/* Simple Demo for GLSL www.lighthouse3d.com - tweaked by andy */ #include "GL/glew.h" #ifdef __linux__ #include #endif #ifdef __APPLE__ #include #endif #ifdef _WIN32 #include "glut.h" #endif #include #include #include #include char normalData[800000]; GLuint normaltex; GLuint texNumNormal; float mouseWindowX = 0.0; float mouseWindowY = 0.0; int windowWidth = 320; int windowHeight = 320; float bSize = 0.15; float bDensity = 16.0; GLuint p; float lpos[4] = {1.0, 0.5, 1.0, 0.0}; //////////////////////////////////////////////////////////////// char *textFileRead(char *fn) { FILE *fp; char *content = NULL; int count=0; if (fn != NULL) { fp = fopen(fn,"rt"); if (fp != NULL) { fseek(fp, 0, SEEK_END); count = ftell(fp); rewind(fp); if (count > 0) { content = (char *)malloc(sizeof(char) * (count+1)); count = fread(content,sizeof(char),count,fp); content[count] = '\0'; } fclose(fp); } } if (content == NULL) { fprintf(stderr, "ERROR: could not load in file %s\n", fn); exit(1); } return content; } //////////////////////////////////////////////////////////////// void changeSize(int w, int h) { // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if(h == 0) h = 1; float ratio = 1.0* w / h; // Reset the coordinate system before modifying glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the viewport to be the entire window glViewport(0, 0, w, h); windowWidth = w; windowHeight = h; // Set the correct perspective. gluPerspective(45, ratio, 1, 1000); glMatrixMode(GL_MODELVIEW); } //////////////////////////////////////////////////////////////// void printShaderLog(GLuint obj) { GLint infoLogLength = 0; GLsizei charsWritten = 0; GLchar *infoLog; glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infoLogLength); if (infoLogLength > 0){ infoLog = (char *) malloc(infoLogLength); glGetShaderInfoLog(obj, infoLogLength, &charsWritten, infoLog); printf("%s\n",infoLog); free(infoLog); } } void printProgramLog(GLuint obj) { GLint infoLogLength = 0; GLsizei charsWritten = 0; GLchar *infoLog; glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infoLogLength); if (infoLogLength > 0){ infoLog = (char *) malloc(infoLogLength); glGetProgramInfoLog(obj, infoLogLength, &charsWritten, infoLog); printf("%s\n",infoLog); free(infoLog); } } //////////////////////////////////////////////////////////////// void PassiveMouseMotion(int x, int y) { if (x<0) mouseWindowX = -1; else if (x>windowWidth) mouseWindowX = 1; else mouseWindowX = 2* (x / (float) windowWidth) - 1.0; if (y<0) mouseWindowY = -1; else if (y>windowHeight) mouseWindowY = 1; else mouseWindowY = 2* (y / (float) windowHeight) - 1.0; } //////////////////////////////////////////////////////////////// void processNormalKeys(unsigned char key, int x, int y) { if (key == 27) exit(0); // size if (key == '1') bSize += 0.02; if (key == '2') bSize -= 0.02; // density if (key == '3') bDensity += 1.0; if (key == '4') bDensity -= 1.0; } //////////////////////////////////////////////////////////////// GLuint setShaders(char * vert, char * frag) { GLuint v,f, pro; char *vs,*fs; v = glCreateShader(GL_VERTEX_SHADER); f = glCreateShader(GL_FRAGMENT_SHADER); vs = textFileRead(vert); fs = textFileRead(frag); const char * vv = vs; const char * ff = fs; glShaderSource(v, 1, &vv,NULL); glShaderSource(f, 1, &ff,NULL); free(vs);free(fs); glCompileShader(v); glCompileShader(f); printShaderLog(v); printShaderLog(f); pro = glCreateProgram(); glAttachShader(pro,v); glAttachShader(pro,f); glLinkProgram(pro); printProgramLog(pro); return(pro); } //////////////////////////////////////////////////////////////// void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt( 0.0f, 3.0f, 6.0f, 0.0f, 0.0f,-1.0f, 0.0f, 1.0f, 0.0f); glLightfv(GL_LIGHT0, GL_POSITION, lpos); glRotatef(mouseWindowX*140+180,0,1,0); glRotatef(mouseWindowY*90+22,1,0,0); glUseProgram(p); GLint texLoc, lightLoc, bumpSizeLoc, bumpDensityLoc; texLoc = glGetAttribLocation(p, "Tangent"); glVertexAttrib3f(texLoc, 1.0, 0.0, 0.0); lightLoc = glGetUniformLocation(p, "LightPosition"); glUniform3f(lightLoc, 1.0, 1.0, 4.0); bumpSizeLoc = glGetUniformLocation(p, "BumpSize"); glUniform1f(bumpSizeLoc, bSize); bumpDensityLoc = glGetUniformLocation(p, "BumpDensity"); glUniform1f(bumpDensityLoc, bDensity); glNormal3f(0.0f, 0.0f, -1.0f ); glBegin( GL_POLYGON ); glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -2.0f, -2.0f, 0.0f ); glTexCoord2f( 1.0f, 1.0f ); glVertex3f( 2.0f, -2.0f, 0.0f ); glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 2.0f, 2.0f, 0.0f ); glTexCoord2f( 0.0f, 0.0f ); glVertex3f( -2.0f, 2.0f, 0.0f ); glEnd(); glutSwapBuffers(); } //////////////////////////////////////////////////////////////// int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(windowWidth, windowHeight); glutCreateWindow("GLSL"); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); glutReshapeFunc(changeSize); glutKeyboardFunc(processNormalKeys); glutPassiveMotionFunc(PassiveMouseMotion); glEnable(GL_DEPTH_TEST); glClearColor(0.0,0.0,0.0,1.0); glewInit(); if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader) printf("Ready for GLSL\n"); else { printf("No GLSL support\n"); exit(1); } p = setShaders("./bump2.vert", "./bump2.frag"); glutMainLoop(); return 0; }