tesspot

changeset 0:72b7f9f2eead

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Dec 2012 08:23:51 +0200
parents
children befe01bbd27f
files .hgignore Makefile sdr/bezier.p.glsl sdr/bezier.tc.glsl sdr/bezier.te.glsl sdr/bezier.v.glsl src/sdr.c src/sdr.h src/teapot_data.h src/test.c
diffstat 10 files changed, 1024 insertions(+), 0 deletions(-) [+]
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/.hgignore	Sun Dec 02 08:23:51 2012 +0200
     1.3 @@ -0,0 +1,4 @@
     1.4 +\.o$
     1.5 +\.d$
     1.6 +\.swp$
     1.7 +^test$
     2.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.2 +++ b/Makefile	Sun Dec 02 08:23:51 2012 +0200
     2.3 @@ -0,0 +1,19 @@
     2.4 +src = $(wildcard src/*.c)
     2.5 +obj = $(src:.c=.o)
     2.6 +bin = test
     2.7 +
     2.8 +CFLAGS = -pedantic -Wall -g
     2.9 +LDFLAGS = $(libgl)
    2.10 +
    2.11 +ifeq ($(shell uname -s), Darwin)
    2.12 +	libgl = -framework OpenGL -framework GLUT -lglew
    2.13 +else
    2.14 +	libgl = -lGL -lGLU -lglut -lGLEW
    2.15 +endif
    2.16 +
    2.17 +$(bin): $(obj)
    2.18 +	$(CC) -o $@ $(obj) $(LDFLAGS)
    2.19 +
    2.20 +.PHONY: clean
    2.21 +clean:
    2.22 +	rm -f $(obj) $(bin)
     3.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     3.2 +++ b/sdr/bezier.p.glsl	Sun Dec 02 08:23:51 2012 +0200
     3.3 @@ -0,0 +1,26 @@
     3.4 +#version 410 compatibility
     3.5 +
     3.6 +in vec3 normal;
     3.7 +in vec3 vpos;
     3.8 +
     3.9 +void main()
    3.10 +{
    3.11 +	vec3 ldir = gl_LightSource[0].position.xyz - vpos;
    3.12 +
    3.13 +	vec3 n = normalize(normal);
    3.14 +	vec3 v = -normalize(vpos);
    3.15 +	vec3 l = normalize(ldir);
    3.16 +	vec3 h = normalize(l + v);
    3.17 +
    3.18 +	float ndotl = max(dot(n, l), 0.0);
    3.19 +	float ndoth = max(dot(n, h), 0.0);
    3.20 +
    3.21 +	vec3 kd = gl_FrontMaterial.diffuse.xyz;
    3.22 +	vec3 ks = gl_FrontMaterial.specular.xyz;
    3.23 +	float shin = gl_FrontMaterial.shininess;
    3.24 +
    3.25 +	vec3 diffuse = kd * ndotl * gl_LightSource[0].diffuse.xyz;
    3.26 +	vec3 specular = ks * pow(ndoth, shin) * gl_LightSource[0].specular.xyz;
    3.27 +
    3.28 +	gl_FragColor = vec4(diffuse + specular, gl_FrontMaterial.diffuse.w);
    3.29 +}
     4.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     4.2 +++ b/sdr/bezier.tc.glsl	Sun Dec 02 08:23:51 2012 +0200
     4.3 @@ -0,0 +1,18 @@
     4.4 +#version 410 compatibility
     4.5 +
     4.6 +layout(vertices = 16) out;
     4.7 +
     4.8 +uniform int tess_level;
     4.9 +
    4.10 +void main()
    4.11 +{
    4.12 +	gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
    4.13 +
    4.14 +	gl_TessLevelInner[0] = tess_level;
    4.15 +	gl_TessLevelInner[1] = tess_level;
    4.16 +
    4.17 +	gl_TessLevelOuter[0] = tess_level;
    4.18 +	gl_TessLevelOuter[1] = tess_level;
    4.19 +	gl_TessLevelOuter[2] = tess_level;
    4.20 +	gl_TessLevelOuter[3] = tess_level;
    4.21 +}
     5.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     5.2 +++ b/sdr/bezier.te.glsl	Sun Dec 02 08:23:51 2012 +0200
     5.3 @@ -0,0 +1,59 @@
     5.4 +#version 410 compatibility
     5.5 +
     5.6 +layout(quads) in;
     5.7 +
     5.8 +out vec3 normal;
     5.9 +out vec3 vpos;
    5.10 +
    5.11 +vec3 bezier_patch(float u, float v);
    5.12 +vec3 bezier_patch_norm(float u, float v);
    5.13 +float bernstein(int i, float x);
    5.14 +
    5.15 +void main()
    5.16 +{
    5.17 +	vec3 pos = bezier_patch(gl_TessCoord.x, gl_TessCoord.y);
    5.18 +	normal = gl_NormalMatrix * bezier_patch_norm(gl_TessCoord.x, gl_TessCoord.y);
    5.19 +
    5.20 +	gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
    5.21 +	vpos = (gl_ModelViewMatrix * vec4(pos, 1.0)).xyz;
    5.22 +}
    5.23 +
    5.24 +vec3 bezier_patch(float u, float v)
    5.25 +{
    5.26 +	int i, j;
    5.27 +	vec3 res = vec3(0.0, 0.0, 0.0);
    5.28 +
    5.29 +	for(j=0; j<4; j++) {
    5.30 +		for(i=0; i<4; i++) {
    5.31 +			float bu = bernstein(i, u);
    5.32 +			float bv = bernstein(j, v);
    5.33 +
    5.34 +			res += gl_in[j * 4 + i].gl_Position.xyz * bu * bv;
    5.35 +		}
    5.36 +	}
    5.37 +	return res;
    5.38 +}
    5.39 +
    5.40 +#define DT 0.0001
    5.41 +vec3 bezier_patch_norm(float u, float v)
    5.42 +{
    5.43 +	vec3 tang = bezier_patch(u + DT, v) - bezier_patch(u - DT, v);
    5.44 +	vec3 bitan = bezier_patch(u, v + DT) - bezier_patch(u, v - DT);
    5.45 +	return cross(tang, bitan);
    5.46 +}
    5.47 +
    5.48 +float bernstein(int i, float x)
    5.49 +{
    5.50 +	float invx = 1.0 - x;
    5.51 +
    5.52 +	if(i == 0) {
    5.53 +		return invx * invx * invx;
    5.54 +	}
    5.55 +	if(i == 1) {
    5.56 +		return 3 * x * invx * invx;
    5.57 +	}
    5.58 +	if(i == 2) {
    5.59 +		return 3 * x * x * invx;
    5.60 +	}
    5.61 +	return x * x * x;
    5.62 +}
     6.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     6.2 +++ b/sdr/bezier.v.glsl	Sun Dec 02 08:23:51 2012 +0200
     6.3 @@ -0,0 +1,6 @@
     6.4 +#version 410 compatibility
     6.5 +
     6.6 +void main()
     6.7 +{
     6.8 +	gl_Position = gl_Vertex;
     6.9 +}
     7.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     7.2 +++ b/src/sdr.c	Sun Dec 02 08:23:51 2012 +0200
     7.3 @@ -0,0 +1,410 @@
     7.4 +#include <stdio.h>
     7.5 +#include <stdlib.h>
     7.6 +#include <string.h>
     7.7 +#include <errno.h>
     7.8 +#include <stdarg.h>
     7.9 +#include <assert.h>
    7.10 +#include <GL/glew.h>
    7.11 +
    7.12 +#if defined(unix) || defined(__unix__)
    7.13 +#include <unistd.h>
    7.14 +#include <sys/stat.h>
    7.15 +#endif	/* unix */
    7.16 +
    7.17 +#include "sdr.h"
    7.18 +
    7.19 +static const char *sdrtypestr(unsigned int sdrtype);
    7.20 +
    7.21 +unsigned int create_vertex_shader(const char *src)
    7.22 +{
    7.23 +	return create_shader(src, GL_VERTEX_SHADER);
    7.24 +}
    7.25 +
    7.26 +unsigned int create_pixel_shader(const char *src)
    7.27 +{
    7.28 +	return create_shader(src, GL_FRAGMENT_SHADER);
    7.29 +}
    7.30 +
    7.31 +unsigned int create_tessctl_shader(const char *src)
    7.32 +{
    7.33 +	return create_shader(src, GL_TESS_CONTROL_SHADER);
    7.34 +}
    7.35 +
    7.36 +unsigned int create_tesseval_shader(const char *src)
    7.37 +{
    7.38 +	return create_shader(src, GL_TESS_EVALUATION_SHADER);
    7.39 +}
    7.40 +
    7.41 +unsigned int create_geometry_shader(const char *src)
    7.42 +{
    7.43 +	return create_shader(src, GL_GEOMETRY_SHADER);
    7.44 +}
    7.45 +
    7.46 +unsigned int create_shader(const char *src, unsigned int sdr_type)
    7.47 +{
    7.48 +	unsigned int sdr;
    7.49 +	int success, info_len;
    7.50 +	char *info_str = 0;
    7.51 +	GLenum err;
    7.52 +
    7.53 +	sdr = glCreateShader(sdr_type);
    7.54 +	assert(glGetError() == GL_NO_ERROR);
    7.55 +	glShaderSource(sdr, 1, &src, 0);
    7.56 +	err = glGetError();
    7.57 +	assert(err == GL_NO_ERROR);
    7.58 +	glCompileShader(sdr);
    7.59 +	assert(glGetError() == GL_NO_ERROR);
    7.60 +
    7.61 +	glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
    7.62 +	assert(glGetError() == GL_NO_ERROR);
    7.63 +	glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
    7.64 +	assert(glGetError() == GL_NO_ERROR);
    7.65 +
    7.66 +	if(info_len) {
    7.67 +		if((info_str = malloc(info_len + 1))) {
    7.68 +			glGetShaderInfoLog(sdr, info_len, 0, info_str);
    7.69 +			assert(glGetError() == GL_NO_ERROR);
    7.70 +		}
    7.71 +	}
    7.72 +
    7.73 +	if(success) {
    7.74 +		fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
    7.75 +	} else {
    7.76 +		fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
    7.77 +		glDeleteShader(sdr);
    7.78 +		sdr = 0;
    7.79 +	}
    7.80 +
    7.81 +	free(info_str);
    7.82 +	return sdr;
    7.83 +}
    7.84 +
    7.85 +void free_shader(unsigned int sdr)
    7.86 +{
    7.87 +	glDeleteShader(sdr);
    7.88 +}
    7.89 +
    7.90 +unsigned int load_vertex_shader(const char *fname)
    7.91 +{
    7.92 +	return load_shader(fname, GL_VERTEX_SHADER);
    7.93 +}
    7.94 +
    7.95 +unsigned int load_pixel_shader(const char *fname)
    7.96 +{
    7.97 +	return load_shader(fname, GL_FRAGMENT_SHADER);
    7.98 +}
    7.99 +
   7.100 +unsigned int load_tessctl_shader(const char *fname)
   7.101 +{
   7.102 +	return load_shader(fname, GL_TESS_CONTROL_SHADER);
   7.103 +}
   7.104 +
   7.105 +unsigned int load_tesseval_shader(const char *fname)
   7.106 +{
   7.107 +	return load_shader(fname, GL_TESS_EVALUATION_SHADER);
   7.108 +}
   7.109 +
   7.110 +unsigned int load_geometry_shader(const char *fname)
   7.111 +{
   7.112 +	return load_shader(fname, GL_GEOMETRY_SHADER);
   7.113 +}
   7.114 +
   7.115 +unsigned int load_shader(const char *fname, unsigned int sdr_type)
   7.116 +{
   7.117 +#if defined(unix) || defined(__unix__)
   7.118 +	struct stat st;
   7.119 +#endif
   7.120 +	unsigned int sdr;
   7.121 +	size_t filesize;
   7.122 +	FILE *fp;
   7.123 +	char *src;
   7.124 +
   7.125 +	if(!(fp = fopen(fname, "r"))) {
   7.126 +		fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
   7.127 +		return 0;
   7.128 +	}
   7.129 +
   7.130 +#if defined(unix) || defined(__unix__)
   7.131 +	fstat(fileno(fp), &st);
   7.132 +	filesize = st.st_size;
   7.133 +#else
   7.134 +	fseek(fp, 0, SEEK_END);
   7.135 +	filesize = ftell(fp);
   7.136 +	fseek(fp, 0, SEEK_SET);
   7.137 +#endif	/* unix */
   7.138 +
   7.139 +	if(!(src = malloc(filesize + 1))) {
   7.140 +		fclose(fp);
   7.141 +		return 0;
   7.142 +	}
   7.143 +	fread(src, 1, filesize, fp);
   7.144 +	src[filesize] = 0;
   7.145 +	fclose(fp);
   7.146 +
   7.147 +	fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
   7.148 +	sdr = create_shader(src, sdr_type);
   7.149 +
   7.150 +	free(src);
   7.151 +	return sdr;
   7.152 +}
   7.153 +
   7.154 +
   7.155 +unsigned int get_vertex_shader(const char *fname)
   7.156 +{
   7.157 +	return get_shader(fname, GL_VERTEX_SHADER);
   7.158 +}
   7.159 +
   7.160 +unsigned int get_pixel_shader(const char *fname)
   7.161 +{
   7.162 +	return get_shader(fname, GL_FRAGMENT_SHADER);
   7.163 +}
   7.164 +
   7.165 +unsigned int get_tessctl_shader(const char *fname)
   7.166 +{
   7.167 +	return get_shader(fname, GL_TESS_CONTROL_SHADER);
   7.168 +}
   7.169 +
   7.170 +unsigned int get_tesseval_shader(const char *fname)
   7.171 +{
   7.172 +	return get_shader(fname, GL_TESS_EVALUATION_SHADER);
   7.173 +}
   7.174 +
   7.175 +unsigned int get_geometry_shader(const char *fname)
   7.176 +{
   7.177 +	return get_shader(fname, GL_GEOMETRY_SHADER);
   7.178 +}
   7.179 +
   7.180 +unsigned int get_shader(const char *fname, unsigned int sdr_type)
   7.181 +{
   7.182 +	unsigned int sdr;
   7.183 +	if(!(sdr = load_shader(fname, sdr_type))) {
   7.184 +		return 0;
   7.185 +	}
   7.186 +	return sdr;
   7.187 +}
   7.188 +
   7.189 +
   7.190 +/* ---- gpu programs ---- */
   7.191 +
   7.192 +unsigned int create_program(void)
   7.193 +{
   7.194 +	unsigned int prog = glCreateProgram();
   7.195 +	assert(glGetError() == GL_NO_ERROR);
   7.196 +	return prog;
   7.197 +}
   7.198 +
   7.199 +unsigned int create_program_link(unsigned int sdr0, ...)
   7.200 +{
   7.201 +	unsigned int prog, sdr;
   7.202 +	va_list ap;
   7.203 +
   7.204 +	if(!(prog = create_program())) {
   7.205 +		return 0;
   7.206 +	}
   7.207 +
   7.208 +	attach_shader(prog, sdr0);
   7.209 +	if(glGetError()) {
   7.210 +		return 0;
   7.211 +	}
   7.212 +
   7.213 +	va_start(ap, sdr0);
   7.214 +	while((sdr = va_arg(ap, unsigned int))) {
   7.215 +		attach_shader(prog, sdr);
   7.216 +		if(glGetError()) {
   7.217 +			return 0;
   7.218 +		}
   7.219 +	}
   7.220 +	va_end(ap);
   7.221 +
   7.222 +	if(link_program(prog) == -1) {
   7.223 +		free_program(prog);
   7.224 +		return 0;
   7.225 +	}
   7.226 +	return prog;
   7.227 +}
   7.228 +
   7.229 +unsigned int create_program_load(const char *vfile, const char *pfile)
   7.230 +{
   7.231 +	unsigned int vs = 0, ps = 0;
   7.232 +
   7.233 +	if(vfile && *vfile && !(vs = get_vertex_shader(vfile))) {
   7.234 +		return 0;
   7.235 +	}
   7.236 +	if(pfile && *pfile && !(ps = get_pixel_shader(pfile))) {
   7.237 +		return 0;
   7.238 +	}
   7.239 +	return create_program_link(vs, ps, 0);
   7.240 +}
   7.241 +
   7.242 +void free_program(unsigned int sdr)
   7.243 +{
   7.244 +	glDeleteProgram(sdr);
   7.245 +}
   7.246 +
   7.247 +void attach_shader(unsigned int prog, unsigned int sdr)
   7.248 +{
   7.249 +	glAttachShader(prog, sdr);
   7.250 +	assert(glGetError() == GL_NO_ERROR);
   7.251 +}
   7.252 +
   7.253 +int link_program(unsigned int prog)
   7.254 +{
   7.255 +	int linked, info_len, retval = 0;
   7.256 +	char *info_str = 0;
   7.257 +
   7.258 +	glLinkProgram(prog);
   7.259 +	assert(glGetError() == GL_NO_ERROR);
   7.260 +	glGetProgramiv(prog, GL_LINK_STATUS, &linked);
   7.261 +	assert(glGetError() == GL_NO_ERROR);
   7.262 +	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
   7.263 +	assert(glGetError() == GL_NO_ERROR);
   7.264 +
   7.265 +	if(info_len) {
   7.266 +		if((info_str = malloc(info_len + 1))) {
   7.267 +			glGetProgramInfoLog(prog, info_len, 0, info_str);
   7.268 +			assert(glGetError() == GL_NO_ERROR);
   7.269 +		}
   7.270 +	}
   7.271 +
   7.272 +	if(linked) {
   7.273 +		fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
   7.274 +	} else {
   7.275 +		fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
   7.276 +		retval = -1;
   7.277 +	}
   7.278 +
   7.279 +	free(info_str);
   7.280 +	return retval;
   7.281 +}
   7.282 +
   7.283 +int bind_program(unsigned int prog)
   7.284 +{
   7.285 +	GLenum err;
   7.286 +
   7.287 +	glUseProgram(prog);
   7.288 +	if(prog && (err = glGetError()) != GL_NO_ERROR) {
   7.289 +		/* maybe the program is not linked, try linking first */
   7.290 +		if(err == GL_INVALID_OPERATION) {
   7.291 +			if(link_program(prog) == -1) {
   7.292 +				return -1;
   7.293 +			}
   7.294 +			glUseProgram(prog);
   7.295 +			return glGetError() == GL_NO_ERROR ? 0 : -1;
   7.296 +		}
   7.297 +		return -1;
   7.298 +	}
   7.299 +	return 0;
   7.300 +}
   7.301 +
   7.302 +/* ugly but I'm not going to write the same bloody code over and over */
   7.303 +#define BEGIN_UNIFORM_CODE \
   7.304 +	int loc, curr_prog; \
   7.305 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
   7.306 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
   7.307 +		return -1; \
   7.308 +	} \
   7.309 +	if((loc = glGetUniformLocation(prog, name)) != -1)
   7.310 +
   7.311 +#define END_UNIFORM_CODE \
   7.312 +	if((unsigned int)curr_prog != prog) { \
   7.313 +		bind_program(curr_prog); \
   7.314 +	} \
   7.315 +	return loc == -1 ? -1 : 0
   7.316 +
   7.317 +int set_uniform_int(unsigned int prog, const char *name, int val)
   7.318 +{
   7.319 +	BEGIN_UNIFORM_CODE {
   7.320 +		glUniform1i(loc, val);
   7.321 +	}
   7.322 +	END_UNIFORM_CODE;
   7.323 +}
   7.324 +
   7.325 +int set_uniform_float(unsigned int prog, const char *name, float val)
   7.326 +{
   7.327 +	BEGIN_UNIFORM_CODE {
   7.328 +		glUniform1f(loc, val);
   7.329 +	}
   7.330 +	END_UNIFORM_CODE;
   7.331 +}
   7.332 +
   7.333 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
   7.334 +{
   7.335 +	BEGIN_UNIFORM_CODE {
   7.336 +		glUniform2f(loc, x, y);
   7.337 +	}
   7.338 +	END_UNIFORM_CODE;
   7.339 +}
   7.340 +
   7.341 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
   7.342 +{
   7.343 +	BEGIN_UNIFORM_CODE {
   7.344 +		glUniform3f(loc, x, y, z);
   7.345 +	}
   7.346 +	END_UNIFORM_CODE;
   7.347 +}
   7.348 +
   7.349 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
   7.350 +{
   7.351 +	BEGIN_UNIFORM_CODE {
   7.352 +		glUniform4f(loc, x, y, z, w);
   7.353 +	}
   7.354 +	END_UNIFORM_CODE;
   7.355 +}
   7.356 +
   7.357 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
   7.358 +{
   7.359 +	BEGIN_UNIFORM_CODE {
   7.360 +		glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
   7.361 +	}
   7.362 +	END_UNIFORM_CODE;
   7.363 +}
   7.364 +
   7.365 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
   7.366 +{
   7.367 +	BEGIN_UNIFORM_CODE {
   7.368 +		glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
   7.369 +	}
   7.370 +	END_UNIFORM_CODE;
   7.371 +}
   7.372 +
   7.373 +int get_attrib_loc(unsigned int prog, const char *name)
   7.374 +{
   7.375 +	int loc, curr_prog;
   7.376 +
   7.377 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
   7.378 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
   7.379 +		return -1;
   7.380 +	}
   7.381 +
   7.382 +	loc = glGetAttribLocation(prog, (char*)name);
   7.383 +
   7.384 +	if((unsigned int)curr_prog != prog) {
   7.385 +		bind_program(curr_prog);
   7.386 +	}
   7.387 +	return loc;
   7.388 +}
   7.389 +
   7.390 +void set_attrib_float3(int attr_loc, float x, float y, float z)
   7.391 +{
   7.392 +	glVertexAttrib3f(attr_loc, x, y, z);
   7.393 +}
   7.394 +
   7.395 +static const char *sdrtypestr(unsigned int sdrtype)
   7.396 +{
   7.397 +	switch(sdrtype) {
   7.398 +	case GL_VERTEX_SHADER:
   7.399 +		return "vertex";
   7.400 +	case GL_FRAGMENT_SHADER:
   7.401 +		return "pixel";
   7.402 +	case GL_TESS_CONTROL_SHADER:
   7.403 +		return "tessellation control";
   7.404 +	case GL_TESS_EVALUATION_SHADER:
   7.405 +		return "tessellation evaluation";
   7.406 +	case GL_GEOMETRY_SHADER:
   7.407 +		return "geometry";
   7.408 +
   7.409 +	default:
   7.410 +		break;
   7.411 +	}
   7.412 +	return "<unknown>";
   7.413 +}
     8.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     8.2 +++ b/src/sdr.h	Sun Dec 02 08:23:51 2012 +0200
     8.3 @@ -0,0 +1,59 @@
     8.4 +#ifndef SDR_H_
     8.5 +#define SDR_H_
     8.6 +
     8.7 +#ifdef __cplusplus
     8.8 +extern "C" {
     8.9 +#endif	/* __cplusplus */
    8.10 +
    8.11 +/* ---- shaders ---- */
    8.12 +unsigned int create_vertex_shader(const char *src);
    8.13 +unsigned int create_pixel_shader(const char *src);
    8.14 +unsigned int create_tessctl_shader(const char *src);
    8.15 +unsigned int create_tesseval_shader(const char *src);
    8.16 +unsigned int create_geometry_shader(const char *src);
    8.17 +unsigned int create_shader(const char *src, unsigned int sdr_type);
    8.18 +void free_shader(unsigned int sdr);
    8.19 +
    8.20 +unsigned int load_vertex_shader(const char *fname);
    8.21 +unsigned int load_pixel_shader(const char *fname);
    8.22 +unsigned int load_tessctl_shader(const char *fname);
    8.23 +unsigned int load_tesseval_shader(const char *fname);
    8.24 +unsigned int load_geometry_shader(const char *fname);
    8.25 +unsigned int load_shader(const char *src, unsigned int sdr_type);
    8.26 +
    8.27 +unsigned int get_vertex_shader(const char *fname);
    8.28 +unsigned int get_pixel_shader(const char *fname);
    8.29 +unsigned int get_tessctl_shader(const char *fname);
    8.30 +unsigned int get_tesseval_shader(const char *fname);
    8.31 +unsigned int get_geometry_shader(const char *fname);
    8.32 +unsigned int get_shader(const char *fname, unsigned int sdr_type);
    8.33 +
    8.34 +int add_shader(const char *fname, unsigned int sdr);
    8.35 +int remove_shader(const char *fname);
    8.36 +
    8.37 +/* ---- gpu programs ---- */
    8.38 +unsigned int create_program(void);
    8.39 +unsigned int create_program_link(unsigned int sdr0, ...);
    8.40 +unsigned int create_program_load(const char *vfile, const char *pfile);
    8.41 +void free_program(unsigned int sdr);
    8.42 +
    8.43 +void attach_shader(unsigned int prog, unsigned int sdr);
    8.44 +int link_program(unsigned int prog);
    8.45 +int bind_program(unsigned int prog);
    8.46 +
    8.47 +int set_uniform_int(unsigned int prog, const char *name, int val);
    8.48 +int set_uniform_float(unsigned int prog, const char *name, float val);
    8.49 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y);
    8.50 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z);
    8.51 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w);
    8.52 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat);
    8.53 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat);
    8.54 +
    8.55 +int get_attrib_loc(unsigned int prog, const char *name);
    8.56 +void set_attrib_float3(int attr_loc, float x, float y, float z);
    8.57 +
    8.58 +#ifdef __cplusplus
    8.59 +}
    8.60 +#endif	/* __cplusplus */
    8.61 +
    8.62 +#endif	/* SDR_H_ */
     9.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     9.2 +++ b/src/teapot_data.h	Sun Dec 02 08:23:51 2012 +0200
     9.3 @@ -0,0 +1,214 @@
     9.4 +#ifndef TEAPOT_DATA_H_
     9.5 +#define TEAPOT_DATA_H_
     9.6 +
     9.7 +#include "vmath.h"
     9.8 +
     9.9 +#define NUM_TEAPOT_INDICES	(sizeof teapot_index / sizeof *teapot_index)
    9.10 +#define NUM_TEAPOT_VERTS	(sizeof teapot_verts / sizeof *teapot_verts)
    9.11 +
    9.12 +#define NUM_TEAPOT_PATCHES	(NUM_TEAPOT_INDICES / 16)
    9.13 +
    9.14 +static float teapot_part_flip[] = {
    9.15 +	1, 1, 1, 1,			/* rim flip */
    9.16 +	1, 1, 1, 1,			/* body1 flip */
    9.17 +	1, 1, 1, 1,			/* body2 flip */
    9.18 +	1, 1, 1, 1,			/* lid patch 1 flip */
    9.19 +	1, 1, 1, 1,			/* lid patch 2 flip */
    9.20 +	1, -1,				/* handle 1 flip */
    9.21 +	1, -1,				/* handle 2 flip */
    9.22 +	1, -1,				/* spout 1 flip */
    9.23 +	1, -1,				/* spout 2 flip */
    9.24 +	1, 1, 1, 1			/* bottom flip */
    9.25 +};
    9.26 +
    9.27 +static float teapot_part_rot[] = {
    9.28 +	0, 90, 180, 270,	/* rim rotations */
    9.29 +	0, 90, 180, 270,	/* body patch 1 rotations */
    9.30 +	0, 90, 180, 270,	/* body patch 2 rotations */
    9.31 +	0, 90, 180, 270,	/* lid patch 1 rotations */
    9.32 +	0, 90, 180, 270,	/* lid patch 2 rotations */
    9.33 +	0, 0,				/* handle 1 rotations */
    9.34 +	0, 0,				/* handle 2 rotations */
    9.35 +	0, 0,				/* spout 1 rotations */
    9.36 +	0, 0,				/* spout 2 rotations */
    9.37 +	0, 90, 180, 270		/* bottom rotations */
    9.38 +};
    9.39 +
    9.40 +
    9.41 +static int teapot_index[] = {
    9.42 +	/* rim */
    9.43 +	102, 103, 104, 105, 4, 5, 6, 7, 8,
    9.44 +	9, 10, 11, 12, 13, 14, 15,
    9.45 +
    9.46 +	102, 103, 104, 105, 4, 5, 6, 7, 8,
    9.47 +	9, 10, 11, 12, 13, 14, 15,
    9.48 +
    9.49 +	102, 103, 104, 105, 4, 5, 6, 7, 8,
    9.50 +	9, 10, 11, 12, 13, 14, 15,
    9.51 +
    9.52 +	102, 103, 104, 105, 4, 5, 6, 7, 8,
    9.53 +	9, 10, 11, 12, 13, 14, 15,
    9.54 +
    9.55 +	/* body1 */
    9.56 +	12, 13, 14, 15, 16, 17, 18, 19,
    9.57 +	20, 21, 22, 23, 24, 25, 26, 27,
    9.58 +
    9.59 +	12, 13, 14, 15, 16, 17, 18, 19,
    9.60 +	20, 21, 22, 23, 24, 25, 26, 27,
    9.61 +
    9.62 +	12, 13, 14, 15, 16, 17, 18, 19,
    9.63 +	20, 21, 22, 23, 24, 25, 26, 27,
    9.64 +
    9.65 +	12, 13, 14, 15, 16, 17, 18, 19,
    9.66 +	20, 21, 22, 23, 24, 25, 26, 27,
    9.67 +
    9.68 +	/* body 2 */
    9.69 +	24, 25, 26, 27, 29, 30, 31, 32,
    9.70 +	33, 34, 35, 36, 37, 38, 39, 40,
    9.71 +
    9.72 +	24, 25, 26, 27, 29, 30, 31, 32,
    9.73 +	33, 34, 35, 36, 37, 38, 39, 40,
    9.74 +
    9.75 +	24, 25, 26, 27, 29, 30, 31, 32,
    9.76 +	33, 34, 35, 36, 37, 38, 39, 40,
    9.77 +
    9.78 +	24, 25, 26, 27, 29, 30, 31, 32,
    9.79 +	33, 34, 35, 36, 37, 38, 39, 40,
    9.80 +
    9.81 +	/* lid 1 */
    9.82 +	96, 96, 96, 96, 97, 98, 99, 100,
    9.83 +	101, 101, 101, 101, 0,  1,  2, 3,
    9.84 +
    9.85 +	96, 96, 96, 96, 97, 98, 99, 100,
    9.86 +	101, 101, 101, 101, 0,  1,  2, 3,
    9.87 +
    9.88 +	96, 96, 96, 96, 97, 98, 99, 100,
    9.89 +	101, 101, 101, 101, 0,  1,  2, 3,
    9.90 +
    9.91 +	96, 96, 96, 96, 97, 98, 99, 100,
    9.92 +	101, 101, 101, 101, 0,  1,  2, 3,
    9.93 +
    9.94 +	/* lid 2 */
    9.95 +	0,  1,  2,  3, 106, 107, 108, 109,
    9.96 +	110, 111, 112, 113, 114, 115, 116, 117,
    9.97 +
    9.98 +	0,  1,  2,  3, 106, 107, 108, 109,
    9.99 +	110, 111, 112, 113, 114, 115, 116, 117,
   9.100 +
   9.101 +	0,  1,  2,  3, 106, 107, 108, 109,
   9.102 +	110, 111, 112, 113, 114, 115, 116, 117,
   9.103 +
   9.104 +	0,  1,  2,  3, 106, 107, 108, 109,
   9.105 +	110, 111, 112, 113, 114, 115, 116, 117,
   9.106 +
   9.107 +	/* handle 1 */
   9.108 +	41, 42, 43, 44, 45, 46, 47, 48,
   9.109 +	49, 50, 51, 52, 53, 54, 55, 56,
   9.110 +
   9.111 +	41, 42, 43, 44, 45, 46, 47, 48,
   9.112 +	49, 50, 51, 52, 53, 54, 55, 56,
   9.113 +
   9.114 +	/* handle 2 */
   9.115 +	53, 54, 55, 56, 57, 58, 59, 60,
   9.116 +	61, 62, 63, 64, 28, 65, 66, 67,
   9.117 +
   9.118 +	53, 54, 55, 56, 57, 58, 59, 60,
   9.119 +	61, 62, 63, 64, 28, 65, 66, 67,
   9.120 +
   9.121 +	/* spout 1 */
   9.122 +	68, 69, 70, 71, 72, 73, 74, 75,
   9.123 +	76, 77, 78, 79, 80, 81, 82, 83,
   9.124 +
   9.125 +	68, 69, 70, 71, 72, 73, 74, 75,
   9.126 +	76, 77, 78, 79, 80, 81, 82, 83,
   9.127 +
   9.128 +	/* spout 2 */
   9.129 +	80, 81, 82, 83, 84, 85, 86, 87,
   9.130 +	88, 89, 90, 91, 92, 93, 94, 95,
   9.131 +
   9.132 +	80, 81, 82, 83, 84, 85, 86, 87,
   9.133 +	88, 89, 90, 91, 92, 93, 94, 95,
   9.134 +
   9.135 +	/* bottom */
   9.136 +	118, 118, 118, 118, 124, 122, 119, 121,
   9.137 +	123, 126, 125, 120, 40, 39, 38, 37,
   9.138 +
   9.139 +	118, 118, 118, 118, 124, 122, 119, 121,
   9.140 +	123, 126, 125, 120, 40, 39, 38, 37,
   9.141 +
   9.142 +	118, 118, 118, 118, 124, 122, 119, 121,
   9.143 +	123, 126, 125, 120, 40, 39, 38, 37,
   9.144 +
   9.145 +	118, 118, 118, 118, 124, 122, 119, 121,
   9.146 +	123, 126, 125, 120, 40, 39, 38, 37
   9.147 +};
   9.148 +
   9.149 +
   9.150 +static struct vec3 teapot_verts[] = {
   9.151 +	{  0.2000,  0.0000, 2.70000 }, {  0.2000, -0.1120, 2.70000 },
   9.152 +	{  0.1120, -0.2000, 2.70000 }, {  0.0000, -0.2000, 2.70000 },
   9.153 +	{  1.3375,  0.0000, 2.53125 }, {  1.3375, -0.7490, 2.53125 },
   9.154 +	{  0.7490, -1.3375, 2.53125 }, {  0.0000, -1.3375, 2.53125 },
   9.155 +	{  1.4375,  0.0000, 2.53125 }, {  1.4375, -0.8050, 2.53125 },
   9.156 +	{  0.8050, -1.4375, 2.53125 }, {  0.0000, -1.4375, 2.53125 },
   9.157 +	{  1.5000,  0.0000, 2.40000 }, {  1.5000, -0.8400, 2.40000 },
   9.158 +	{  0.8400, -1.5000, 2.40000 }, {  0.0000, -1.5000, 2.40000 },
   9.159 +	{  1.7500,  0.0000, 1.87500 }, {  1.7500, -0.9800, 1.87500 },
   9.160 +	{  0.9800, -1.7500, 1.87500 }, {  0.0000, -1.7500, 1.87500 },
   9.161 +	{  2.0000,  0.0000, 1.35000 }, {  2.0000, -1.1200, 1.35000 },
   9.162 +	{  1.1200, -2.0000, 1.35000 }, {  0.0000, -2.0000, 1.35000 },
   9.163 +	{  2.0000,  0.0000, 0.90000 }, {  2.0000, -1.1200, 0.90000 },
   9.164 +	{  1.1200, -2.0000, 0.90000 }, {  0.0000, -2.0000, 0.90000 },
   9.165 +	{ -2.0000,  0.0000, 0.90000 }, {  2.0000,  0.0000, 0.45000 },
   9.166 +	{  2.0000, -1.1200, 0.45000 }, {  1.1200, -2.0000, 0.45000 },
   9.167 +	{  0.0000, -2.0000, 0.45000 }, {  1.5000,  0.0000, 0.22500 },
   9.168 +	{  1.5000, -0.8400, 0.22500 }, {  0.8400, -1.5000, 0.22500 },
   9.169 +	{  0.0000, -1.5000, 0.22500 }, {  1.5000,  0.0000, 0.15000 },
   9.170 +	{  1.5000, -0.8400, 0.15000 }, {  0.8400, -1.5000, 0.15000 },
   9.171 +	{  0.0000, -1.5000, 0.15000 }, { -1.6000,  0.0000, 2.02500 },
   9.172 +	{ -1.6000, -0.3000, 2.02500 }, { -1.5000, -0.3000, 2.25000 },
   9.173 +	{ -1.5000,  0.0000, 2.25000 }, { -2.3000,  0.0000, 2.02500 },
   9.174 +	{ -2.3000, -0.3000, 2.02500 }, { -2.5000, -0.3000, 2.25000 },
   9.175 +	{ -2.5000,  0.0000, 2.25000 }, { -2.7000,  0.0000, 2.02500 },
   9.176 +	{ -2.7000, -0.3000, 2.02500 }, { -3.0000, -0.3000, 2.25000 },
   9.177 +	{ -3.0000,  0.0000, 2.25000 }, { -2.7000,  0.0000, 1.80000 },
   9.178 +	{ -2.7000, -0.3000, 1.80000 }, { -3.0000, -0.3000, 1.80000 },
   9.179 +	{ -3.0000,  0.0000, 1.80000 }, { -2.7000,  0.0000, 1.57500 },
   9.180 +	{ -2.7000, -0.3000, 1.57500 }, { -3.0000, -0.3000, 1.35000 },
   9.181 +	{ -3.0000,  0.0000, 1.35000 }, { -2.5000,  0.0000, 1.12500 },
   9.182 +	{ -2.5000, -0.3000, 1.12500 }, { -2.6500, -0.3000, 0.93750 },
   9.183 +	{ -2.6500,  0.0000, 0.93750 }, { -2.0000, -0.3000, 0.90000 },
   9.184 +	{ -1.9000, -0.3000, 0.60000 }, { -1.9000,  0.0000, 0.60000 },
   9.185 +	{  1.7000,  0.0000, 1.42500 }, {  1.7000, -0.6600, 1.42500 },
   9.186 +	{  1.7000, -0.6600, 0.60000 }, {  1.7000,  0.0000, 0.60000 },
   9.187 +	{  2.6000,  0.0000, 1.42500 }, {  2.6000, -0.6600, 1.42500 },
   9.188 +	{  3.1000, -0.6600, 0.82500 }, {  3.1000,  0.0000, 0.82500 },
   9.189 +	{  2.3000,  0.0000, 2.10000 }, {  2.3000, -0.2500, 2.10000 },
   9.190 +	{  2.4000, -0.2500, 2.02500 }, {  2.4000,  0.0000, 2.02500 },
   9.191 +	{  2.7000,  0.0000, 2.40000 }, {  2.7000, -0.2500, 2.40000 },
   9.192 +	{  3.3000, -0.2500, 2.40000 }, {  3.3000,  0.0000, 2.40000 },
   9.193 +	{  2.8000,  0.0000, 2.47500 }, {  2.8000, -0.2500, 2.47500 },
   9.194 +	{  3.5250, -0.2500, 2.49375 }, {  3.5250,  0.0000, 2.49375 },
   9.195 +	{  2.9000,  0.0000, 2.47500 }, {  2.9000, -0.1500, 2.47500 },
   9.196 +	{  3.4500, -0.1500, 2.51250 }, {  3.4500,  0.0000, 2.51250 },
   9.197 +	{  2.8000,  0.0000, 2.40000 }, {  2.8000, -0.1500, 2.40000 },
   9.198 +	{  3.2000, -0.1500, 2.40000 }, {  3.2000,  0.0000, 2.40000 },
   9.199 +	{  0.0000,  0.0000, 3.15000 }, {  0.8000,  0.0000, 3.15000 },
   9.200 +	{  0.8000, -0.4500, 3.15000 }, {  0.4500, -0.8000, 3.15000 },
   9.201 +	{  0.0000, -0.8000, 3.15000 }, {  0.0000,  0.0000, 2.85000 },
   9.202 +	{  1.4000,  0.0000, 2.40000 }, {  1.4000, -0.7840, 2.40000 },
   9.203 +	{  0.7840, -1.4000, 2.40000 }, {  0.0000, -1.4000, 2.40000 },
   9.204 +	{  0.4000,  0.0000, 2.55000 }, {  0.4000, -0.2240, 2.55000 },
   9.205 +	{  0.2240, -0.4000, 2.55000 }, {  0.0000, -0.4000, 2.55000 },
   9.206 +	{  1.3000,  0.0000, 2.55000 }, {  1.3000, -0.7280, 2.55000 },
   9.207 +	{  0.7280, -1.3000, 2.55000 }, {  0.0000, -1.3000, 2.55000 },
   9.208 +	{  1.3000,  0.0000, 2.40000 }, {  1.3000, -0.7280, 2.40000 },
   9.209 +	{  0.7280, -1.3000, 2.40000 }, {  0.0000, -1.3000, 2.40000 },
   9.210 +	{  0.0000,  0.0000, 0.00000 }, {  1.4250, -0.7980, 0.00000 },
   9.211 +	{  1.5000,  0.0000, 0.07500 }, {  1.4250,  0.0000, 0.00000 },
   9.212 +	{  0.7980, -1.4250, 0.00000 }, {  0.0000, -1.5000, 0.07500 },
   9.213 +	{  0.0000, -1.4250, 0.00000 }, {  1.5000, -0.8400, 0.07500 },
   9.214 +	{  0.8400, -1.5000, 0.07500 }
   9.215 +};
   9.216 +
   9.217 +#endif	/* TEAPOT_DATA_H_ */
    10.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
    10.2 +++ b/src/test.c	Sun Dec 02 08:23:51 2012 +0200
    10.3 @@ -0,0 +1,209 @@
    10.4 +#include <stdio.h>
    10.5 +#include <stdlib.h>
    10.6 +#include <GL/glew.h>
    10.7 +#include <GL/glut.h>
    10.8 +#include "sdr.h"
    10.9 +
   10.10 +void disp(void);
   10.11 +void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin);
   10.12 +void reshape(int x, int y);
   10.13 +void keyb(unsigned char key, int x, int y);
   10.14 +void mouse(int bn, int state, int x, int y);
   10.15 +void motion(int x, int y);
   10.16 +
   10.17 +static float cam_theta, cam_phi = 25;
   10.18 +static float cam_dist = 8.0;
   10.19 +
   10.20 +static unsigned int prog;
   10.21 +
   10.22 +int main(int argc, char **argv)
   10.23 +{
   10.24 +	int max_tess_level;
   10.25 +
   10.26 +	glutInit(&argc, argv);
   10.27 +	glutInitWindowSize(1280, 800);
   10.28 +	glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
   10.29 +	glutCreateWindow("tesselation shaders test");
   10.30 +
   10.31 +	glutDisplayFunc(disp);
   10.32 +	glutReshapeFunc(reshape);
   10.33 +	glutKeyboardFunc(keyb);
   10.34 +	glutMouseFunc(mouse);
   10.35 +	glutMotionFunc(motion);
   10.36 +
   10.37 +	glewInit();
   10.38 +
   10.39 +	glClearColor(0.07, 0.07, 0.07, 1);
   10.40 +
   10.41 +	glEnable(GL_CULL_FACE);
   10.42 +
   10.43 +	if(!GLEW_ARB_tessellation_shader) {
   10.44 +		fprintf(stderr, "your OpenGL implementation does not support tesselation shaders\n");
   10.45 +		return 1;
   10.46 +	}
   10.47 +	glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &max_tess_level);
   10.48 +	printf("maximum tesselation levels: %d\n", max_tess_level);
   10.49 +
   10.50 +	glPatchParameteri(GL_PATCH_VERTICES, 16);
   10.51 +
   10.52 +	{
   10.53 +		unsigned int vsdr, tcsdr, tesdr, psdr;
   10.54 +
   10.55 +		if(!(vsdr = load_vertex_shader("sdr/bezier.v.glsl"))) {
   10.56 +			return 1;
   10.57 +		}
   10.58 +		if(!(tcsdr = load_tessctl_shader("sdr/bezier.tc.glsl"))) {
   10.59 +			return 1;
   10.60 +		}
   10.61 +		if(!(tesdr = load_tesseval_shader("sdr/bezier.te.glsl"))) {
   10.62 +			return 1;
   10.63 +		}
   10.64 +		if(!(psdr = load_pixel_shader("sdr/bezier.p.glsl"))) {
   10.65 +			return 1;
   10.66 +		}
   10.67 +
   10.68 +		if(!(prog = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
   10.69 +			return 1;
   10.70 +		}
   10.71 +	}
   10.72 +	set_uniform_int(prog, "tess_level", 1);
   10.73 +
   10.74 +	glutMainLoop();
   10.75 +	return 0;
   10.76 +}
   10.77 +
   10.78 +
   10.79 +void disp(void)
   10.80 +{
   10.81 +	float lpos[] = {-5, 10, 4, 1};
   10.82 +
   10.83 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   10.84 +
   10.85 +	glMatrixMode(GL_MODELVIEW);
   10.86 +	glLoadIdentity();
   10.87 +	glTranslatef(0, 0, -cam_dist);
   10.88 +	glRotatef(cam_phi, 1, 0, 0);
   10.89 +	glRotatef(cam_theta, 0, 1, 0);
   10.90 +
   10.91 +	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
   10.92 +
   10.93 +	set_material(0.2, 0.35, 1.0, 1.0, 1.0, 1.0, 60.0);
   10.94 +
   10.95 +	glUseProgram(prog);
   10.96 +
   10.97 +	glBegin(GL_PATCHES);
   10.98 +	glVertex3f(-1, -0.8, 1);
   10.99 +	glVertex3f(-0.25, -1, 1);
  10.100 +	glVertex3f(0.25, -1, 1);
  10.101 +	glVertex3f(1, 0, 1);
  10.102 +
  10.103 +	glVertex3f(-1, -0.4, 0.25);
  10.104 +	glVertex3f(-0.25, 0, 0.25);
  10.105 +	glVertex3f(0.25, 0, 0.25);
  10.106 +	glVertex3f(1, -0.4, 0.25);
  10.107 +
  10.108 +	glVertex3f(-1, -0.4, -0.25);
  10.109 +	glVertex3f(-0.25, 0.6, -0.25);
  10.110 +	glVertex3f(0.25, 0.3, -0.25);
  10.111 +	glVertex3f(1, -0.4, -0.25);
  10.112 +
  10.113 +	glVertex3f(-1, 0, -1);
  10.114 +	glVertex3f(-0.25, 0.2, -1);
  10.115 +	glVertex3f(0.25, 0.2, -1);
  10.116 +	glVertex3f(1, 0, -1);
  10.117 +	glEnd();
  10.118 +
  10.119 +	glUseProgram(0);
  10.120 +
  10.121 +	glutSwapBuffers();
  10.122 +}
  10.123 +
  10.124 +void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin)
  10.125 +{
  10.126 +	float dcol[4], scol[4];
  10.127 +
  10.128 +	dcol[0] = dr;
  10.129 +	dcol[1] = dg;
  10.130 +	dcol[2] = db;
  10.131 +	dcol[3] = 1.0;
  10.132 +
  10.133 +	scol[0] = sr;
  10.134 +	scol[1] = sg;
  10.135 +	scol[2] = sb;
  10.136 +	scol[3] = 1.0;
  10.137 +
  10.138 +	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
  10.139 +	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
  10.140 +	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
  10.141 +}
  10.142 +
  10.143 +void reshape(int x, int y)
  10.144 +{
  10.145 +	glViewport(0, 0, x, y);
  10.146 +	glMatrixMode(GL_PROJECTION);
  10.147 +	glLoadIdentity();
  10.148 +	gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
  10.149 +}
  10.150 +
  10.151 +void keyb(unsigned char key, int x, int y)
  10.152 +{
  10.153 +	switch(key) {
  10.154 +	case 27:
  10.155 +		exit(0);
  10.156 +
  10.157 +	case 'w':
  10.158 +		{
  10.159 +			static int wire;
  10.160 +			wire = !wire;
  10.161 +			if(wire) {
  10.162 +				glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  10.163 +			} else {
  10.164 +				glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  10.165 +			}
  10.166 +		}
  10.167 +		glutPostRedisplay();
  10.168 +		break;
  10.169 +	}
  10.170 +
  10.171 +	if(key >= '1' && key <= '9') {
  10.172 +		int tess_level = key - '0';
  10.173 +		set_uniform_int(prog, "tess_level", tess_level);
  10.174 +
  10.175 +		glutPostRedisplay();
  10.176 +	}
  10.177 +}
  10.178 +
  10.179 +static int bnstate[16];
  10.180 +static int prev_x, prev_y;
  10.181 +
  10.182 +void mouse(int bn, int state, int x, int y)
  10.183 +{
  10.184 +	int idx = bn - GLUT_LEFT_BUTTON;
  10.185 +
  10.186 +	if(idx < sizeof bnstate / sizeof *bnstate) {
  10.187 +		bnstate[idx] = state == GLUT_DOWN;
  10.188 +	}
  10.189 +	prev_x = x;
  10.190 +	prev_y = y;
  10.191 +}
  10.192 +
  10.193 +void motion(int x, int y)
  10.194 +{
  10.195 +	int dx = x - prev_x;
  10.196 +	int dy = y - prev_y;
  10.197 +	prev_x = x;
  10.198 +	prev_y = y;
  10.199 +
  10.200 +	if(bnstate[0]) {
  10.201 +		cam_theta += dx * 0.5;
  10.202 +		cam_phi += dy * 0.5;
  10.203 +		if(cam_phi < -90) cam_phi = -90;
  10.204 +		if(cam_phi > 90) cam_phi = 90;
  10.205 +		glutPostRedisplay();
  10.206 +	}
  10.207 +
  10.208 +	if(bnstate[2]) {
  10.209 +		cam_dist += dy * 0.1;
  10.210 +		glutPostRedisplay();
  10.211 +	}
  10.212 +}