X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=progs%2Fdemos%2Fsmooth_opengl3%2Fsmooth_opengl3.c;h=93e708d1c625957491cb3c04ca329937ef2d2fd2;hb=369e02f3912ca0f768d98e49fb1198e80f44e078;hp=0d083389a06fb31e466678aaf42244ebdd3e79cb;hpb=68d6a5e545bc17173f8d43e0e5eaf4eb5f93bf5c;p=freeglut diff --git a/progs/demos/smooth_opengl3/smooth_opengl3.c b/progs/demos/smooth_opengl3/smooth_opengl3.c index 0d08338..93e708d 100755 --- a/progs/demos/smooth_opengl3/smooth_opengl3.c +++ b/progs/demos/smooth_opengl3/smooth_opengl3.c @@ -1,7 +1,7 @@ /* * smooth_opengl3.c, based on smooth.c, which is (c) by SGI, see below. * This program demonstrates smooth shading in a way which is fully - * OpenGL-3.0-compliant. + * OpenGL-3.1-compliant. * A smooth shaded polygon is drawn in a 2-D projection. */ @@ -45,6 +45,8 @@ #include #include #include +#include +#include /* report GL errors, if any, to stderr */ void checkError(const char *functionName) @@ -55,23 +57,136 @@ void checkError(const char *functionName) } } -/* extension types and entries, avoiding a dependency on additional libraries - like GLEW or the GL/glext.h header */ -typedef void (*PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); -PFNGLGENBUFFERSPROC gl_GenBuffers; +/* extension #defines, types and entries, avoiding a dependency on additional + libraries like GLEW or the GL/glext.h header */ +#ifndef GL_ARRAY_BUFFER +#define GL_ARRAY_BUFFER 0x8892 +#endif -typedef void (*PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); -PFNGLBINDBUFFERPROC gl_BindBuffer; +#ifndef GL_STATIC_DRAW +#define GL_STATIC_DRAW 0x88E4 +#endif + +#ifndef GL_FRAGMENT_SHADER +#define GL_FRAGMENT_SHADER 0x8B30 +#endif + +#ifndef GL_VERTEX_SHADER +#define GL_VERTEX_SHADER 0x8B31 +#endif + +#ifndef GL_SHADING_LANGUAGE_VERSION +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#endif + +#ifndef GL_COMPILE_STATUS +#define GL_COMPILE_STATUS 0x8B81 +#endif + +#ifndef GL_LINK_STATUS +#define GL_LINK_STATUS 0x8B82 +#endif + +#ifndef GL_INFO_LOG_LENGTH +#define GL_INFO_LOG_LENGTH 0x8B84 +#endif -typedef void (*PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, - const GLvoid *data, GLenum usage); +typedef ptrdiff_t ourGLsizeiptr; +typedef char ourGLchar; + +#ifndef APIENTRY +#define APIENTRY +#endif + + +#ifndef GL_ARB_vertex_array_object +typedef void (APIENTRY *PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +typedef void (APIENTRY *PFNGLBINDVERTEXARRAYPROC) (GLuint array); +#endif +#ifndef GL_VERSION_1_5 +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); +#endif +#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); +typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void); +typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog); +typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog); +typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name); +typedef void (APIENTRY *PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); +typedef void (APIENTRY *PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name); +typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif + +PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays; +PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray; +PFNGLGENBUFFERSPROC gl_GenBuffers; +PFNGLBINDBUFFERPROC gl_BindBuffer; PFNGLBUFFERDATAPROC gl_BufferData; +PFNGLCREATESHADERPROC gl_CreateShader; +PFNGLSHADERSOURCEPROC gl_ShaderSource; +PFNGLCOMPILESHADERPROC gl_CompileShader; +PFNGLCREATEPROGRAMPROC gl_CreateProgram; +PFNGLATTACHSHADERPROC gl_AttachShader; +PFNGLLINKPROGRAMPROC gl_LinkProgram; +PFNGLUSEPROGRAMPROC gl_UseProgram; +PFNGLGETSHADERIVPROC gl_GetShaderiv; +PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog; +PFNGLGETPROGRAMIVPROC gl_GetProgramiv; +PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog; +PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation; +PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer; +PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray; +PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation; +PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv; -void initExtensionEntries(void) +void initExtensionEntries(void) { + gl_GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) glutGetProcAddress ("glGenVertexArrays"); + gl_BindVertexArray = (PFNGLBINDVERTEXARRAYPROC) glutGetProcAddress ("glBindVertexArray"); + if (!gl_GenVertexArrays || !gl_BindVertexArray) + { + fprintf (stderr, "glGenVertexArrays or glBindVertexArray not found"); + exit(1); + } gl_GenBuffers = (PFNGLGENBUFFERSPROC) glutGetProcAddress ("glGenBuffers"); gl_BindBuffer = (PFNGLBINDBUFFERPROC) glutGetProcAddress ("glBindBuffer"); gl_BufferData = (PFNGLBUFFERDATAPROC) glutGetProcAddress ("glBufferData"); + if (!gl_GenBuffers || !gl_BindBuffer || !gl_BufferData) + { + fprintf (stderr, "glGenBuffers, glBindBuffer or glBufferData not found"); + exit(1); + } + gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader"); + gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource"); + gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader"); + gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram"); + gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader"); + gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram"); + gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram"); + gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv"); + gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog"); + gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv"); + gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog"); + gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation"); + gl_VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) glutGetProcAddress ("glVertexAttribPointer"); + gl_EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) glutGetProcAddress ("glEnableVertexAttribArray"); + gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation"); + gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv"); + 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_VertexAttribPointer || !gl_EnableVertexAttribArray || !gl_GetUniformLocation || !gl_UniformMatrix4fv) + { + fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glVertexAttribPointer, glEnableVertexAttribArray, glGetUniformLocation or glUniformMatrix4fv not found"); + exit(1); + } } /* vertex array data for a colored 2D triangle, consisting of RGB color values @@ -97,29 +212,149 @@ enum { /* the name of the vertex buffer object */ GLuint vertexBufferName; +GLuint vertexArrayName; void initBuffer(void) { + /* Need to setup a vertex array as otherwise invalid operation errors can + * occur when accessing vertex buffer (OpenGL 3.3 has no default zero named + * vertex array) + */ + gl_GenVertexArrays(1, &vertexArrayName); + gl_BindVertexArray(vertexArrayName); + gl_GenBuffers (1, &vertexBufferName); gl_BindBuffer (GL_ARRAY_BUFFER, vertexBufferName); gl_BufferData (GL_ARRAY_BUFFER, sizeof(varray), varray, GL_STATIC_DRAW); - glEnableClientState (GL_COLOR_ARRAY); - glEnableClientState (GL_VERTEX_ARRAY); checkError ("initBuffer"); } +const ourGLchar *vertexShaderSource[] = { + "#version 140\n", + "uniform mat4 fg_ProjectionMatrix;\n", + "in vec4 fg_Color;\n", + "in vec4 fg_Vertex;\n", + "smooth out vec4 fg_SmoothColor;\n", + "void main()\n", + "{\n", + " fg_SmoothColor = fg_Color;\n", + " gl_Position = fg_ProjectionMatrix * fg_Vertex;\n", + "}\n" +}; + +const ourGLchar *fragmentShaderSource[] = { + "#version 140\n", + "smooth in vec4 fg_SmoothColor;\n", + "out vec4 fg_FragColor;\n", + "void main(void)\n", + "{\n", + " fg_FragColor = fg_SmoothColor;\n", + "}\n" +}; + +void compileAndCheck(GLuint shader) +{ + GLint status; + gl_CompileShader (shader); + gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + GLint infoLogLength; + ourGLchar *infoLog; + gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength); + infoLog = (ourGLchar*) malloc (infoLogLength); + gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog); + fprintf (stderr, "compile log: %s\n", infoLog); + free (infoLog); + } +} + +GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string) +{ + GLuint shader = gl_CreateShader (type); + gl_ShaderSource (shader, count, string, NULL); + compileAndCheck (shader); + return shader; +} + +void linkAndCheck(GLuint program) +{ + GLint status; + gl_LinkProgram (program); + gl_GetProgramiv (program, GL_LINK_STATUS, &status); + if (status == GL_FALSE) { + GLint infoLogLength; + ourGLchar *infoLog; + gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength); + infoLog = (ourGLchar*) malloc (infoLogLength); + gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog); + fprintf (stderr, "link log: %s\n", infoLog); + free (infoLog); + } +} + +GLuint createProgram(GLuint vertexShader, GLuint fragmentShader) +{ + GLuint program = gl_CreateProgram (); + if (vertexShader != 0) { + gl_AttachShader (program, vertexShader); + } + if (fragmentShader != 0) { + gl_AttachShader (program, fragmentShader); + } + linkAndCheck (program); + return program; +} + +GLuint fgProjectionMatrixIndex; +GLuint fgColorIndex; +GLuint fgVertexIndex; + +void initShader(void) +{ + const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*); + GLuint vertexShader = + compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource); + + const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*); + GLuint fragmentShader = + compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource); + + GLuint program = createProgram (vertexShader, fragmentShader); + + gl_UseProgram (program); + + fgProjectionMatrixIndex = gl_GetUniformLocation(program, "fg_ProjectionMatrix"); + + fgColorIndex = gl_GetAttribLocation(program, "fg_Color"); + gl_EnableVertexAttribArray (fgColorIndex); + + fgVertexIndex = gl_GetAttribLocation(program, "fg_Vertex"); + gl_EnableVertexAttribArray (fgVertexIndex); + + checkError ("initShader"); +} + void initRendering(void) { glClearColor (0.0, 0.0, 0.0, 0.0); - glShadeModel (GL_SMOOTH); checkError ("initRendering"); } void init(void) { - initExtensionEntries(); - initBuffer(); - initRendering(); + initExtensionEntries (); + initBuffer (); + initShader (); + initRendering (); +} + +void dumpInfo(void) +{ + printf ("Vendor: %s\n", glGetString (GL_VENDOR)); + printf ("Renderer: %s\n", glGetString (GL_RENDERER)); + printf ("Version: %s\n", glGetString (GL_VERSION)); + printf ("GLSL: %s\n", glGetString (GL_SHADING_LANGUAGE_VERSION)); + checkError ("dumpInfo"); } const GLvoid *bufferObjectPtr (GLsizei index) @@ -127,12 +362,17 @@ const GLvoid *bufferObjectPtr (GLsizei index) return (const GLvoid *) (((char *) NULL) + index); } +GLfloat projectionMatrix[16]; + void triangle(void) { + gl_UniformMatrix4fv (fgProjectionMatrixIndex, 1, GL_FALSE, projectionMatrix); + gl_BindBuffer (GL_ARRAY_BUFFER, vertexBufferName); - glColorPointer (numColorComponents, GL_FLOAT, stride, bufferObjectPtr (0)); - glVertexPointer(numVertexComponents, GL_FLOAT, stride, - bufferObjectPtr (sizeof(GLfloat) * numColorComponents)); + gl_VertexAttribPointer (fgColorIndex, numColorComponents, GL_FLOAT, GL_FALSE, + stride, bufferObjectPtr (0)); + gl_VertexAttribPointer (fgVertexIndex, numVertexComponents, GL_FLOAT, GL_FALSE, + stride, bufferObjectPtr (sizeof(GLfloat) * numColorComponents)); glDrawArrays(GL_TRIANGLES, 0, numElements); checkError ("triangle"); } @@ -176,16 +416,12 @@ void loadOrtho2Df(GLfloat *m, GLfloat l, GLfloat r, GLfloat b, GLfloat t) void reshape (int w, int h) { - GLfloat m[16]; glViewport (0, 0, (GLsizei) w, (GLsizei) h); - glMatrixMode (GL_PROJECTION); if (w <= h) { - loadOrtho2Df (m, 0.0, 30.0, 0.0, 30.0 * (GLfloat) h/(GLfloat) w); + loadOrtho2Df (projectionMatrix, 0.0f, 30.0f, 0.0f, 30.0f * (GLfloat) h/(GLfloat) w); } else { - loadOrtho2Df (m, 0.0, 30.0 * (GLfloat) w/(GLfloat) h, 0.0, 30.0); + loadOrtho2Df (projectionMatrix, 0.0f, 30.0f * (GLfloat) w/(GLfloat) h, 0.0f, 30.0f); } - glLoadMatrixf (m); - glMatrixMode (GL_MODELVIEW); checkError ("reshape"); } @@ -198,22 +434,36 @@ void keyboard(unsigned char key, int x, int y) } } +void samplemenu(int menuID) +{} + int main(int argc, char** argv) { + int menuA; glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); - /* add command line argument "classic" for a pre-3.0 context */ + /* add command line argument "classic" for a pre-3.x context */ if ((argc != 2) || (strcmp (argv[1], "classic") != 0)) { - glutInitContextVersion (3, 0); + glutInitContextVersion (3, 1); glutInitContextFlags (GLUT_FORWARD_COMPATIBLE | GLUT_DEBUG); } glutInitWindowSize (500, 500); glutInitWindowPosition (100, 100); glutCreateWindow (argv[0]); + dumpInfo (); init (); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc (keyboard); + + /* Add a menu. They have their own context and should thus work with forward compatible main windows too. */ + menuA = glutCreateMenu(samplemenu); + glutAddMenuEntry("Sub menu A1 (01)",1); + glutAddMenuEntry("Sub menu A2 (02)",2); + glutAddMenuEntry("Sub menu A3 (03)",3); + glutSetMenu(menuA); + glutAttachMenu(GLUT_RIGHT_BUTTON); + glutMainLoop(); return 0; }