tesspot

annotate src/test.c @ 1:befe01bbd27f

tessellated the teapot
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Dec 2012 17:16:32 +0200
parents 72b7f9f2eead
children 178a9e3c3c8c
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@1 3 #include <math.h>
nuclear@0 4 #include <GL/glew.h>
nuclear@0 5 #include <GL/glut.h>
nuclear@0 6 #include "sdr.h"
nuclear@1 7 #include "teapot_data.h"
nuclear@0 8
nuclear@0 9 void disp(void);
nuclear@1 10 void draw_teapot(void);
nuclear@1 11 void draw_teapot_patch(struct vec3 *bez_cp, int *index, int flip, float rot);
nuclear@0 12 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin);
nuclear@0 13 void reshape(int x, int y);
nuclear@0 14 void keyb(unsigned char key, int x, int y);
nuclear@0 15 void mouse(int bn, int state, int x, int y);
nuclear@0 16 void motion(int x, int y);
nuclear@0 17
nuclear@0 18 static float cam_theta, cam_phi = 25;
nuclear@0 19 static float cam_dist = 8.0;
nuclear@0 20
nuclear@0 21 static unsigned int prog;
nuclear@0 22
nuclear@1 23 static int max_tess_level;
nuclear@1 24 static int tess_level = 5;
nuclear@1 25
nuclear@0 26 int main(int argc, char **argv)
nuclear@0 27 {
nuclear@0 28 glutInit(&argc, argv);
nuclear@0 29 glutInitWindowSize(1280, 800);
nuclear@0 30 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 31 glutCreateWindow("tesselation shaders test");
nuclear@0 32
nuclear@0 33 glutDisplayFunc(disp);
nuclear@0 34 glutReshapeFunc(reshape);
nuclear@0 35 glutKeyboardFunc(keyb);
nuclear@0 36 glutMouseFunc(mouse);
nuclear@0 37 glutMotionFunc(motion);
nuclear@0 38
nuclear@0 39 glewInit();
nuclear@0 40
nuclear@0 41 glClearColor(0.07, 0.07, 0.07, 1);
nuclear@0 42
nuclear@0 43 glEnable(GL_CULL_FACE);
nuclear@1 44 glEnable(GL_DEPTH_TEST);
nuclear@0 45
nuclear@0 46 if(!GLEW_ARB_tessellation_shader) {
nuclear@0 47 fprintf(stderr, "your OpenGL implementation does not support tesselation shaders\n");
nuclear@0 48 return 1;
nuclear@0 49 }
nuclear@0 50 glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &max_tess_level);
nuclear@0 51 printf("maximum tesselation levels: %d\n", max_tess_level);
nuclear@0 52
nuclear@0 53 glPatchParameteri(GL_PATCH_VERTICES, 16);
nuclear@0 54
nuclear@0 55 {
nuclear@0 56 unsigned int vsdr, tcsdr, tesdr, psdr;
nuclear@0 57
nuclear@0 58 if(!(vsdr = load_vertex_shader("sdr/bezier.v.glsl"))) {
nuclear@0 59 return 1;
nuclear@0 60 }
nuclear@0 61 if(!(tcsdr = load_tessctl_shader("sdr/bezier.tc.glsl"))) {
nuclear@0 62 return 1;
nuclear@0 63 }
nuclear@0 64 if(!(tesdr = load_tesseval_shader("sdr/bezier.te.glsl"))) {
nuclear@0 65 return 1;
nuclear@0 66 }
nuclear@0 67 if(!(psdr = load_pixel_shader("sdr/bezier.p.glsl"))) {
nuclear@0 68 return 1;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 if(!(prog = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
nuclear@0 72 return 1;
nuclear@0 73 }
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 glutMainLoop();
nuclear@0 77 return 0;
nuclear@0 78 }
nuclear@0 79
nuclear@0 80
nuclear@0 81 void disp(void)
nuclear@0 82 {
nuclear@0 83 float lpos[] = {-5, 10, 4, 1};
nuclear@0 84
nuclear@0 85 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 86
nuclear@0 87 glMatrixMode(GL_MODELVIEW);
nuclear@0 88 glLoadIdentity();
nuclear@0 89 glTranslatef(0, 0, -cam_dist);
nuclear@0 90 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 91 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 92
nuclear@0 93 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 94
nuclear@0 95 set_material(0.2, 0.35, 1.0, 1.0, 1.0, 1.0, 60.0);
nuclear@0 96
nuclear@1 97 draw_teapot();
nuclear@1 98
nuclear@1 99 glutSwapBuffers();
nuclear@1 100 }
nuclear@1 101
nuclear@1 102 void draw_teapot(void)
nuclear@1 103 {
nuclear@1 104 int i;
nuclear@1 105
nuclear@1 106 glPushMatrix();
nuclear@1 107 glRotatef(-90.0, 1, 0, 0);
nuclear@1 108
nuclear@0 109 glUseProgram(prog);
nuclear@1 110 set_uniform_int(prog, "tess_level", tess_level);
nuclear@1 111 set_uniform_float3(prog, "norm_scale", 1, 1, 1);
nuclear@0 112
nuclear@0 113 glBegin(GL_PATCHES);
nuclear@0 114
nuclear@1 115 /* first render the front-facing patches */
nuclear@1 116 for(i=0; i<NUM_TEAPOT_PATCHES; i++) {
nuclear@1 117 if(teapot_part_flip[i] > 0.0) {
nuclear@1 118 draw_teapot_patch(teapot_verts, teapot_index + i * 16, 0, teapot_part_rot[i]);
nuclear@1 119 }
nuclear@1 120 }
nuclear@1 121 glEnd();
nuclear@0 122
nuclear@1 123 set_uniform_float3(prog, "norm_scale", -1, -1, -1);
nuclear@0 124
nuclear@1 125 glFrontFace(GL_CW);
nuclear@1 126 glBegin(GL_PATCHES);
nuclear@1 127 /* then render the flipped ones */
nuclear@1 128 for(i=0; i<NUM_TEAPOT_PATCHES; i++) {
nuclear@1 129 if(teapot_part_flip[i] < 0.0) {
nuclear@1 130 draw_teapot_patch(teapot_verts, teapot_index + i * 16, 1, teapot_part_rot[i]);
nuclear@1 131 }
nuclear@1 132 }
nuclear@0 133 glEnd();
nuclear@1 134 glFrontFace(GL_CCW);
nuclear@0 135
nuclear@0 136 glUseProgram(0);
nuclear@0 137
nuclear@1 138 glPopMatrix();
nuclear@1 139 }
nuclear@1 140
nuclear@1 141 void draw_teapot_patch(struct vec3 *bez_cp, int *index, int flip, float rot)
nuclear@1 142 {
nuclear@1 143 int i;
nuclear@1 144 float cosr = cos(M_PI * rot / 180.0);
nuclear@1 145 float sinr = sin(M_PI * rot / 180.0);
nuclear@1 146
nuclear@1 147 for(i=0; i<16; i++) {
nuclear@1 148 struct vec3 cp = bez_cp[index[i]];
nuclear@1 149
nuclear@1 150 float x = cosr * cp.x + sinr * cp.y;
nuclear@1 151 float y = -sinr * cp.x + cosr * cp.y;
nuclear@1 152
nuclear@1 153 glVertex3f(x, flip ? -y : y, cp.z);
nuclear@1 154 }
nuclear@0 155 }
nuclear@0 156
nuclear@0 157 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin)
nuclear@0 158 {
nuclear@0 159 float dcol[4], scol[4];
nuclear@0 160
nuclear@0 161 dcol[0] = dr;
nuclear@0 162 dcol[1] = dg;
nuclear@0 163 dcol[2] = db;
nuclear@0 164 dcol[3] = 1.0;
nuclear@0 165
nuclear@0 166 scol[0] = sr;
nuclear@0 167 scol[1] = sg;
nuclear@0 168 scol[2] = sb;
nuclear@0 169 scol[3] = 1.0;
nuclear@0 170
nuclear@0 171 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
nuclear@0 172 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
nuclear@0 173 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 void reshape(int x, int y)
nuclear@0 177 {
nuclear@0 178 glViewport(0, 0, x, y);
nuclear@0 179 glMatrixMode(GL_PROJECTION);
nuclear@0 180 glLoadIdentity();
nuclear@0 181 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 182 }
nuclear@0 183
nuclear@0 184 void keyb(unsigned char key, int x, int y)
nuclear@0 185 {
nuclear@0 186 switch(key) {
nuclear@0 187 case 27:
nuclear@0 188 exit(0);
nuclear@0 189
nuclear@0 190 case 'w':
nuclear@0 191 {
nuclear@0 192 static int wire;
nuclear@0 193 wire = !wire;
nuclear@0 194 if(wire) {
nuclear@0 195 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
nuclear@0 196 } else {
nuclear@0 197 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
nuclear@0 198 }
nuclear@0 199 }
nuclear@0 200 glutPostRedisplay();
nuclear@1 201
nuclear@1 202 case '=':
nuclear@1 203 if(tess_level < max_tess_level) {
nuclear@1 204 tess_level++;
nuclear@1 205 printf("tessellation level: %d\n", tess_level);
nuclear@1 206 set_uniform_int(prog, "tess_level", tess_level);
nuclear@1 207 glutPostRedisplay();
nuclear@1 208 }
nuclear@0 209 break;
nuclear@0 210
nuclear@1 211 case '-':
nuclear@1 212 if(tess_level > 1) {
nuclear@1 213 tess_level--;
nuclear@1 214 printf("tessellation level: %d\n", tess_level);
nuclear@1 215 set_uniform_int(prog, "tess_level", tess_level);
nuclear@1 216 glutPostRedisplay();
nuclear@1 217 }
nuclear@1 218 break;
nuclear@0 219 }
nuclear@0 220 }
nuclear@0 221
nuclear@0 222 static int bnstate[16];
nuclear@0 223 static int prev_x, prev_y;
nuclear@0 224
nuclear@0 225 void mouse(int bn, int state, int x, int y)
nuclear@0 226 {
nuclear@0 227 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 228
nuclear@0 229 if(idx < sizeof bnstate / sizeof *bnstate) {
nuclear@0 230 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 231 }
nuclear@0 232 prev_x = x;
nuclear@0 233 prev_y = y;
nuclear@0 234 }
nuclear@0 235
nuclear@0 236 void motion(int x, int y)
nuclear@0 237 {
nuclear@0 238 int dx = x - prev_x;
nuclear@0 239 int dy = y - prev_y;
nuclear@0 240 prev_x = x;
nuclear@0 241 prev_y = y;
nuclear@0 242
nuclear@0 243 if(bnstate[0]) {
nuclear@0 244 cam_theta += dx * 0.5;
nuclear@0 245 cam_phi += dy * 0.5;
nuclear@0 246 if(cam_phi < -90) cam_phi = -90;
nuclear@0 247 if(cam_phi > 90) cam_phi = 90;
nuclear@0 248 glutPostRedisplay();
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 if(bnstate[2]) {
nuclear@0 252 cam_dist += dy * 0.1;
nuclear@0 253 glutPostRedisplay();
nuclear@0 254 }
nuclear@0 255 }