/* Simple Demo for GLSL www.lighthouse3d.com */ #include "GL/glew.h" #ifdef __linux__ #include #endif #ifdef __APPLE__ #include #endif #ifdef _WIN32 #include "glut.h" #endif #include #include #include /////////////////////////////////////////////////////////////////////// GLhandleARB v,f,f2,p; float lpos[4] = {1,0.5,1,0}; GLint loc; 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; } /////////////////////////////////////////////////////////////////////// int textFileWrite(char *fn, char *s) { FILE *fp; int status = 0; if (fn != NULL) { fp = fopen(fn,"w"); if (fp != NULL) { if (fwrite(s,sizeof(char),strlen(s),fp) == strlen(s)) status = 1; fclose(fp); } } return(status); } /////////////////////////////////////////////////////////////////////// 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); // Set the correct perspective. gluPerspective(45,ratio,1,1000); glMatrixMode(GL_MODELVIEW); } /////////////////////////////////////////////////////////////////////// float a = 0; void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(0.0,0.0,10.0, 0.0,0.0,-1.0, 0.0f,1.0f,0.0f); glLightfv(GL_LIGHT0, GL_POSITION, lpos); glRotatef(a,0,1,0); glColor3f(1.0, 0.0, 0.0); glBegin(GL_TRIANGLE_STRIP); glVertexAttrib1f(loc,2.0); glVertex2f(-1,1); glVertexAttrib1f(loc,2.0); glVertex2f(1,1); glVertexAttrib1f(loc,-2.0); glVertex2f(-1,-1); glVertexAttrib1f(loc,-2.0); glVertex2f(1,-1); glEnd(); a+=0.1; glutSwapBuffers(); } /////////////////////////////////////////////////////////////////////// void processNormalKeys(unsigned char key, int x, int y) { if (key == 27) exit(0); } /////////////////////////////////////////////////////////////////////// #define printOpenGLError() printOglError(__FILE__, __LINE__) int printOglError(char *file, int line) { // // Returns 1 if an OpenGL error occurred, 0 otherwise. // GLenum glErr; int retCode = 0; glErr = glGetError(); while (glErr != GL_NO_ERROR) { printf("glError in file %s @ line %d: %s\n", file, line, gluErrorString(glErr)); retCode = 1; glErr = glGetError(); } return retCode; } /////////////////////////////////////////////////////////////////////// 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 setShaders() { char *vs = NULL,*fs = NULL,*fs2 = NULL; v = glCreateShader(GL_VERTEX_SHADER_ARB); f = glCreateShader(GL_FRAGMENT_SHADER_ARB); f2 = glCreateShader(GL_FRAGMENT_SHADER_ARB); vs = textFileRead("height.vert"); fs = textFileRead("height.frag"); const char * vv = vs; const char * ff = fs; glShaderSource(v, 1, &vv,NULL); glShaderSource(f, 1, &ff,NULL); free(vs);free(fs); glCompileShaderARB(v); glCompileShaderARB(f); printShaderLog(v); printShaderLog(f); printProgramLog(f2); p = glCreateProgram(); glAttachShader(p,v); glAttachShader(p,f); glLinkProgram(p); printProgramLog(p); glUseProgram(p); loc = glGetAttribLocation(p,"height"); } /////////////////////////////////////////////////////////////////////// int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(320,320); glutCreateWindow("MM 2004-05"); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); glutReshapeFunc(changeSize); glutKeyboardFunc(processNormalKeys); glEnable(GL_DEPTH_TEST); glClearColor(1.0,1.0,1.0,1.0); // glEnable(GL_CULL_FACE); glewInit(); if (GLEW_ARB_vertex_program && GLEW_ARB_fragment_program) printf("Ready for GLSL\n"); else { printf("No GLSL support\n"); exit(1); } setShaders(); glutMainLoop(); return 0; }