📄 vertexblending.c
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// Take upper left 3x3 for 2nd normal matrix
for (i = 0; i < 9; i++)
{
mv2IT_3x3[i] = mv2IT_4x4[((i/3)*4)+(i%3)];
}
glUniformMatrix3fvARB(mv2ITLoc, 1, GL_TRUE, mv2IT_3x3);
}
else
{
glMatrixMode(GL_MATRIX0_ARB);
glLoadMatrixf(mv2);
glMatrixMode(GL_MODELVIEW);
}
// Draw forearm cylinder
glColor3f(0.9f, 0.0f, 0.0f); // Red
// 40 long, 9 elbow, 5 wrist, with weights applied to first half
DrawCylinder(40.0f, 9.0f, 5.0f, 0.5f, 1.0f);
}
// Called to draw scene
void RenderScene(void)
{
// Track camera angle
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, 1.0f, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cameraPos[0], cameraPos[1], cameraPos[2],
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glViewport(0, 0, windowWidth, windowHeight);
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Validate our shader before first use
if (needsValidation[0])
{
GLint success;
glValidateProgramARB(progObj[0]);
glGetObjectParameterivARB(progObj[0], GL_OBJECT_VALIDATE_STATUS_ARB, &success);
if (!success)
{
GLbyte infoLog[MAX_INFO_LOG_SIZE];
glGetInfoLogARB(progObj[0], MAX_INFO_LOG_SIZE, NULL, infoLog);
fprintf(stderr, "Error in program validation!\n");
fprintf(stderr, "Info log: %s\n", infoLog);
Sleep(10000);
exit(0);
}
needsValidation[0] = GL_FALSE;
}
// Draw objects in the scene
DrawModels();
if (glGetError() != GL_NO_ERROR)
fprintf(stderr, "GL Error!\n");
// Flush drawing commands
glutSwapBuffers();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
const GLubyte *version;
GLint i;
fprintf(stdout, "Vertex Blending Demo\n\n");
// Make sure required functionality is available!
if (gltIsExtSupported("GL_ARB_vertex_shader") &&
gltIsExtSupported("GL_ARB_shader_objects") &&
gltIsExtSupported("GL_ARB_shading_language_100"))
{
highLevelAvailable = GL_TRUE;
}
if (gltIsExtSupported("GL_ARB_vertex_program"))
{
lowLevelAvailable = GL_TRUE;
}
if (!lowLevelAvailable && !highLevelAvailable)
{
fprintf(stderr, "Neither vertex shader"
" extension is available!\n");
Sleep(2000);
exit(0);
}
// Make sure we have multitexture, cube maps, and texenv add!
version = glGetString(GL_VERSION);
if (((version[0] != '1') || (version[1] != '.') ||
(version[2] < '3') || (version[2] > '9')) && // 1.3+
(!gltIsExtSupported("GL_ARB_multitexture") ||
!gltIsExtSupported("GL_ARB_texture_env_add")))
{
fprintf(stderr, "Neither OpenGL 1.3 nor necessary"
" extensions are available!\n");
Sleep(2000);
exit(0);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
if (lowLevelAvailable)
{
#ifndef __APPLE__
glGenProgramsARB = gltGetExtensionPointer("glGenProgramsARB");
glBindProgramARB = gltGetExtensionPointer("glBindProgramARB");
glProgramStringARB = gltGetExtensionPointer("glProgramStringARB");
glDeleteProgramsARB = gltGetExtensionPointer("glDeleteProgramsARB");
glProgramLocalParameter4fARB = gltGetExtensionPointer("glProgramLocalParameter4fARB");
glProgramLocalParameter4fvARB = gltGetExtensionPointer("glProgramLocalParameter4fvARB");
glVertexAttrib1fARB = gltGetExtensionPointer("glVertexAttrib1fARB");
if (!glGenProgramsARB || !glBindProgramARB ||
!glProgramStringARB || !glDeleteProgramsARB ||
!glProgramLocalParameter4fARB ||
!glProgramLocalParameter4fvARB || !glVertexAttrib1fARB)
{
fprintf(stderr, "Not all entrypoints were available!\n");
Sleep(2000);
exit(0);
}
#endif
}
if (highLevelAvailable)
{
glCreateShaderObjectARB = gltGetExtensionPointer("glCreateShaderObjectARB");
glCreateProgramObjectARB = gltGetExtensionPointer("glCreateProgramObjectARB");
glAttachObjectARB = gltGetExtensionPointer("glAttachObjectARB");
glDetachObjectARB = gltGetExtensionPointer("glDetachObjectARB");
glDeleteObjectARB = gltGetExtensionPointer("glDeleteObjectARB");
glShaderSourceARB = gltGetExtensionPointer("glShaderSourceARB");
glCompileShaderARB = gltGetExtensionPointer("glCompileShaderARB");
glLinkProgramARB = gltGetExtensionPointer("glLinkProgramARB");
glValidateProgramARB = gltGetExtensionPointer("glValidateProgramARB");
glUseProgramObjectARB = gltGetExtensionPointer("glUseProgramObjectARB");
glGetObjectParameterivARB = gltGetExtensionPointer("glGetObjectParameterivARB");
glGetInfoLogARB = gltGetExtensionPointer("glGetInfoLogARB");
glUniform3fvARB = gltGetExtensionPointer("glUniform3fvARB");
glUniformMatrix3fvARB = gltGetExtensionPointer("glUniformMatrix3fvARB");
glUniformMatrix4fvARB = gltGetExtensionPointer("glUniformMatrix4fvARB");
#ifndef __APPLE__
glVertexAttrib1fARB = gltGetExtensionPointer("glVertexAttrib1fARB");
#endif
glGetUniformLocationARB = gltGetExtensionPointer("glGetUniformLocationARB");
glGetAttribLocationARB = gltGetExtensionPointer("glGetAttribLocationARB");
if (!glCreateShaderObjectARB || !glCreateProgramObjectARB ||
!glAttachObjectARB || !glDetachObjectARB || !glDeleteObjectARB ||
!glShaderSourceARB || !glCompileShaderARB || !glLinkProgramARB ||
!glValidateProgramARB || !glUseProgramObjectARB ||
!glGetObjectParameterivARB || !glGetInfoLogARB ||
!glUniformMatrix4fvARB || !glUniformMatrix4fvARB ||
!glUniform3fvARB ||
#ifndef __APPLE__
!glVertexAttrib1fARB ||
#endif
!glGetUniformLocationARB || !glGetAttribLocationARB)
{
fprintf(stderr, "Not all entrypoints were available!\n");
Sleep(2000);
exit(0);
}
useHighLevel = GL_TRUE;
}
fprintf(stdout, "Controls:\n");
fprintf(stdout, "\tRight-click for menu\n\n");
fprintf(stdout, "\tL/R arrows\tChange sphere of influence\n");
fprintf(stdout, "\tU/D arrows\tChange angle of forearm\n\n");
fprintf(stdout, "\tx/X\t\tMove +/- in x direction\n");
fprintf(stdout, "\ty/Y\t\tMove +/- in y direction\n");
fprintf(stdout, "\tz/Z\t\tMove +/- in z direction\n\n");
fprintf(stdout, "\tq\t\tExit demo\n\n");
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
// Hidden surface removal
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Misc.
glShadeModel(GL_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPointSize(10.0f);
glLineWidth(5.0f);
// Texture state
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glBindTexture(GL_TEXTURE_1D, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
CreatePowMap(1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_1D);
if (lowLevelAvailable)
{
glGenProgramsARB(TOTAL_SHADERS, ids);
// Low-level will always be enabled, but high-level
// will take precedence if they're both enabled
glEnable(GL_VERTEX_PROGRAM_ARB);
}
// Load and compile low- and high-level shaders
for (i = 0; i < TOTAL_SHADERS; i++)
{
PrepareShader(i);
}
// Install first shader
if (lowLevelAvailable)
{
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ids[0]);
}
if (useHighLevel)
{
glUseProgramObjectARB(progObj[0]);
}
}
void ProcessMenu(int value)
{
switch(value)
{
case 1:
useBlending = !useBlending;
if (useBlending)
{
glutChangeToMenuEntry(1, "Toggle vertex blending (currently ON)", 1);
}
else
{
glutChangeToMenuEntry(1, "Toggle vertex blending (currently OFF)", 1);
}
break;
case 2:
showBones = !showBones;
if (showBones)
{
glutChangeToMenuEntry(2, "Show bones (currently ON)", 2);
}
else
{
glutChangeToMenuEntry(2, "Show bones (currently OFF)", 2);
}
break;
case 3:
useHighLevel = !useHighLevel;
if (useHighLevel)
{
glutChangeToMenuEntry(3, "Switch to low-level vertex shader", 3);
glUseProgramObjectARB(progObj[0]);
}
else
{
glutChangeToMenuEntry(3, "Switch to high-level vertex shader", 3);
glUseProgramObjectARB(0);
}
break;
default:
break;
}
// Refresh the Window
glutPostRedisplay();
}
void KeyPressFunc(unsigned char key, int x, int y)
{
switch (key)
{
case 'x':
cameraPos[0] += 5.0f;
break;
case 'X':
cameraPos[0] -= 5.0f;
break;
case 'y':
cameraPos[1] += 5.0f;
break;
case 'Y':
cameraPos[1] -= 5.0f;
break;
case 'z':
cameraPos[2] += 5.0f;
break;
case 'Z':
cameraPos[2] -= 5.0f;
break;
case 'q':
case 'Q':
case 27 : /* ESC */
exit(0);
}
// Refresh the Window
glutPostRedisplay();
}
void SpecialKeys(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_LEFT:
sphereOfInfluence -= 0.05f;
if (sphereOfInfluence < 0.05f)
sphereOfInfluence = 0.0f;
break;
case GLUT_KEY_RIGHT:
sphereOfInfluence += 0.05f;
if (sphereOfInfluence > 0.95f)
sphereOfInfluence = 1.0f;
break;
case GLUT_KEY_UP:
elbowBend += 5.0f;
if (elbowBend > 150.0f)
elbowBend = 150.0f;
break;
case GLUT_KEY_DOWN:
elbowBend -= 5.0f;
if (elbowBend < -150.0f)
elbowBend = -150.0f;
break;
default:
break;
}
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
windowWidth = w;
windowHeight = h;
}
int main(int argc, char* argv[])
{
GLint i;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(windowWidth, windowHeight);
glutCreateWindow("Vertex Blending Demo");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
// Create the menus
mainMenu = glutCreateMenu(ProcessMenu);
glutAddMenuEntry("Toggle vertex blending (currently ON)", 1);
glutAddMenuEntry("Show bones (currently OFF)", 2);
if (lowLevelAvailable && highLevelAvailable)
{
if (useHighLevel)
{
glutAddMenuEntry("Switch to low-level vertex shader", 3);
}
else
{
glutAddMenuEntry("Switch to high-level vertex shader", 3);
}
}
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
if (glDeleteObjectARB)
{
for (i = 0; i < TOTAL_SHADERS; i++)
{
glDeleteObjectARB(progObj[i]);
glDeleteObjectARB(vShader[i]);
}
}
#ifndef __APPLE__
if (glDeleteProgramsARB)
{
glDeleteProgramsARB(TOTAL_SHADERS, ids);
}
#endif
return 0;
}
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