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📄 vertexshaders.c

📁 OpeNGL超级宝典源代码. OpeNGL超级宝典源代码.
💻 C
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        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+
    {
        fprintf(stderr, "OpenGL 1.3 is not available!\n");
        Sleep(2000);
        exit(0);
    }

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);

#ifndef __APPLE__
    glActiveTexture = gltGetExtensionPointer("glActiveTexture");
    if (!glActiveTexture)
    {
        glActiveTexture = gltGetExtensionPointer("glActiveTextureARB");
    }
    if (!glActiveTexture)
    {
        fprintf(stderr, "Not all entrypoints were available!\n");
        Sleep(2000);
        exit(0);
    }
#endif

    if (lowLevelAvailable)
    {
#ifndef __APPLE__
        glGenProgramsARB = gltGetExtensionPointer("glGenProgramsARB");
        glBindProgramARB = gltGetExtensionPointer("glBindProgramARB");
        glProgramStringARB = gltGetExtensionPointer("glProgramStringARB");
        glDeleteProgramsARB = gltGetExtensionPointer("glDeleteProgramsARB");
        glProgramLocalParameter4fARB = gltGetExtensionPointer("glProgramLocalParameter4fARB");
        glProgramLocalParameter4fvARB = gltGetExtensionPointer("glProgramLocalParameter4fvARB");


        if (!glGenProgramsARB || !glBindProgramARB || 
            !glProgramStringARB || !glDeleteProgramsARB ||
            !glProgramLocalParameter4fvARB || 
            !glProgramLocalParameter4fARB)
        {
            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");
        glUniform1fARB = gltGetExtensionPointer("glUniform1fARB");
        glUniform3fvARB = gltGetExtensionPointer("glUniform3fvARB");
        glGetUniformLocationARB = gltGetExtensionPointer("glGetUniformLocationARB");

        if (!glCreateShaderObjectARB || !glCreateProgramObjectARB || 
            !glAttachObjectARB || !glDetachObjectARB || !glDeleteObjectARB || 
            !glShaderSourceARB || !glCompileShaderARB || !glLinkProgramARB ||
            !glValidateProgramARB || !glUseProgramObjectARB || 
            !glGetObjectParameterivARB || !glGetInfoLogARB || 
            !glUniform3fvARB || !glUniform1fARB || !glGetUniformLocationARB)
        {
            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, "\tR/L arrows\t+/- fog density for \"fog\" shader\n");
    fprintf(stdout, "\tR/L arrows\t+/- rotate lights for others shaders\n\n");
    fprintf(stdout, "\tx/X\t\tMove +/- in x direction, stretch for \"stretch\" shader\n");
    fprintf(stdout, "\ty/Y\t\tMove +/- in y direction, stretch for \"stretch\" shader\n");
    fprintf(stdout, "\tz/Z\t\tMove +/- in z direction, stretch for \"stretch\" shader\n\n");
    fprintf(stdout, "\tq\t\tExit demo\n\n");
    
    // Black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    // Misc. state
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glShadeModel(GL_SMOOTH);
    glFogfv(GL_FOG_COLOR, fogColor);
    glFogi(GL_FOG_MODE, GL_EXP2);
    glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Texture state
    glActiveTexture(GL_TEXTURE3);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
    glBindTexture(GL_TEXTURE_1D, 3);
    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_TO_EDGE);
    CreatePowMap(0.25, 0.25, 1.0);
    glActiveTexture(GL_TEXTURE2);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
    glBindTexture(GL_TEXTURE_1D, 2);
    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_TO_EDGE);
    CreatePowMap(0.25, 1.0, 0.25);
    glActiveTexture(GL_TEXTURE1);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
    glBindTexture(GL_TEXTURE_1D, 1);
    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_TO_EDGE);
    CreatePowMap(1.0, 0.25, 0.25);
    glActiveTexture(GL_TEXTURE0);
    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_TO_EDGE);
    CreatePowMap(1.0, 1.0, 1.0);

    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[whichShader]);
    }
}

void ProcessMenu(int value)
{
    switch(value)
    {
    case 1:
        useHighLevel = !useHighLevel;
        if (useHighLevel)
        {
            glutChangeToMenuEntry(2, "Switch to low-level vertex shader", 1);
            glUseProgramObjectARB(progObj[whichShader]);
        }
        else
        {
            glutChangeToMenuEntry(2, "Switch to high-level vertex shader", 1);
            glUseProgramObjectARB(0);
        }
        break;

    default:
        whichShader = value - 2;
        {
            char menuEntry[128];
            sprintf(menuEntry, "Choose vertex shader (currently \"%s\")", shaderNames[whichShader]);
            glutSetMenu(mainMenu);
            glutChangeToSubMenu(1, menuEntry, shaderMenu);
        }
        if (lowLevelAvailable)
        {
            glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ids[whichShader]);
        }
        if (useHighLevel)
        {
            glUseProgramObjectARB(progObj[whichShader]);
        }
        if (whichShader == SEPSPEC)
        {
            // Separate specular shader needs
            // primary and secondary colors summed
            glEnable(GL_COLOR_SUM);
        }
        else
        {
            glDisable(GL_COLOR_SUM);
        }
        if (whichShader == FOGCOORD)
        {
            // Fogcoord shader needs fixed
            // functionality fog enabled
            glEnable(GL_FOG);
        }
        else
        {
            glDisable(GL_FOG);
        }
        if (whichShader == PTSIZE)
        {
            // Fogcoord shader needs fixed
            // functionality fog enabled
            glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
            glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
            glEnable(GL_POINT_SMOOTH);
            glEnable(GL_BLEND);
        }
        else
        {
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
            glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
            glDisable(GL_POINT_SMOOTH);
            glDisable(GL_BLEND);
        }
        // Disable all texturing, then reenable as needed
        glActiveTexture(GL_TEXTURE3);
        glDisable(GL_TEXTURE_1D);
        glActiveTexture(GL_TEXTURE2);
        glDisable(GL_TEXTURE_1D);
        glActiveTexture(GL_TEXTURE1);
        glDisable(GL_TEXTURE_1D);
        glActiveTexture(GL_TEXTURE0);
        glDisable(GL_TEXTURE_1D);
        if ((whichShader == TEXSPEC) || (whichShader == STRETCH))
        {
            // texture specular shaders needs 1D pow map
            glActiveTexture(GL_TEXTURE0);
            glEnable(GL_TEXTURE_1D);
        }
        else if (whichShader == THREELIGHTS)
        {
            // 3 lights shader needs 1D pow map on all 3 units
            glActiveTexture(GL_TEXTURE3);
            glEnable(GL_TEXTURE_1D);
            glActiveTexture(GL_TEXTURE2);
            glEnable(GL_TEXTURE_1D);
            glActiveTexture(GL_TEXTURE1);
            glEnable(GL_TEXTURE_1D);
            glActiveTexture(GL_TEXTURE0);
        }
        break;
    }

    // Refresh the Window
    glutPostRedisplay();
}

void KeyPressFunc(unsigned char key, int x, int y)
{
    switch (key)
    {
    case 'x':
        if (whichShader == STRETCH)
            squashStretch[0] += 0.01f;
        else
            cameraPos[0] += 5.0f;
        break;
    case 'X':
        if (whichShader == STRETCH)
            squashStretch[0] -= 0.01f;
        else
            cameraPos[0] -= 5.0f;
        break;
    case 'y':
        if (whichShader == STRETCH)
            squashStretch[1] += 0.01f;
        else
            cameraPos[1] += 5.0f;
        break;
    case 'Y':
        if (whichShader == STRETCH)
            squashStretch[1] -= 0.01f;
        else
            cameraPos[1] -= 5.0f;
        break;
    case 'z':
        if (whichShader == STRETCH)
            squashStretch[2] += 0.01f;
        else
            cameraPos[2] += 5.0f;
        break;
    case 'Z':
        if (whichShader == STRETCH)
            squashStretch[2] -= 0.01f;
        else
            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:
        if ((whichShader == FOGCOORD) || 
            (whichShader == FOG))
            density -= 0.0005f;
        else
            lightRotation -= 5.0f;
        break;
    case GLUT_KEY_RIGHT:
        if ((whichShader == FOGCOORD) || 
            (whichShader == FOG))
            density += 0.0005f;
        else
            lightRotation += 5.0f;
        break;
    case GLUT_KEY_UP:
        cameraPos[1] += 5.0f;
        break;
    case GLUT_KEY_DOWN:
        cameraPos[1] -= 5.0f;
        break;
    default:
        break;
    }

    if (density < 0.0f)
        density = 0.0f;

    // 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 Shaders Demo");
    glutReshapeFunc(ChangeSize);
    glutKeyboardFunc(KeyPressFunc);
    glutSpecialFunc(SpecialKeys);
    glutDisplayFunc(RenderScene);

    SetupRC();

    // Create the menus
    shaderMenu = glutCreateMenu(ProcessMenu);
    for (i = 0; i < TOTAL_SHADERS; i++)
    {
        char menuEntry[128];
        sprintf(menuEntry, "\"%s\"", shaderNames[i]);
        glutAddMenuEntry(menuEntry, 2+i);
    }

    mainMenu = glutCreateMenu(ProcessMenu);
    {
        char menuEntry[128];
        sprintf(menuEntry, "Choose vertex shader (currently \"%s\")", shaderNames[0]);
        glutAddSubMenu(menuEntry, shaderMenu);
    }
    if (lowLevelAvailable && highLevelAvailable)
    {
        if (useHighLevel)
        {
            glutAddMenuEntry("Switch to low-level vertex shader", 1);
        }
        else
        {
            glutAddMenuEntry("Switch to high-level vertex shader", 1);
        }
    }
    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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