tesspot

annotate src/test.c @ 0:72b7f9f2eead

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Dec 2012 08:23:51 +0200
parents
children befe01bbd27f
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <GL/glew.h>
nuclear@0 4 #include <GL/glut.h>
nuclear@0 5 #include "sdr.h"
nuclear@0 6
nuclear@0 7 void disp(void);
nuclear@0 8 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin);
nuclear@0 9 void reshape(int x, int y);
nuclear@0 10 void keyb(unsigned char key, int x, int y);
nuclear@0 11 void mouse(int bn, int state, int x, int y);
nuclear@0 12 void motion(int x, int y);
nuclear@0 13
nuclear@0 14 static float cam_theta, cam_phi = 25;
nuclear@0 15 static float cam_dist = 8.0;
nuclear@0 16
nuclear@0 17 static unsigned int prog;
nuclear@0 18
nuclear@0 19 int main(int argc, char **argv)
nuclear@0 20 {
nuclear@0 21 int max_tess_level;
nuclear@0 22
nuclear@0 23 glutInit(&argc, argv);
nuclear@0 24 glutInitWindowSize(1280, 800);
nuclear@0 25 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 26 glutCreateWindow("tesselation shaders test");
nuclear@0 27
nuclear@0 28 glutDisplayFunc(disp);
nuclear@0 29 glutReshapeFunc(reshape);
nuclear@0 30 glutKeyboardFunc(keyb);
nuclear@0 31 glutMouseFunc(mouse);
nuclear@0 32 glutMotionFunc(motion);
nuclear@0 33
nuclear@0 34 glewInit();
nuclear@0 35
nuclear@0 36 glClearColor(0.07, 0.07, 0.07, 1);
nuclear@0 37
nuclear@0 38 glEnable(GL_CULL_FACE);
nuclear@0 39
nuclear@0 40 if(!GLEW_ARB_tessellation_shader) {
nuclear@0 41 fprintf(stderr, "your OpenGL implementation does not support tesselation shaders\n");
nuclear@0 42 return 1;
nuclear@0 43 }
nuclear@0 44 glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &max_tess_level);
nuclear@0 45 printf("maximum tesselation levels: %d\n", max_tess_level);
nuclear@0 46
nuclear@0 47 glPatchParameteri(GL_PATCH_VERTICES, 16);
nuclear@0 48
nuclear@0 49 {
nuclear@0 50 unsigned int vsdr, tcsdr, tesdr, psdr;
nuclear@0 51
nuclear@0 52 if(!(vsdr = load_vertex_shader("sdr/bezier.v.glsl"))) {
nuclear@0 53 return 1;
nuclear@0 54 }
nuclear@0 55 if(!(tcsdr = load_tessctl_shader("sdr/bezier.tc.glsl"))) {
nuclear@0 56 return 1;
nuclear@0 57 }
nuclear@0 58 if(!(tesdr = load_tesseval_shader("sdr/bezier.te.glsl"))) {
nuclear@0 59 return 1;
nuclear@0 60 }
nuclear@0 61 if(!(psdr = load_pixel_shader("sdr/bezier.p.glsl"))) {
nuclear@0 62 return 1;
nuclear@0 63 }
nuclear@0 64
nuclear@0 65 if(!(prog = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
nuclear@0 66 return 1;
nuclear@0 67 }
nuclear@0 68 }
nuclear@0 69 set_uniform_int(prog, "tess_level", 1);
nuclear@0 70
nuclear@0 71 glutMainLoop();
nuclear@0 72 return 0;
nuclear@0 73 }
nuclear@0 74
nuclear@0 75
nuclear@0 76 void disp(void)
nuclear@0 77 {
nuclear@0 78 float lpos[] = {-5, 10, 4, 1};
nuclear@0 79
nuclear@0 80 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 81
nuclear@0 82 glMatrixMode(GL_MODELVIEW);
nuclear@0 83 glLoadIdentity();
nuclear@0 84 glTranslatef(0, 0, -cam_dist);
nuclear@0 85 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 86 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 87
nuclear@0 88 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 89
nuclear@0 90 set_material(0.2, 0.35, 1.0, 1.0, 1.0, 1.0, 60.0);
nuclear@0 91
nuclear@0 92 glUseProgram(prog);
nuclear@0 93
nuclear@0 94 glBegin(GL_PATCHES);
nuclear@0 95 glVertex3f(-1, -0.8, 1);
nuclear@0 96 glVertex3f(-0.25, -1, 1);
nuclear@0 97 glVertex3f(0.25, -1, 1);
nuclear@0 98 glVertex3f(1, 0, 1);
nuclear@0 99
nuclear@0 100 glVertex3f(-1, -0.4, 0.25);
nuclear@0 101 glVertex3f(-0.25, 0, 0.25);
nuclear@0 102 glVertex3f(0.25, 0, 0.25);
nuclear@0 103 glVertex3f(1, -0.4, 0.25);
nuclear@0 104
nuclear@0 105 glVertex3f(-1, -0.4, -0.25);
nuclear@0 106 glVertex3f(-0.25, 0.6, -0.25);
nuclear@0 107 glVertex3f(0.25, 0.3, -0.25);
nuclear@0 108 glVertex3f(1, -0.4, -0.25);
nuclear@0 109
nuclear@0 110 glVertex3f(-1, 0, -1);
nuclear@0 111 glVertex3f(-0.25, 0.2, -1);
nuclear@0 112 glVertex3f(0.25, 0.2, -1);
nuclear@0 113 glVertex3f(1, 0, -1);
nuclear@0 114 glEnd();
nuclear@0 115
nuclear@0 116 glUseProgram(0);
nuclear@0 117
nuclear@0 118 glutSwapBuffers();
nuclear@0 119 }
nuclear@0 120
nuclear@0 121 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin)
nuclear@0 122 {
nuclear@0 123 float dcol[4], scol[4];
nuclear@0 124
nuclear@0 125 dcol[0] = dr;
nuclear@0 126 dcol[1] = dg;
nuclear@0 127 dcol[2] = db;
nuclear@0 128 dcol[3] = 1.0;
nuclear@0 129
nuclear@0 130 scol[0] = sr;
nuclear@0 131 scol[1] = sg;
nuclear@0 132 scol[2] = sb;
nuclear@0 133 scol[3] = 1.0;
nuclear@0 134
nuclear@0 135 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
nuclear@0 136 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
nuclear@0 137 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 138 }
nuclear@0 139
nuclear@0 140 void reshape(int x, int y)
nuclear@0 141 {
nuclear@0 142 glViewport(0, 0, x, y);
nuclear@0 143 glMatrixMode(GL_PROJECTION);
nuclear@0 144 glLoadIdentity();
nuclear@0 145 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 146 }
nuclear@0 147
nuclear@0 148 void keyb(unsigned char key, int x, int y)
nuclear@0 149 {
nuclear@0 150 switch(key) {
nuclear@0 151 case 27:
nuclear@0 152 exit(0);
nuclear@0 153
nuclear@0 154 case 'w':
nuclear@0 155 {
nuclear@0 156 static int wire;
nuclear@0 157 wire = !wire;
nuclear@0 158 if(wire) {
nuclear@0 159 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
nuclear@0 160 } else {
nuclear@0 161 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
nuclear@0 162 }
nuclear@0 163 }
nuclear@0 164 glutPostRedisplay();
nuclear@0 165 break;
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 if(key >= '1' && key <= '9') {
nuclear@0 169 int tess_level = key - '0';
nuclear@0 170 set_uniform_int(prog, "tess_level", tess_level);
nuclear@0 171
nuclear@0 172 glutPostRedisplay();
nuclear@0 173 }
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 static int bnstate[16];
nuclear@0 177 static int prev_x, prev_y;
nuclear@0 178
nuclear@0 179 void mouse(int bn, int state, int x, int y)
nuclear@0 180 {
nuclear@0 181 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 182
nuclear@0 183 if(idx < sizeof bnstate / sizeof *bnstate) {
nuclear@0 184 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 185 }
nuclear@0 186 prev_x = x;
nuclear@0 187 prev_y = y;
nuclear@0 188 }
nuclear@0 189
nuclear@0 190 void motion(int x, int y)
nuclear@0 191 {
nuclear@0 192 int dx = x - prev_x;
nuclear@0 193 int dy = y - prev_y;
nuclear@0 194 prev_x = x;
nuclear@0 195 prev_y = y;
nuclear@0 196
nuclear@0 197 if(bnstate[0]) {
nuclear@0 198 cam_theta += dx * 0.5;
nuclear@0 199 cam_phi += dy * 0.5;
nuclear@0 200 if(cam_phi < -90) cam_phi = -90;
nuclear@0 201 if(cam_phi > 90) cam_phi = 90;
nuclear@0 202 glutPostRedisplay();
nuclear@0 203 }
nuclear@0 204
nuclear@0 205 if(bnstate[2]) {
nuclear@0 206 cam_dist += dy * 0.1;
nuclear@0 207 glutPostRedisplay();
nuclear@0 208 }
nuclear@0 209 }