proceduraltex.c
来自「OpeNGL超级宝典源代码. OpeNGL超级宝典源代码.」· C语言 代码 · 共 637 行 · 第 1/2 页
C
637 行
// ProceduralTex.c
// OpenGL SuperBible, Chapter 23
// Demonstrates procedural texture mapping
// 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;
PFNGLUNIFORM1FARBPROC glUniform1iARB;
PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
GLboolean lowLevelAvailable = GL_FALSE;
GLboolean highLevelAvailable = GL_FALSE;
GLboolean useHighLevel = GL_FALSE;
#define CHECKERBOARD 0
#define BEACHBALL 1
#define TOYBALL 2
#define TOTAL_SHADER_SETS 3
GLuint v_ids[TOTAL_SHADER_SETS]; // low-level shader object names
GLuint f_ids[TOTAL_SHADER_SETS];
GLhandleARB fShader[TOTAL_SHADER_SETS]; // high-level shader object handles
GLhandleARB vShader[TOTAL_SHADER_SETS];
GLhandleARB progObj[TOTAL_SHADER_SETS];
GLboolean needsValidation[TOTAL_SHADER_SETS];
char *shaderNames[TOTAL_SHADER_SETS] = {"checkerboard", "beachball", "toyball"};
GLint whichShader = CHECKERBOARD; // current shader
#define LIGHTPOS_SLOT 0 // locations for low-level program local parameters
GLint windowWidth = 512; // window size
GLint windowHeight = 512;
GLint mainMenu, shaderMenu; // menu handles
GLfloat cameraPos[] = { 50.0f, 50.0f, 150.0f, 1.0f};
GLfloat lightPos[] = { 140.0f, 250.0f, 140.0f, 1.0f};
GLfloat lightRotation = 0.0f;
GLint tess = 75;
#define MAX_INFO_LOG_SIZE 2048
// 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 *shString;
// 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
shString = LoadShaderText(fullFileName);
if (!shString)
{
fprintf(stderr, "Unable to load \"%s\"\n", fullFileName);
Sleep(5000);
exit(0);
}
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, v_ids[shaderNum]);
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(shString), shString);
free(shString);
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);
}
#ifdef __APPLE__
sprintf(fullFileName, "%s.fp", shaderNames[shaderNum]);
#else
sprintf(fullFileName, ".\\shaders\\%s.fp", shaderNames[shaderNum]);
#endif
shString = LoadShaderText(fullFileName);
if (!shString)
{
fprintf(stderr, "Unable to load \"%s\"\n", fullFileName);
Sleep(5000);
exit(0);
}
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, f_ids[shaderNum]);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(shString), shString);
free(shString);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
if (errorPos != -1)
{
fprintf(stderr, "Error in low-level fragment 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 *shStringPtr[1];
GLint success;
#ifdef __APPLE__
sprintf(fullFileName, "%s.vs", shaderNames[shaderNum]);
#else
sprintf(fullFileName, ".\\shaders\\%s.vs", shaderNames[shaderNum]);
#endif
shString = LoadShaderText(fullFileName);
if (!shString)
{
fprintf(stderr, "Unable to load \"%s\"\n", fullFileName);
Sleep(5000);
exit(0);
}
vShader[shaderNum] = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
shStringPtr[0] = shString;
glShaderSourceARB(vShader[shaderNum], 1, shStringPtr, NULL);
free(shString);
// 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);
}
#ifdef __APPLE__
sprintf(fullFileName, "%s.fs", shaderNames[shaderNum]);
#else
sprintf(fullFileName, ".\\shaders\\%s.fs", shaderNames[shaderNum]);
#endif
shString = LoadShaderText(fullFileName);
if (!shString)
{
fprintf(stderr, "Unable to load \"%s\"\n", fullFileName);
Sleep(5000);
exit(0);
}
fShader[shaderNum] = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
shStringPtr[0] = shString;
glShaderSourceARB(fShader[shaderNum], 1, shStringPtr, NULL);
free(shString);
// Compile shaders and check for any errors
glCompileShaderARB(fShader[shaderNum]);
glGetObjectParameterivARB(fShader[shaderNum], GL_OBJECT_COMPILE_STATUS_ARB, &success);
if (!success)
{
GLbyte infoLog[MAX_INFO_LOG_SIZE];
glGetInfoLogARB(fShader[shaderNum], MAX_INFO_LOG_SIZE, NULL, infoLog);
fprintf(stderr, "Error in high-level fragment shader #%d compilation!\n", shaderNum);
fprintf(stderr, "Info log: %s\n", infoLog);
Sleep(10000);
exit(0);
}
else
{
GLbyte infoLog[MAX_INFO_LOG_SIZE];
glGetInfoLogARB(fShader[shaderNum], MAX_INFO_LOG_SIZE, NULL, infoLog);
//fprintf(stderr, "High-level fragment shader #%d info log: %s\n", shaderNum, infoLog);
}
// Create program object, attach shader, then link
progObj[shaderNum] = glCreateProgramObjectARB();
glAttachObjectARB(progObj[shaderNum], vShader[shaderNum]);
glAttachObjectARB(progObj[shaderNum], fShader[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);
}
else
{
GLbyte infoLog[MAX_INFO_LOG_SIZE];
glGetInfoLogARB(progObj[shaderNum], MAX_INFO_LOG_SIZE, NULL, infoLog);
//fprintf(stderr, "High-level program #%d info log: %s\n", shaderNum, infoLog);
}
// Program object has changed, so we should revalidate
needsValidation[shaderNum] = GL_TRUE;
}
}
// Called to draw scene objects
void DrawModels(void)
{
GLTVector3 lightPosEye;
GLTMatrix mv;
// Transform light position to eye space
glPushMatrix();
glRotatef(lightRotation, 0.0, 1.0, 0.0);
glGetFloatv(GL_MODELVIEW_MATRIX, mv);
gltTransformPoint(lightPos, mv, lightPosEye);
glPopMatrix();
if (useHighLevel)
{
GLint uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos");
if (uniformLoc != -1)
{
glUniform3fvARB(uniformLoc, 1, lightPosEye);
}
}
else
{
glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHTPOS_SLOT, lightPosEye);
}
// Draw sphere
glutSolidSphere(50.0f, tess, tess);
}
// 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);
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);
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?