4 This program is a test harness for the various shapes
5 in OpenGLUT. It may also be useful to see which
6 parameters control what behavior in the OpenGLUT
9 Spinning wireframe and solid-shaded shapes are
10 displayed. Some parameters can be adjusted.
13 - <tt>Esc </tt> Quit
14 - <tt>q Q </tt> Quit
15 - <tt>i I </tt> Show info
16 - <tt>p P </tt> Toggle perspective or orthographic projection
17 - <tt>r R </tt> Toggle fixed or animated rotation around model X-axis
18 - <tt>= + </tt> Increase \a slices
19 - <tt>- _ </tt> Decreate \a slices
20 - <tt>, < </tt> Decreate \a stacks
21 - <tt>. > </tt> Increase \a stacks
22 - <tt>9 ( </tt> Decreate \a depth (Sierpinski Sponge)
23 - <tt>0 ) </tt> Increase \a depth (Sierpinski Sponge)
24 - <tt>up </tt> Increase "outer radius"
25 - <tt>down </tt> Decrease "outer radius"
26 - <tt>left </tt> Decrease "inner radius"
27 - <tt>right</tt> Increase "inner radius"
28 - <tt>PgUp </tt> Next shape-drawing function
29 - <tt>PgDn </tt> Prev shape-drawing function
31 \author Written by Nigel Stewart November 2003
33 \author Portions Copyright (C) 2004, the OpenGLUT project contributors. <br>
34 OpenGLUT branched from freeglut in February, 2004.
36 \image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration
37 \include demos/shapes/shapes.c
40 #include <GL/freeglut.h>
49 /* DUMP MEMORY LEAKS */
53 /* report GL errors, if any, to stderr */
54 void checkError(const char *functionName)
57 while (( error = glGetError() ) != GL_NO_ERROR) {
58 fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
63 * OpenGL 2+ shader mode needs some function and macro definitions,
64 * avoiding a dependency on additional libraries like GLEW or the
67 #ifndef GL_FRAGMENT_SHADER
68 #define GL_FRAGMENT_SHADER 0x8B30
71 #ifndef GL_VERTEX_SHADER
72 #define GL_VERTEX_SHADER 0x8B31
75 #ifndef GL_COMPILE_STATUS
76 #define GL_COMPILE_STATUS 0x8B81
79 #ifndef GL_LINK_STATUS
80 #define GL_LINK_STATUS 0x8B82
83 #ifndef GL_INFO_LOG_LENGTH
84 #define GL_INFO_LOG_LENGTH 0x8B84
87 typedef ptrdiff_t ourGLsizeiptr;
88 typedef char ourGLchar;
94 #ifndef GL_VERSION_1_5
95 typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
96 typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
97 typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage);
99 #ifndef GL_VERSION_2_0
100 typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
101 typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
102 typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
103 typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
104 typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
105 typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
106 typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
107 typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
108 typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
109 typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
110 typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
111 typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
112 typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
113 typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
114 typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
117 PFNGLCREATESHADERPROC gl_CreateShader;
118 PFNGLSHADERSOURCEPROC gl_ShaderSource;
119 PFNGLCOMPILESHADERPROC gl_CompileShader;
120 PFNGLCREATEPROGRAMPROC gl_CreateProgram;
121 PFNGLATTACHSHADERPROC gl_AttachShader;
122 PFNGLLINKPROGRAMPROC gl_LinkProgram;
123 PFNGLUSEPROGRAMPROC gl_UseProgram;
124 PFNGLGETSHADERIVPROC gl_GetShaderiv;
125 PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
126 PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
127 PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
128 PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
129 PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
130 PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
131 PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv;
133 void initExtensionEntries(void)
135 gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
136 gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
137 gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
138 gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
139 gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
140 gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
141 gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
142 gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
143 gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
144 gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
145 gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog");
146 gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation");
147 gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation");
148 gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv");
149 gl_UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress ("glUniformMatrix3fv");
152 const ourGLchar *vertexShaderSource[] = {
154 " * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
155 " * This file is in the public domain.",
156 " * Contributors: Sylvain Beucler",
158 "attribute vec3 fg_coord;",
159 "attribute vec3 fg_normal;",
160 "varying vec4 position; /* position of the vertex (and fragment) in world space */",
161 "varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
162 "uniform mat4 m, p; /* don't need v, as always identity in our demo */",
163 "uniform mat3 m_3x3_inv_transp;",
167 " vec4 fg_coord4 = vec4(fg_coord, 1.0);",
168 " position = m * fg_coord4;",
169 " varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);",
171 " mat4 mvp = p*m; /* normally p*v*m */",
172 " gl_Position = mvp * fg_coord4;",
176 const ourGLchar *fragmentShaderSource[] = {
178 " * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
179 " * This file is in the public domain.",
180 " * Contributors: Martin Kraus, Sylvain Beucler",
182 "varying vec4 position; /* position of the vertex (and fragment) in world space */",
183 "varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
184 "/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */",
186 "struct lightSource",
191 " float constantAttenuation, linearAttenuation, quadraticAttenuation;",
192 " float spotCutoff, spotExponent;",
193 " vec3 spotDirection;",
195 "lightSource light0 = lightSource(",
196 " vec4(2.0, 5.0, 5.0, 0.0),",
197 " vec4(1.0, 1.0, 1.0, 1.0),",
198 " vec4(1.0, 1.0, 1.0, 1.0),",
201 " vec3(0.0, 0.0, 0.0)",
203 "vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);",
212 "material frontMaterial = material(",
213 " vec4(1.0, 0.0, 0.0, 1.0),",
214 " vec4(1.0, 0.0, 0.0, 1.0),",
215 " vec4(1.0, 1.0, 1.0, 1.0),",
221 " vec3 normalDirection = normalize(varyingNormalDirection);",
222 " /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */",
223 " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */",
224 " vec3 lightDirection;",
225 " float attenuation;",
227 " if (0.0 == light0.position.w) /* directional light? */",
229 " attenuation = 1.0; /* no attenuation */",
230 " lightDirection = normalize(vec3(light0.position));",
232 " else /* point light or spotlight (or other kind of light) */",
234 " vec3 positionToLightSource = vec3(light0.position - position);",
235 " float distance = length(positionToLightSource);",
236 " lightDirection = normalize(positionToLightSource);",
237 " attenuation = 1.0 / (light0.constantAttenuation",
238 " + light0.linearAttenuation * distance",
239 " + light0.quadraticAttenuation * distance * distance);",
241 " if (light0.spotCutoff <= 90.0) /* spotlight? */",
243 " float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));",
244 " if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */",
246 " attenuation = 0.0;",
250 " attenuation = attenuation * pow(clampedCosine, light0.spotExponent); ",
255 " vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);",
257 " vec3 diffuseReflection = attenuation ",
258 " * vec3(light0.diffuse) * vec3(frontMaterial.diffuse)",
259 " * max(0.0, dot(normalDirection, lightDirection));",
261 " vec3 specularReflection;",
262 " if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */",
264 " specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */",
266 " else /* light source on the right side */",
268 " specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ",
269 " * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);",
272 " gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);",
276 GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isAttrib)
280 GLint attrib = gl_GetAttribLocation(program, name);
283 fprintf(stderr, "Warning: Could not bind attrib %s\n", name);
290 GLint uniform = gl_GetUniformLocation(program, name);
293 fprintf(stderr, "Warning: Could not bind uniform %s\n", name);
298 checkError ("getAttribOrUniformLocation");
302 GLint attribute_fg_coord = -1, attribute_fg_normal = -1;
303 GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1;
304 GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */
308 void compileAndCheck(GLuint shader)
311 gl_CompileShader (shader);
312 gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status);
313 if (status == GL_FALSE) {
316 gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
317 infoLog = (ourGLchar*) malloc (infoLogLength);
318 gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
319 fprintf (stderr, "compile log: %s\n", infoLog);
322 checkError ("compileAndCheck");
325 GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string)
327 GLuint shader = gl_CreateShader (type);
328 gl_ShaderSource (shader, count, string, NULL);
330 checkError ("compileShaderSource");
332 compileAndCheck (shader);
336 void linkAndCheck(GLuint program)
339 gl_LinkProgram (program);
340 gl_GetProgramiv (program, GL_LINK_STATUS, &status);
341 if (status == GL_FALSE) {
344 gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength);
345 infoLog = (ourGLchar*) malloc (infoLogLength);
346 gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog);
347 fprintf (stderr, "link log: %s\n", infoLog);
350 checkError ("linkAndCheck");
353 void createProgram(GLuint vertexShader, GLuint fragmentShader)
355 program = gl_CreateProgram ();
356 if (vertexShader != 0) {
357 gl_AttachShader (program, vertexShader);
359 if (fragmentShader != 0) {
360 gl_AttachShader (program, fragmentShader);
363 checkError ("createProgram");
365 linkAndCheck (program);
368 void initShader(void)
370 const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*);
371 GLuint vertexShader =
372 compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource);
374 const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*);
375 GLuint fragmentShader =
376 compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
378 checkError ("initShader - 1");
380 createProgram (vertexShader, fragmentShader);
382 gl_UseProgram (program);
384 attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, GL_TRUE);
385 attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, GL_TRUE);
386 uniform_m = getAttribOrUniformLocation("m" , program, GL_FALSE);
387 uniform_p = getAttribOrUniformLocation("p" , program, GL_FALSE);
388 uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, GL_FALSE);
392 if (attribute_fg_coord==-1 || attribute_fg_normal==-1 ||
393 uniform_m==-1 || uniform_p==-1 || uniform_m_3x3_inv_transp==-1)
398 checkError ("initShader - 2");
402 * This macro is only intended to be used on arrays, of course.
404 #define NUMBEROF(x) ((sizeof(x))/(sizeof(x[0])))
407 * These global variables control which object is drawn,
408 * and how it is drawn. No object uses all of these
411 static int function_index;
412 static int slices = 16;
413 static int stacks = 16;
414 static double irad = .25;
415 static double orad = 1.0; /* doubles as size for objects other than Torus */
416 static int depth = 4;
417 static double offset[ 3 ] = { 0, 0, 0 };
418 static GLboolean show_info = GL_TRUE;
420 static GLboolean persProject = GL_TRUE;
421 static GLboolean animateXRot = GL_FALSE;
422 static GLboolean useShader = GL_FALSE;
425 * These one-liners draw particular objects, fetching appropriate
426 * information from the above globals. They are just thin wrappers
427 * for the FreeGLUT objects.
429 static void drawSolidTetrahedron(void) { glutSolidTetrahedron (); }
430 static void drawWireTetrahedron(void) { glutWireTetrahedron (); }
431 static void drawSolidCube(void) { glutSolidCube(orad); } /* orad doubles as size input */
432 static void drawWireCube(void) { glutWireCube(orad); } /* orad doubles as size input */
433 static void drawSolidOctahedron(void) { glutSolidOctahedron (); }
434 static void drawWireOctahedron(void) { glutWireOctahedron (); }
435 static void drawSolidDodecahedron(void) { glutSolidDodecahedron (); }
436 static void drawWireDodecahedron(void) { glutWireDodecahedron (); }
437 static void drawSolidRhombicDodecahedron(void) { glutSolidRhombicDodecahedron (); }
438 static void drawWireRhombicDodecahedron(void) { glutWireRhombicDodecahedron (); }
439 static void drawSolidIcosahedron(void) { glutSolidIcosahedron (); }
440 static void drawWireIcosahedron(void) { glutWireIcosahedron (); }
441 static void drawSolidSierpinskiSponge(void) { glutSolidSierpinskiSponge (depth, offset, orad);} /* orad doubles as size input */
442 static void drawWireSierpinskiSponge(void) { glutWireSierpinskiSponge (depth, offset, orad); } /* orad doubles as size input */
443 static void drawSolidTorus(void) { glutSolidTorus(irad,orad,slices,stacks); }
444 static void drawWireTorus(void) { glutWireTorus (irad,orad,slices,stacks); }
445 static void drawSolidSphere(void) { glutSolidSphere(orad,slices,stacks); } /* orad doubles as size input */
446 static void drawWireSphere(void) { glutWireSphere(orad,slices,stacks); } /* orad doubles as size input */
447 static void drawSolidCone(void) { glutSolidCone(orad,orad,slices,stacks); } /* orad doubles as size input */
448 static void drawWireCone(void) { glutWireCone(orad,orad,slices,stacks); } /* orad doubles as size input */
449 static void drawSolidCylinder(void) { glutSolidCylinder(orad,orad,slices,stacks); } /* orad doubles as size input */
450 static void drawWireCylinder(void) { glutWireCylinder(orad,orad,slices,stacks); } /* orad doubles as size input */
451 static void drawSolidTeapot(void)
453 /* per Glut manpage, it should be noted that the teapot is rendered
454 * with clockwise winding for front facing polygons...
457 glutSolidTeapot(orad); /* orad doubles as size input */
460 static void drawWireTeapot(void)
462 /* per Glut manpage, it should be noted that the teapot is rendered
463 * with clockwise winding for front facing polygons...
466 glutWireTeapot(orad); /* orad doubles as size input */
472 static void drawSolidCuboctahedron(void)
474 glBegin( GL_TRIANGLES );
475 glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d( RADIUS, 0.0, RADIUS );
476 glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
477 glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
478 glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d( RADIUS, 0.0,-RADIUS );
479 glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS );
480 glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS );
481 glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS );
482 glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS );
486 glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS );
487 glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS );
488 glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS );
489 glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS );
490 glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
491 glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
495 static void drawWireCuboctahedron(void)
497 glBegin( GL_LINE_LOOP );
498 glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS );
500 glBegin( GL_LINE_LOOP );
501 glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS );
503 glBegin( GL_LINE_LOOP );
504 glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS );
506 glBegin( GL_LINE_LOOP );
507 glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS );
509 glBegin( GL_LINE_LOOP );
510 glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
512 glBegin( GL_LINE_LOOP );
513 glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
520 * This structure defines an entry in our function-table.
524 const char * const name;
525 void (*solid) (void);
529 #define ENTRY(e) {#e, drawSolid##e, drawWire##e}
530 static const entry table [] =
535 ENTRY (Dodecahedron),
536 ENTRY (RhombicDodecahedron),
538 ENTRY (SierpinskiSponge),
544 ENTRY (Cuboctahedron)
549 Does printf()-like work using freeglut
550 glutBitmapString(). Uses a fixed font. Prints
551 at the indicated row/column position.
553 Limitation: Cannot address pixels.
554 Limitation: Renders in screen coords, not model coords.
556 static void shapesPrintf (int row, int col, const char *fmt, ...)
558 static char buf[256];
560 void *font = GLUT_BITMAP_9_BY_15;
564 #if defined(WIN32) && !defined(__CYGWIN__)
565 (void) _vsnprintf (buf, sizeof(buf), fmt, args);
567 (void) vsnprintf (buf, sizeof(buf), fmt, args);
571 glGetIntegerv(GL_VIEWPORT,viewport);
576 glMatrixMode(GL_PROJECTION);
580 glOrtho(0,viewport[2],0,viewport[3],-1,1);
584 glutBitmapWidth(font, ' ') * col,
585 - glutBitmapHeight(font) * row + viewport[3]
587 glutBitmapString (font, (unsigned char*)buf);
590 glMatrixMode(GL_MODELVIEW);
594 /* GLUT callback Handlers */
597 resize(int width, int height)
599 ar = (float) width / (float) height;
601 glViewport(0, 0, width, height);
604 static void display(void)
606 const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
607 const double a = t*89.0;
608 const double b = (animateXRot?t:1)*67.0;
610 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
612 if (useShader && !shaderReady)
615 if (useShader && shaderReady)
617 /* setup use of shader (and vertex buffer by FreeGLUT) */
618 gl_UseProgram (program);
619 glutSetVertexAttribCoord3(attribute_fg_coord);
620 glutSetVertexAttribNormal(attribute_fg_normal);
622 gl_matrix_mode(GL_PROJECTION);
625 gl_frustum(-ar, ar, -1.f, 1.f, 2.f, 100.f);
627 gl_ortho(-ar*3, ar*3, -3.f, 3.f, 2.f, 100.f);
628 gl_UniformMatrix4fv (uniform_p, 1, GL_FALSE, get_matrix(GL_PROJECTION));
631 gl_matrix_mode(GL_MODELVIEW);
635 /* Not in reverse order like normal OpenGL, our util library multiplies the matrices in the order they are specified in */
636 gl_rotatef((float)a,0,0,1);
637 gl_rotatef((float)b,1,0,0);
638 gl_translatef(0,1.2f,-6);
639 gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
640 gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
641 table [function_index].solid ();
645 gl_rotatef((float)a,0,0,1);
646 gl_rotatef((float)b,1,0,0);
647 gl_translatef(0,-1.2f,-6);
648 gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
649 gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
650 table [function_index].wire ();
654 glutSetVertexAttribCoord3(-1);
655 glutSetVertexAttribNormal(-1);
657 checkError ("display");
661 /* fixed function pipeline */
662 glMatrixMode(GL_PROJECTION);
665 glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
667 glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0);
668 glMatrixMode(GL_MODELVIEW);
671 glEnable(GL_LIGHTING);
676 glTranslated(0,1.2,-6);
679 table [function_index].solid ();
683 glTranslated(0,-1.2,-6);
686 table [function_index].wire ();
689 glDisable(GL_LIGHTING);
690 glColor3d(0.1,0.1,0.4);
694 shapesPrintf (1, 1, "Shape PgUp PgDn: %s", table [function_index].name);
695 shapesPrintf (2, 1, "Slices +-: %d Stacks <>: %d", slices, stacks);
696 shapesPrintf (3, 1, "nSides +-: %d nRings <>: %d", slices, stacks);
697 shapesPrintf (4, 1, "Depth (): %d", depth);
698 shapesPrintf (5, 1, "Outer radius Up Down : %f", orad);
699 shapesPrintf (6, 1, "Inner radius Left Right: %f", irad);
701 shapesPrintf (7, 1, "Perspective projection (p)");
703 shapesPrintf (7, 1, "Orthographic projection (p)");
705 shapesPrintf (8, 1, "Using shader (s)");
707 shapesPrintf (8, 1, "Using fixed function pipeline (s)");
709 shapesPrintf (9, 1, "2D rotation (r)");
711 shapesPrintf (9, 1, "1D rotation (r)");
713 /* print to command line instead */
714 printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
722 key(unsigned char key, int x, int y)
728 case 'q': glutLeaveMainLoop () ; break;
731 case 'i': show_info=!show_info; break;
734 case '+': slices++; break;
737 case '_': if( slices > -1 ) slices--; break;
740 case '<': if( stacks > -1 ) stacks--; break;
743 case '>': stacks++; break;
746 case '(': if( depth > -1 ) depth--; break;
749 case ')': ++depth; break;
752 case 'p': persProject=!persProject; break;
755 case 'r': animateXRot=!animateXRot; break;
758 case 's': useShader=!useShader; break;
767 static void special (int key, int x, int y)
771 case GLUT_KEY_PAGE_UP: ++function_index; break;
772 case GLUT_KEY_PAGE_DOWN: --function_index; break;
773 case GLUT_KEY_UP: orad *= 2; break;
774 case GLUT_KEY_DOWN: orad /= 2; break;
776 case GLUT_KEY_RIGHT: irad *= 2; break;
777 case GLUT_KEY_LEFT: irad /= 2; break;
783 if (0 > function_index)
784 function_index = NUMBEROF (table) - 1;
786 if (NUMBEROF (table) <= ( unsigned )function_index)
797 const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
798 const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
799 const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
800 const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
802 const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
803 const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
804 const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
805 const GLfloat high_shininess[] = { 100.0f };
807 /* Program entry point */
810 main(int argc, char *argv[])
812 glutInitWindowSize(800,600);
813 glutInitWindowPosition(40,40);
814 glutInit(&argc, argv);
815 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
817 glutCreateWindow("FreeGLUT Shapes");
819 glutReshapeFunc(resize);
820 glutDisplayFunc(display);
821 glutKeyboardFunc(key);
822 glutSpecialFunc(special);
825 glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION ) ;
827 glClearColor(1,1,1,1);
828 glEnable(GL_CULL_FACE);
831 glEnable(GL_DEPTH_TEST);
832 glDepthFunc(GL_LESS);
835 glEnable(GL_NORMALIZE);
836 glEnable(GL_COLOR_MATERIAL);
838 glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
839 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
840 glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
841 glLightfv(GL_LIGHT0, GL_POSITION, light_position);
843 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
844 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
845 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
846 glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
848 initExtensionEntries();
853 /* DUMP MEMORY LEAK INFORMATION */
854 _CrtDumpMemoryLeaks () ;