1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200
|
/*
* GLSL noise demo.
*
* Michal Krol
* 20 February 2006
*
* Based on the original demo by:
* Stefan Gustavson (stegu@itn.liu.se) 2004, 2005
*/
#ifdef WIN32
#include <windows.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#ifdef WIN32
#define GETPROCADDRESS(F) wglGetProcAddress(F)
#else
#define GETPROCADDRESS(F) glutGetProcAddress(F)
#endif
static GLhandleARB fragShader;
static GLhandleARB vertShader;
static GLhandleARB program;
static GLint uTime;
static GLint t0 = 0;
static GLint frames = 0;
static GLfloat u_time = 0.0f;
static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
static PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
static void Redisplay (void)
{
GLint t;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1fARB (uTime, 0.5f * u_time);
glPushMatrix ();
glutSolidSphere (2.0, 20, 10);
glPopMatrix ();
glutSwapBuffers();
frames++;
t = glutGet (GLUT_ELAPSED_TIME);
if (t - t0 >= 5000) {
GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
GLfloat fps = frames / seconds;
printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
fflush(stdout);
t0 = t;
frames = 0;
}
}
static void Idle (void)
{
u_time += 0.1f;
glutPostRedisplay ();
}
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 Key (unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch (key)
{
case 27:
exit(0);
break;
}
glutPostRedisplay ();
}
static void Init (void)
{
static const char *fragShaderText =
"uniform float time;\n"
"varying vec3 position;\n"
"void main () {\n"
" gl_FragColor = vec4 (vec3 (0.5 + 0.5 * noise1 (vec4 (position, time))), 1.0);\n"
"}\n"
;
static const char *vertShaderText =
"varying vec3 position;\n"
"void main () {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" position = 4.0 * gl_Vertex.xyz;\n"
"}\n"
;
if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
{
printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
exit(1);
}
if (!glutExtensionSupported ("GL_ARB_shader_objects"))
{
printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
exit(1);
}
if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
{
printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
exit(1);
}
if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
{
printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
exit(1);
}
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)
GETPROCADDRESS("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)
GETPROCADDRESS("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)
GETPROCADDRESS("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)
GETPROCADDRESS("glCreateProgramObjectARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)
GETPROCADDRESS("glAttachObjectARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)
GETPROCADDRESS ("glLinkProgramARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)
GETPROCADDRESS("glUseProgramObjectARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)
GETPROCADDRESS("glGetUniformLocationARB");
glUniform1fARB = (PFNGLUNIFORM1FARBPROC)
GETPROCADDRESS("glUniform1fARB");
fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
glCompileShaderARB (fragShader);
vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
glCompileShaderARB (vertShader);
program = glCreateProgramObjectARB ();
glAttachObjectARB (program, fragShader);
glAttachObjectARB (program, vertShader);
glLinkProgramARB (program);
glUseProgramObjectARB (program);
uTime = glGetUniformLocationARB (program, "time");
glClearColor (0.0f, 0.1f, 0.3f, 1.0f);
glEnable (GL_CULL_FACE);
glEnable (GL_DEPTH_TEST);
printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
}
int main (int argc, char *argv[])
{
glutInit (&argc, argv);
glutInitWindowSize (200, 200);
glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow (argv[0]);
glutReshapeFunc (Reshape);
glutKeyboardFunc (Key);
glutDisplayFunc (Redisplay);
glutIdleFunc (Idle);
Init ();
glutMainLoop ();
return 0;
}
|