X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=progs%2Fdemos%2Fshapes%2Fshapes.c;h=69c0a1a94da8ee20a70dedfefc7adb3b9b7f1281;hb=b1ed93dd348f7b8f3bd2c75474f5d4151d502f1f;hp=c6527fc8f30d62bc540b0c66144b0b7d4d08ac29;hpb=8c9773ab36947fcaad5826eb9962d203d914c86d;p=freeglut diff --git a/progs/demos/shapes/shapes.c b/progs/demos/shapes/shapes.c index c6527fc..69c0a1a 100644 --- a/progs/demos/shapes/shapes.c +++ b/progs/demos/shapes/shapes.c @@ -5,16 +5,18 @@ in OpenGLUT. It may also be useful to see which parameters control what behavior in the OpenGLUT objects. - + Spinning wireframe and solid-shaded shapes are displayed. Some parameters can be adjusted. - + Keys: - Esc   Quit - q Q   Quit - i I   Show info - p P   Toggle perspective or orthographic projection - r R   Toggle fixed or animated rotation around model X-axis + - s S   Toggle toggle fixed function or shader render path + - n N   Toggle visualization of object's normal vectors - = +   Increase \a slices - - _   Decreate \a slices - , <   Decreate \a stacks @@ -32,7 +34,7 @@ \author Portions Copyright (C) 2004, the OpenGLUT project contributors.
OpenGLUT branched from freeglut in February, 2004. - + \image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration \include demos/shapes/shapes.c */ @@ -42,6 +44,7 @@ #include #include #include +#include #include "glmatrix.h" @@ -50,8 +53,17 @@ #include #endif +/* report GL errors, if any, to stderr */ +void checkError(const char *functionName) +{ + GLenum error; + while (( error = glGetError() ) != GL_NO_ERROR) { + fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName); + } +} + /* - * OpenGL 2+ shader mode needs some function and macro definitions, + * OpenGL 2+ shader mode needs some function and macro definitions, * avoiding a dependency on additional libraries like GLEW or the * GL/glext.h header */ @@ -82,9 +94,7 @@ typedef char ourGLchar; #define APIENTRY #endif -typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); -typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); -typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage); +#ifndef GL_VERSION_2_0 typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length); typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader); @@ -100,6 +110,7 @@ typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourG typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name); typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif PFNGLCREATESHADERPROC gl_CreateShader; PFNGLSHADERSOURCEPROC gl_ShaderSource; @@ -134,6 +145,11 @@ void initExtensionEntries(void) gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation"); gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv"); gl_UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress ("glUniformMatrix3fv"); + if (!gl_CreateShader || !gl_ShaderSource || !gl_CompileShader || !gl_CreateProgram || !gl_AttachShader || !gl_LinkProgram || !gl_UseProgram || !gl_GetShaderiv || !gl_GetShaderInfoLog || !gl_GetProgramiv || !gl_GetProgramInfoLog || !gl_GetAttribLocation || !gl_GetUniformLocation || !gl_UniformMatrix4fv || !gl_UniformMatrix3fv) + { + fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glGetUniformLocation, glUniformMatrix4fv or gl_UniformMatrix3fv not found"); + exit(1); + } } const ourGLchar *vertexShaderSource[] = { @@ -144,9 +160,9 @@ const ourGLchar *vertexShaderSource[] = { " */", "attribute vec3 fg_coord;", "attribute vec3 fg_normal;", - "varying vec4 position; // position of the vertex (and fragment) in world space", - "varying vec3 varyingNormalDirection; // surface normal vector in world space", - "uniform mat4 m, p; // don't need v, as always identity in our demo", + "varying vec4 position; /* position of the vertex (and fragment) in world space */", + "varying vec3 varyingNormalDirection; /* surface normal vector in world space */", + "uniform mat4 m, p; /* don't need v, as always identity in our demo */", "uniform mat3 m_3x3_inv_transp;", " ", "void main()", @@ -155,7 +171,7 @@ const ourGLchar *vertexShaderSource[] = { " position = m * fg_coord4;", " varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);", " ", - " mat4 mvp = p*m; // normally p*v*m", + " mat4 mvp = p*m; /* normally p*v*m */", " gl_Position = mvp * fg_coord4;", "}" }; @@ -166,9 +182,9 @@ const ourGLchar *fragmentShaderSource[] = { " * This file is in the public domain.", " * Contributors: Martin Kraus, Sylvain Beucler", " */", - "varying vec4 position; // position of the vertex (and fragment) in world space", - "varying vec3 varyingNormalDirection; // surface normal vector in world space", - "//uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix", + "varying vec4 position; /* position of the vertex (and fragment) in world space */", + "varying vec3 varyingNormalDirection; /* surface normal vector in world space */", + "/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */", " ", "struct lightSource", "{", @@ -181,13 +197,13 @@ const ourGLchar *fragmentShaderSource[] = { "};", "lightSource light0 = lightSource(", " vec4(2.0, 5.0, 5.0, 0.0),", - " vec4(1.0, 1.0, 1.0, 1.0),", - " vec4(1.0, 1.0, 1.0, 1.0),", - " 0.0, 1.0, 0.0,", + " vec4(1.0, 1.0, 1.0, 1.0),", + " vec4(1.0, 1.0, 1.0, 1.0),", + " 0.0, 1.0, 0.0,", " 180.0, 0.0,", " vec3(0.0, 0.0, 0.0)", ");", - "vec4 scene_ambient = vec4(1.0, 0.0, 0.0, 1.0);", + "vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);", " ", "struct material", "{", @@ -197,8 +213,8 @@ const ourGLchar *fragmentShaderSource[] = { " float shininess;", "};", "material frontMaterial = material(", - " vec4(0.7, 0.7, 0.7, 1.0),", - " vec4(0.8, 0.8, 0.8, 1.0),", + " vec4(1.0, 0.0, 0.0, 1.0),", + " vec4(1.0, 0.0, 0.0, 1.0),", " vec4(1.0, 1.0, 1.0, 1.0),", " 100.0", ");", @@ -206,17 +222,17 @@ const ourGLchar *fragmentShaderSource[] = { "void main()", "{", " vec3 normalDirection = normalize(varyingNormalDirection);", - " //vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));", - " 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", + " /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */", + " 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 */", " vec3 lightDirection;", " float attenuation;", " ", - " if (0.0 == light0.position.w) // directional light?", + " if (0.0 == light0.position.w) /* directional light? */", " {", - " attenuation = 1.0; // no attenuation", + " attenuation = 1.0; /* no attenuation */", " lightDirection = normalize(vec3(light0.position));", " } ", - " else // point light or spotlight (or other kind of light) ", + " else /* point light or spotlight (or other kind of light) */", " {", " vec3 positionToLightSource = vec3(light0.position - position);", " float distance = length(positionToLightSource);", @@ -225,10 +241,10 @@ const ourGLchar *fragmentShaderSource[] = { " + light0.linearAttenuation * distance", " + light0.quadraticAttenuation * distance * distance);", " ", - " if (light0.spotCutoff <= 90.0) // spotlight?", + " if (light0.spotCutoff <= 90.0) /* spotlight? */", " {", " float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));", - " if (clampedCosine < cos(radians(light0.spotCutoff))) // outside of spotlight cone?", + " if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */", " {", " attenuation = 0.0;", " }", @@ -246,11 +262,11 @@ const ourGLchar *fragmentShaderSource[] = { " * max(0.0, dot(normalDirection, lightDirection));", " ", " vec3 specularReflection;", - " if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?", + " if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */", " {", - " specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection", + " specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */", " }", - " else // light source on the right side", + " else /* light source on the right side */", " {", " specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ", " * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);", @@ -267,9 +283,10 @@ GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isA GLint attrib = gl_GetAttribLocation(program, name); if (attrib == -1) { - fprintf(stderr, "Warning: Could not bind attrib %s\n", name); + fprintf(stderr, "Warning: Could not bind attrib %s\n", name); } + checkError ("getAttribOrUniformLocation"); return attrib; } else @@ -277,17 +294,18 @@ GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isA GLint uniform = gl_GetUniformLocation(program, name); if (uniform == -1) { - fprintf(stderr, "Warning: Could not bind uniform %s\n", name); + fprintf(stderr, "Warning: Could not bind uniform %s\n", name); } + checkError ("getAttribOrUniformLocation"); return uniform; } } GLuint program; -GLint attribute_fg_coord = -1, attribute_fg_normal = -1; +GLint attribute_fg_coord = -1, attribute_fg_normal = -1; GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1; -GLint shaderReady = 0; // Set to 1 when all initialization went well, to -1 when somehow unusable. +GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */ @@ -305,12 +323,16 @@ void compileAndCheck(GLuint shader) fprintf (stderr, "compile log: %s\n", infoLog); free (infoLog); } + checkError ("compileAndCheck"); } GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string) { GLuint shader = gl_CreateShader (type); gl_ShaderSource (shader, count, string, NULL); + + checkError ("compileShaderSource"); + compileAndCheck (shader); return shader; } @@ -329,6 +351,7 @@ void linkAndCheck(GLuint program) fprintf (stderr, "link log: %s\n", infoLog); free (infoLog); } + checkError ("linkAndCheck"); } void createProgram(GLuint vertexShader, GLuint fragmentShader) @@ -340,6 +363,9 @@ void createProgram(GLuint vertexShader, GLuint fragmentShader) if (fragmentShader != 0) { gl_AttachShader (program, fragmentShader); } + + checkError ("createProgram"); + linkAndCheck (program); } @@ -353,6 +379,8 @@ void initShader(void) GLuint fragmentShader = compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource); + checkError ("initShader - 1"); + createProgram (vertexShader, fragmentShader); gl_UseProgram (program); @@ -370,6 +398,8 @@ void initShader(void) shaderReady = -1; else shaderReady = 1; + + checkError ("initShader - 2"); } /* @@ -394,6 +424,18 @@ static float ar; static GLboolean persProject = GL_TRUE; static GLboolean animateXRot = GL_FALSE; static GLboolean useShader = GL_FALSE; +static GLboolean visNormals = GL_FALSE; + +/* + * Enum to tell drawSizeInfo what to draw for each object + */ +#define GEO_NO_SIZE 0 +#define GEO_SIZE 1 +#define GEO_SCALE 2 +#define GEO_INNER_OUTER_RAD 4 +#define GEO_RAD 8 +#define GEO_BASE_HEIGHT 16 +#define GEO_RAD_HEIGHT 32 /* * These one-liners draw particular objects, fetching appropriate @@ -418,77 +460,77 @@ static void drawSolidTorus(void) { glutSolidTorus(irad,orad,slices static void drawWireTorus(void) { glutWireTorus (irad,orad,slices,stacks); } static void drawSolidSphere(void) { glutSolidSphere(orad,slices,stacks); } /* orad doubles as size input */ static void drawWireSphere(void) { glutWireSphere(orad,slices,stacks); } /* orad doubles as size input */ -static void drawSolidCone(void) { glutSolidCone(orad,orad,slices,stacks); } /* orad doubles as size input */ -static void drawWireCone(void) { glutWireCone(orad,orad,slices,stacks); } /* orad doubles as size input */ -static void drawSolidCylinder(void) { glutSolidCylinder(orad,orad,slices,stacks); } /* orad doubles as size input */ -static void drawWireCylinder(void) { glutWireCylinder(orad,orad,slices,stacks); } /* orad doubles as size input */ +static void drawSolidCone(void) { glutSolidCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */ +static void drawWireCone(void) { glutWireCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */ +static void drawSolidCylinder(void) { glutSolidCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */ +static void drawWireCylinder(void) { glutWireCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */ +/* per Glut manpage, it should be noted that the teapot is rendered + * with clockwise winding for front facing polygons... + * Same for the teacup and teaspoon + */ static void drawSolidTeapot(void) -{ - /* per Glut manpage, it should be noted that the teapot is rendered - * with clockwise winding for front facing polygons... - */ - glFrontFace(GL_CW); - glutSolidTeapot(orad); /* orad doubles as size input */ - glFrontFace(GL_CCW); -} +{ glFrontFace(GL_CW); glutSolidTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} static void drawWireTeapot(void) -{ - /* per Glut manpage, it should be noted that the teapot is rendered - * with clockwise winding for front facing polygons... - */ - glFrontFace(GL_CW); - glutWireTeapot(orad); /* orad doubles as size input */ - glFrontFace(GL_CCW); -} - -#define RADIUS 1.0f +{ glFrontFace(GL_CW); glutWireTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} +static void drawSolidTeacup(void) +{ glFrontFace(GL_CW); glutSolidTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} +static void drawWireTeacup(void) +{ glFrontFace(GL_CW); glutWireTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} +static void drawSolidTeaspoon(void) +{ glFrontFace(GL_CW); glutSolidTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} +static void drawWireTeaspoon(void) +{ glFrontFace(GL_CW); glutWireTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} + +#define RADIUSFAC 0.70710678118654752440084436210485f static void drawSolidCuboctahedron(void) { + GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */ glBegin( GL_TRIANGLES ); - glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d( RADIUS, 0.0, RADIUS ); - glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS ); - glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS ); - glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d( RADIUS, 0.0,-RADIUS ); - glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); - glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); - glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); - glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); + glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glVertex3d( radius, 0.0, radius ); + glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius ); + glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius ); + glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glVertex3d( radius, 0.0,-radius ); + glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); + glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, 0.0,-radius ); + glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius, 0.0, radius ); + glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glEnd(); glBegin( GL_QUADS ); - 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 ); - 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 ); - 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 ); - 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 ); - 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 ); - 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 ); + 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 ); + 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 ); + 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 ); + 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 ); + 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 ); + 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 ); glEnd(); } static void drawWireCuboctahedron(void) { + GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */ glBegin( GL_LINE_LOOP ); - 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 ); + 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 ); glEnd(); glBegin( GL_LINE_LOOP ); - 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 ); + 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 ); glEnd(); glBegin( GL_LINE_LOOP ); - 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 ); + 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 ); glEnd(); glBegin( GL_LINE_LOOP ); - 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 ); + 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 ); glEnd(); glBegin( GL_LINE_LOOP ); - 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 ); + 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 ); glEnd(); glBegin( GL_LINE_LOOP ); - 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 ); + 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 ); glEnd(); } -#undef RADIUS +#undef RADIUSFAC /* * This structure defines an entry in our function-table. @@ -498,24 +540,27 @@ typedef struct const char * const name; void (*solid) (void); void (*wire) (void); + int drawSizeInfoFlag; } entry; -#define ENTRY(e) {#e, drawSolid##e, drawWire##e} +#define ENTRY(e,f) {#e, drawSolid##e, drawWire##e,f} static const entry table [] = { - ENTRY (Tetrahedron), - ENTRY (Cube), - ENTRY (Octahedron), - ENTRY (Dodecahedron), - ENTRY (RhombicDodecahedron), - ENTRY (Icosahedron), - ENTRY (SierpinskiSponge), - ENTRY (Teapot), - ENTRY (Torus), - ENTRY (Sphere), - ENTRY (Cone), - ENTRY (Cylinder), - ENTRY (Cuboctahedron) + ENTRY (Tetrahedron,GEO_NO_SIZE), + ENTRY (Cube,GEO_SIZE), + ENTRY (Octahedron,GEO_NO_SIZE), + ENTRY (Dodecahedron,GEO_NO_SIZE), + ENTRY (RhombicDodecahedron,GEO_NO_SIZE), + ENTRY (Icosahedron,GEO_NO_SIZE), + ENTRY (SierpinskiSponge,GEO_SCALE), + ENTRY (Teapot,GEO_SIZE), + ENTRY (Teacup,GEO_SIZE), + ENTRY (Teaspoon,GEO_SIZE), + ENTRY (Torus,GEO_INNER_OUTER_RAD), + ENTRY (Sphere,GEO_RAD), + ENTRY (Cone,GEO_BASE_HEIGHT), + ENTRY (Cylinder,GEO_RAD_HEIGHT), + ENTRY (Cuboctahedron,GEO_SIZE) /* This one doesn't work when in shader mode and is then skipped */ }; #undef ENTRY @@ -565,8 +610,61 @@ static void shapesPrintf (int row, int col, const char *fmt, ...) glPopMatrix(); } -/* GLUT callback Handlers */ +/* Print info about the about the current shape and render state on the screen */ +static void DrawSizeInfo(int *row) +{ + switch (table [function_index].drawSizeInfoFlag) + { + case GEO_NO_SIZE: + break; + case GEO_SIZE: + shapesPrintf ((*row)++, 1, "Size Up Down : %f", orad); + break; + case GEO_SCALE: + shapesPrintf ((*row)++, 1, "Scale Up Down : %f", orad); + break; + case GEO_INNER_OUTER_RAD: + shapesPrintf ((*row)++, 1, "Inner radius Left Right: %f", irad); + shapesPrintf ((*row)++, 1, "Outer radius Up Down : %f", orad); + break; + case GEO_RAD: + shapesPrintf ((*row)++, 1, "Radius Up Down : %f", orad); + break; + case GEO_BASE_HEIGHT: + shapesPrintf ((*row)++, 1, "Base Left Right: %f", irad); + shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad); + break; + case GEO_RAD_HEIGHT: + shapesPrintf ((*row)++, 1, "Radius Left Right: %f", irad); + shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad); + break; + } +} + +static void drawInfo() +{ + int row = 1; + shapesPrintf (row++, 1, "Shape PgUp PgDn: %s", table [function_index].name); + shapesPrintf (row++, 1, "Slices +-: %d Stacks <>: %d", slices, stacks); + shapesPrintf (row++, 1, "nSides +-: %d nRings <>: %d", slices, stacks); + shapesPrintf (row++, 1, "Depth (): %d", depth); + DrawSizeInfo(&row); + if (persProject) + shapesPrintf (row++, 1, "Perspective projection (p)"); + else + shapesPrintf (row++, 1, "Orthographic projection (p)"); + if (useShader) + shapesPrintf (row++, 1, "Using shader (s)"); + else + shapesPrintf (row++, 1, "Using fixed function pipeline (s)"); + if (animateXRot) + shapesPrintf (row++, 1, "2D rotation (r)"); + else + shapesPrintf (row++, 1, "1D rotation (r)"); + shapesPrintf (row++, 1, "visualizing normals: %i (n)",visNormals); +} +/* GLUT callback Handlers */ static void resize(int width, int height) { @@ -578,20 +676,23 @@ resize(int width, int height) static void display(void) { const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; - const double a = t*90.0; - const double b = (animateXRot?t:1)*60.0; + const double a = t*89.0; + const double b = (animateXRot?t:1)*67.0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glutSetOption(GLUT_GEOMETRY_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */ + if (useShader && !shaderReady) initShader(); if (useShader && shaderReady) { - // setup use of shader (and vertex buffer by FreeGLUT) + /* setup use of shader (and vertex buffer by FreeGLUT) */ gl_UseProgram (program); glutSetVertexAttribCoord3(attribute_fg_coord); glutSetVertexAttribNormal(attribute_fg_normal); + /* There is also a glutSetVertexAttribTexCoord2, which is used only when drawing the teapot, teacup or teaspoon */ gl_matrix_mode(GL_PROJECTION); gl_load_identity(); @@ -627,6 +728,8 @@ static void display(void) gl_UseProgram (0); glutSetVertexAttribCoord3(-1); glutSetVertexAttribNormal(-1); + + checkError ("display"); } else { @@ -662,24 +765,12 @@ static void display(void) glColor3d(0.1,0.1,0.4); } - if( show_info ) { - shapesPrintf (1, 1, "Shape PgUp PgDn: %s", table [function_index].name); - shapesPrintf (2, 1, "Slices +-: %d Stacks <>: %d", slices, stacks); - shapesPrintf (3, 1, "nSides +-: %d nRings <>: %d", slices, stacks); - shapesPrintf (4, 1, "Depth (): %d", depth); - shapesPrintf (5, 1, "Outer radius Up Down : %f", orad); - shapesPrintf (6, 1, "Inner radius Left Right: %f", irad); - if (persProject) - shapesPrintf (7, 1, "Perspective projection"); - else - shapesPrintf (7, 1, "Orthographic projection"); - if (useShader) - shapesPrintf (8, 1, "Using shader"); - else - shapesPrintf (8, 1, "Using fixed function pipeline"); - } else { + if( show_info ) + /* print info to screen */ + drawInfo(); + else + /* print to command line instead */ printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ; - } glutSwapBuffers(); } @@ -709,10 +800,10 @@ key(unsigned char key, int x, int y) case '.': case '>': stacks++; break; - case '9': + case '9': case '(': if( depth > -1 ) depth--; break; - case '0': + case '0': case ')': ++depth; break; case 'P': @@ -722,7 +813,15 @@ key(unsigned char key, int x, int y) case 'r': animateXRot=!animateXRot; break; case 'S': - case 's': useShader=!useShader; break; + case 's': + useShader=!useShader; + /* Cuboctahedron can't be shown when in shader mode, move to next */ + if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index) + function_index = 0; + break; + + case 'N': + case 'n': visNormals=!visNormals; break; default: break; @@ -752,6 +851,15 @@ static void special (int key, int x, int y) if (NUMBEROF (table) <= ( unsigned )function_index) function_index = 0; + + /* Cuboctahedron can't be shown when in shader mode, skip it */ + if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index) + { + if (key==GLUT_KEY_PAGE_UP) + function_index = 0; + else + function_index -= 1; + } } @@ -776,7 +884,7 @@ const GLfloat high_shininess[] = { 100.0f }; int main(int argc, char *argv[]) { - glutInitWindowSize(640,480); + glutInitWindowSize(800,600); glutInitWindowPosition(40,40); glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);