian Paul
* 9 April 2008
*/
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// #include <GL/glew.h>
#include <GL/glut.h>
#include "shaderutil.h"
/** time to compile previous shader */
static GLdouble CompileTime = 0.0;
/** time to linke previous program */
static GLdouble LinkTime = 0.0;
GLboolean
ShadersSupported(void)
{
const char *version = (const char *) glGetString(GL_VERSION);
/* NVIDIA binary drivers will return "3.0.0", and they clearly support
* shaders.
*/
if (version[0] >= '2' && version[1] == '.') {
return GL_TRUE;
}
else if (glutExtensionSupported("GL_ARB_vertex_shader")
&& glutExtensionSupported("GL_ARB_fragment_shader")
&& glutExtensionSupported("GL_ARB_shader_objects")) {
fprintf(stderr, "Warning: Trying ARB GLSL instead of OpenGL 2.x. This may not work.\n");
return GL_TRUE;
}
fprintf(stderr, "Sorry, GLSL not supported with this OpenGL.\n");
return GL_FALSE;
}
GLuint
CompileShaderText(GLenum shaderType, const char *text)
{
GLuint shader;
GLint stat;
GLdouble t0, t1;
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, (const GLchar **) &text, NULL);
t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
glCompileShader(shader);
t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
CompileTime = t1 - t0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Error: problem compiling shader: %s\n", log);
exit(1);
}
else {
/*printf("Shader compiled OK\n");*/
}
return shader;
}
/**
* Read a shader from a file.
*/
GLuint
CompileShaderFile(GLenum shaderType, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
GLuint shader;
FILE *f;
f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "Unable to open shader file %s\n", filename);
free(buffer);
return 0;
}
n = fread(buffer, 1, max, f);
/*printf("read %d bytes from shader file %s\n", n, filename);*/
if (n > 0) {
buffer[n] = 0;
shader = CompileShaderText(shaderType, buffer);
}
else {
fclose(f);
free(buffer);
return 0;
}
fclose(f);
free(buffer);
return shader;
}
GLuint
LinkShaders(GLuint vertShader, GLuint fragShader)
{
GLuint program = glCreateProgram();
GLdouble t0, t1;
assert(vertShader || fragShader);
if (fragShader)
glAttachShader(program, fragShader);
if (vertShader)
glAttachShader(program, vertShader);
t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
glLinkProgram(program);
t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
LinkTime = t1 - t0;
/* check link */
{
GLint stat;
glGetProgramiv(program, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Shader link error:\n%s\n", log);
return 0;
}
}
return program;
}
GLboolean
ValidateShaderProgram(GLuint program)
{
GLint stat;
glValidateProgramARB(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Program validation error:\n%s\n", log);
return 0;
}
return (GLboolean) stat;
}
GLdouble
GetShaderCompileTime(void)
{
return CompileTime;
}
GLdouble
GetShaderLinkTime(void)
{
return LinkTime;
}
void
SetUniformValues(GLuint program, struct uniform_info uniforms[])
{
GLuint i;
for (i = 0; uniforms[i].name; i++) {
uniforms[i].location
= glGetUniformLocation(program, uniforms[i].name);
switch (uniforms[i].type) {
case GL_INT:
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
assert(uniforms[i].value[0] >= 0.0F);
glUniform1i(uniforms[i].location,
(GLint) uniforms[i].value[0]);
break;
case GL_FLOAT:
glUniform1fv(uniforms[i].location, 1, uniforms[i].value);
break;
case GL_FLOAT_VEC2:
glUniform2fv(uniforms[i].location, 1, uniforms[i].value);
break;
case GL_FLOAT_VEC3:
glUniform3fv(uniforms[i].location, 1, uniforms[i].value);
break;
case GL_FLOAT_VEC4:
glUniform4fv(uniforms[i].location, 1, uniforms[i].value);
break;
default:
if (strncmp(uniforms[i].name, "gl_", 3) == 0) {
/* built-in uniform: ignore */
}
else {
fprintf(stderr,
"Unexpected uniform data type in SetUniformValues\n");
abort();
}
}
}
}
/** Get list of uniforms used in the program */
GLuint
GetUniforms(GLuint program, struct uniform_info uniforms[])
{
GLint n, max, i;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &n);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max);
for (i = 0; i < n; i++) {
GLint size, len;
GLenum type;
char name[100];
glGetActiveUniform(program, i, 100, &len, &size, &type, name);
uniforms[i].name = strdup(name);
uniforms[i].size = size;
uniforms[i].type = type;
uniforms[i].location = glGetUniformLocation(program, name);
}
uniforms[i].name = NULL; /* end of list */
return n;
}
void
PrintUniforms(const struct uniform_info uniforms[])
{
GLint i;
printf("Uniforms:\n");
for (i = 0; uniforms[i].name; i++) {
printf(" %d: %s size=%d type=0x%x loc=%d value=%g, %g, %g, %g\n",
i,
uniforms[i].name,
uniforms[i].size,
uniforms[i].type,
uniforms[i].location,
uniforms[i].value[0],
uniforms[i].value[1],
uniforms[i].value[2],
uniforms[i].value[3]);
}
}
/** Get list of attribs used in the program */
GLuint
GetAttribs(GLuint program, struct attrib_info attribs[])
{
GLint n, max, i;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &n);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max);
for (i = 0; i < n; i++) {
GLint size, len;
GLenum type;
char name[100];
glGetActiveAttrib(program, i, 100, &len, &size, &type, name);
attribs[i].name = strdup(name);
attribs[i].size = size;
attribs[i].type = type;
attribs[i].location = glGetAttribLocation(program, name);
}
attribs[i].name = NULL; /* end of list */
return n;
}
void
PrintAttribs(const struct attrib_info attribs[])
{
GLint i;
printf("Attribs:\n");
for (i = 0; attribs[i].name; i++) {
printf(" %d: %s size=%d type=0x%x loc=%d\n",
i,
attribs[i].name,
attribs[i].size,
attribs[i].type,
attribs[i].location);
}
}
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@@ -0,0 +1,63 @@
#ifndef SHADER_UTIL_H
#define SHADER_UTIL_H
struct uniform_info
{
const char *name;
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */
GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */
GLfloat value[4];
GLint location; /**< filled in by InitUniforms() */
};
#define END_OF_UNIFORMS { NULL, 0, GL_NONE, { 0, 0, 0, 0 }, -1 }
struct attrib_info
{
const char *name;
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */
GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */
GLint location;
};
extern GLboolean
ShadersSupported(void);
extern GLuint
CompileShaderText(GLenum shaderType, const char *text);
extern GLuint
CompileShaderFile(GLenum shaderType, const char *filename);
extern GLuint
LinkShaders(GLuint vertShader, GLuint fragShader);
extern GLboolean
ValidateShaderProgram(GLuint program);
extern GLdouble
GetShaderCompileTime(void);
extern GLdouble
GetShaderLinkTime(void);
extern void
SetUniformValues(GLuint program, struct uniform_info uniforms[]);
extern GLuint
GetUniforms(GLuint program, struct uniform_info uniforms[]);
extern void
PrintUniforms(const struct uniform_info uniforms[]);
extern GLuint
GetAttribs(GLuint program, struct attrib_info attribs[]);
extern void
PrintAttribs(const struct attrib_info attribs[]);
#endif /* SHADER_UTIL_H */