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📄 vertexshaders.c

📁 OpeNGL超级宝典源代码. OpeNGL超级宝典源代码.
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// VertexShaders.c
// OpenGL SuperBible, Chapter 22
// Demonstrates vertex shaders
// Program by Benjamin Lipchak

#include "../../Common/OpenGLSB.h"      // System and OpenGL Stuff
#include "../../Common/GLTools.h"       // System and OpenGL Stuff
#include <stdio.h>

#ifndef __APPLE__
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLPROGRAMLOCALPARAMETER4FARBPROC glProgramLocalParameter4fARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
#endif

PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLGETHANDLEARBPROC glGetHandleARB;
PFNGLDETACHOBJECTARBPROC glDetachObjectARB;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLVALIDATEPROGRAMARBPROC glValidateProgramARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;

#ifndef __APPLE__
PFNGLACTIVETEXTUREPROC glActiveTexture;
#endif

GLboolean lowLevelAvailable = GL_FALSE;
GLboolean highLevelAvailable = GL_FALSE;
GLboolean useHighLevel = GL_FALSE;

#define SIMPLE        0
#define DIFFUSE       1
#define SPECULAR      2
#define SEPSPEC       3
#define TEXSPEC       4
#define THREELIGHTS   5
#define FOGCOORD      6
#define FOG           7
#define PTSIZE        8
#define STRETCH       9
#define TOTAL_SHADERS 10

GLuint ids[TOTAL_SHADERS];                                   // low-level shader object names
GLhandleARB vShader[TOTAL_SHADERS], progObj[TOTAL_SHADERS];  // high-level shader object handles
GLboolean needsValidation[TOTAL_SHADERS];
char *shaderNames[TOTAL_SHADERS] = {"simple", "diffuse", "specular", "sepspec", "texspec", 
                                    "3lights", "fogcoord", "fog", "ptsize", "stretch"};

GLint whichShader = SIMPLE;             // current shader

#define LIGHT0_POS_SLOT     0           // locations for low-level program local parameters
#define LIGHT1_POS_SLOT     1
#define LIGHT2_POS_SLOT     2
#define SQUASH_STRETCH_SLOT 1
#define DENSITY_SLOT        1

GLint windowWidth = 512;                // window size
GLint windowHeight = 512;

GLint mainMenu, shaderMenu;             // menu handles

GLint maxTexSize;                       // maximum allowed size for 1D/2D texture

GLfloat cameraPos[] = { 100.0f, 75.0f, 150.0f, 1.0f};
GLfloat lightPos0[] = { 140.0f, 250.0f, 140.0f, 1.0f};
GLfloat lightPos1[] = { -140.0f, 250.0f, 140.0f, 1.0f};
GLfloat lightPos2[] = { 0.0f, 250.0f, -200.0f, 1.0f};

GLfloat squashStretch[] = {1.0f, 1.5f, 0.75f, 1.0f};
GLfloat fogColor[] = {0.5f, 0.8f, 0.5f, 1.0f};
GLfloat lightRotation = 0.0f;
GLfloat density = 0.005f;

#define MAX_INFO_LOG_SIZE 2048

// Create 1D texture to map NdotH to NdotH^128
GLvoid CreatePowMap(GLfloat r, GLfloat g, GLfloat b)
{
    GLfloat texels[512 * 4];
    GLint texSize = (maxTexSize > 512) ? 512 : maxTexSize;
    GLint x;

    for (x = 0; x < texSize; x++)
    {
        // Incoming N.H has been scaled by 8 and biased by -7 to take better
        // advantage of the texture space.  Otherwise, the texture will be
        // entirely zeros until ~7/8 of the way into it.  This way, we expand
        // the useful 1/8 of the range and get better precision.
        texels[x*4+0] = r * pow(((double)x / (double)(texSize-1)) * 0.125f + 0.875f, 128.0);
        texels[x*4+1] = g * pow(((double)x / (double)(texSize-1)) * 0.125f + 0.875f, 128.0);
        texels[x*4+2] = b * pow(((double)x / (double)(texSize-1)) * 0.125f + 0.875f, 128.0);
        texels[x*4+3] = 1.0f;
    }
    // Make sure the first texel is exactly zero.  Most
    // incoming texcoords will clamp to this texel.
    texels[0] = texels[1] = texels[2] = 0.0f;

    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, texSize, 0, GL_RGBA, GL_FLOAT, texels);
}

// Load shader from disk into a null-terminated string
GLubyte *LoadShaderText(const char *fileName)
{
    GLubyte *shaderText = NULL;
    GLint shaderLength = 0;
    FILE *fp;

    fp = fopen(fileName, "r");
    if (fp != NULL)
    {
        while (fgetc(fp) != EOF)
        {
            shaderLength++;
        }
        rewind(fp);
        shaderText = (GLubyte *)malloc(shaderLength+1);
        if (shaderText != NULL)
        {
            fread(shaderText, 1, shaderLength, fp);
        }
        shaderText[shaderLength] = '\0';
        fclose(fp);
    }

    return shaderText;
}

// Compile shaders
void PrepareShader(GLint shaderNum)
{
    char fullFileName[255];
    GLubyte *vsString;

    // Create low-level shader objects and specify shader text
    if (lowLevelAvailable)
    {
        GLint errorPos;

        #ifdef __APPLE__
        sprintf(fullFileName, "%s.vp", shaderNames[shaderNum]);
        #else
        sprintf(fullFileName, ".\\shaders\\%s.vp", shaderNames[shaderNum]);
        #endif
        vsString = LoadShaderText(fullFileName);
        if (!vsString)
        {
            fprintf(stderr, "Unable to load \"%s\"\n", fullFileName);
            Sleep(5000);
            exit(0);
        }
        glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ids[shaderNum]);
        glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(vsString), vsString);
        free(vsString);
        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
        if (errorPos != -1)
        {
            fprintf(stderr, "Error in low-level vertex shader #%d at position %d!\n", shaderNum, errorPos);
            fprintf(stderr, "Error string: %s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
            Sleep(5000);
            exit(0);
        }
    }

    // Create high-level shader objects and specify shader text
    if (highLevelAvailable)
    {
        GLcharARB *vsStringPtr[1];
        GLint success;

        sprintf(fullFileName, ".\\shaders\\%s.vs", shaderNames[shaderNum]);
        vsString = LoadShaderText(fullFileName);
        if (!vsString)
        {
            fprintf(stderr, "Unable to load \"%s\"\n", fullFileName);
            Sleep(5000);
            exit(0);
        }
        vShader[shaderNum] = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
        vsStringPtr[0] = vsString;
        glShaderSourceARB(vShader[shaderNum], 1, vsStringPtr, NULL);
        free(vsString);

        // Compile shaders and check for any errors
        glCompileShaderARB(vShader[shaderNum]);
        glGetObjectParameterivARB(vShader[shaderNum], GL_OBJECT_COMPILE_STATUS_ARB, &success);
        if (!success)
        {
            GLbyte infoLog[MAX_INFO_LOG_SIZE];
            glGetInfoLogARB(vShader[shaderNum], MAX_INFO_LOG_SIZE, NULL, infoLog);
            fprintf(stderr, "Error in high-level vertex shader #%d compilation!\n", shaderNum);
            fprintf(stderr, "Info log: %s\n", infoLog);
            Sleep(10000);
            exit(0);
        }

        // Create program object, attach shader, then link
        progObj[shaderNum] = glCreateProgramObjectARB();
        glAttachObjectARB(progObj[shaderNum], vShader[shaderNum]);

        glLinkProgramARB(progObj[shaderNum]);
        glGetObjectParameterivARB(progObj[shaderNum], GL_OBJECT_LINK_STATUS_ARB, &success);
        if (!success)
        {
            GLbyte infoLog[MAX_INFO_LOG_SIZE];
            glGetInfoLogARB(progObj[shaderNum], MAX_INFO_LOG_SIZE, NULL, infoLog);
            fprintf(stderr, "Error in high-level program #%d linkage!\n", shaderNum);
            fprintf(stderr, "Info log: %s\n", infoLog);
            Sleep(10000);
            exit(0);
        }

        // Program object has changed, so we should revalidate
        needsValidation[shaderNum] = GL_TRUE;
    }
}

// Called to draw scene objects
void DrawModels(void)
{
    GLTVector3 lightPosEye0, lightPosEye1, lightPosEye2;
    GLTMatrix mv;

    // Transform light position to eye space
    glPushMatrix();
    glRotatef(lightRotation, 0.0, 1.0, 0.0);
    glGetFloatv(GL_MODELVIEW_MATRIX, mv);
    gltTransformPoint(lightPos0, mv, lightPosEye0);
    if (whichShader == THREELIGHTS)
    {
        gltTransformPoint(lightPos1, mv, lightPosEye1);
        gltTransformPoint(lightPos2, mv, lightPosEye2);
    }
    glPopMatrix();

    if (useHighLevel)
    {
        GLint uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos0");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, lightPosEye0);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos1");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, lightPosEye1);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos2");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, lightPosEye2);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "squashStretch");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, squashStretch);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "density");
        if (uniformLoc != -1)
        {
            glUniform1fARB(uniformLoc, density);
        }
    }
    else
    {
        glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHT0_POS_SLOT, lightPosEye0);
        if (whichShader == THREELIGHTS)
        {
            glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHT1_POS_SLOT, lightPosEye1);
            glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHT2_POS_SLOT, lightPosEye2);
        } else if (whichShader == STRETCH)
        {
            glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, SQUASH_STRETCH_SLOT, squashStretch);
        } else if (whichShader == FOG)
        {
            glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, DENSITY_SLOT, density, 0.0f, 0.0f, 0.0f);
        }
    }

    // Draw plane that the objects rest on
    glColor3f(0.0f, 0.0f, 0.90f); // Blue
    glNormal3f(0.0f, 1.0f, 0.0f);
    glBegin(GL_QUADS);
        glVertex3f(-100.0f, -25.0f, -100.0f);
        glVertex3f(-100.0f, -25.0f, 100.0f);		
        glVertex3f(100.0f,  -25.0f, 100.0f);
        glVertex3f(100.0f,  -25.0f, -100.0f);
    glEnd();

    // Draw red cube
    glColor3f(1.0f, 0.0f, 0.0f);
    glutSolidCube(48.0f);

    // Draw green sphere
    glColor3f(0.0f, 1.0f, 0.0f);
    glPushMatrix();
    glTranslatef(-60.0f, 0.0f, 0.0f);
    glutSolidSphere(25.0f, 50, 50);
    glPopMatrix();

    // Draw magenta torus
    glColor3f(1.0f, 0.0f, 1.0f);
    glPushMatrix();
    glTranslatef(0.0f, 0.0f, 60.0f);
    glutSolidTorus(8.0f, 16.0f, 50, 50);
    glPopMatrix();

    if (whichShader == STRETCH)
    {
        // Cone and teapot are rotated such that their
        // Y and Z squash scales must be switched
        GLfloat rotatedSquashStretch[4];

        rotatedSquashStretch[0] = squashStretch[0];
        rotatedSquashStretch[1] = squashStretch[2];
        rotatedSquashStretch[2] = squashStretch[1];
        rotatedSquashStretch[3] = squashStretch[3];

        if (useHighLevel)
        {
            GLint uniformLoc = glGetUniformLocationARB(progObj[whichShader], "squashStretch");
            if (uniformLoc != -1)
            {
                glUniform3fvARB(uniformLoc, 1, rotatedSquashStretch);
            }
        }
        else
        {
            glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, SQUASH_STRETCH_SLOT, rotatedSquashStretch);
        }
    }

    // Draw yellow cone
    glColor3f(1.0f, 1.0f, 0.0f);
    glPushMatrix();
    glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
    glTranslatef(60.0f, 0.0f, -24.0f);
    glutSolidCone(25.0f, 50.0f, 50, 50);
    glPopMatrix();

    // Draw cyan teapot
    glColor3f(0.0f, 1.0f, 1.0f);
    glPushMatrix();
    glTranslatef(0.0f, 0.0f, -60.0f);
    glutSolidTeapot(25.0f);
    glPopMatrix();
}

// 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);
    
    if ((whichShader == FOGCOORD) || (whichShader == FOG))
    {
        // Use a green-gray color for fog
        glClearColor(fogColor[0], fogColor[1], fogColor[2], fogColor[3]);
        glFogf(GL_FOG_DENSITY, density);
    }
    else
    {
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    }
    
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Validate our shader before first use
    if (needsValidation[whichShader])
    {
        GLint success;

        glValidateProgramARB(progObj[whichShader]);
        glGetObjectParameterivARB(progObj[whichShader], GL_OBJECT_VALIDATE_STATUS_ARB, &success);
        if (!success)
        {
            GLbyte infoLog[MAX_INFO_LOG_SIZE];
            glGetInfoLogARB(progObj[whichShader], MAX_INFO_LOG_SIZE, NULL, infoLog);
            fprintf(stderr, "Error in program #%d validation!\n", whichShader);
            fprintf(stderr, "Info log: %s\n", infoLog);
            Sleep(10000);
            exit(0);
        }

        needsValidation[whichShader] = 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 Shaders 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"))
    {

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