proceduraltex.c

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// 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);

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