lighting.c

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// Lighting.c
// OpenGL SuperBible, Chapter 23
// Demonstrates vertex and fragment shaders together
// 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 SIMPLE            0
#define DIFFUSE           1
#define SPECULAR          2
#define THREELIGHTS       3
#define TOTAL_SHADER_SETS 4

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] = {"simple", "diffuse", "specular", "3lights"};

GLint whichShader = SIMPLE;             // current shader

#define LIGHTPOS0_SLOT  0               // locations for low-level program local parameters
#define LIGHTPOS1_SLOT  1
#define LIGHTPOS2_SLOT  2

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

GLint mainMenu, shaderMenu;             // menu handles

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 lightRotation = 0.0f;

#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);
        }

        // 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);
        }

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

// Called to draw scene objects
void DrawModels(void)
{
    GLTVector3 lightPos0Eye, lightPos1Eye, lightPos2Eye;
    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, lightPos0Eye);
    if (whichShader == THREELIGHTS)
    {
        gltTransformPoint(lightPos1, mv, lightPos1Eye);
        gltTransformPoint(lightPos2, mv, lightPos2Eye);
    }
    glPopMatrix();

    if (useHighLevel)
    {
        GLint uniformLoc = glGetUniformLocationARB(progObj[whichShader], "sampler0");
        if (uniformLoc != -1)
        {
            glUniform1iARB(uniformLoc, 0);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos0");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, lightPos0Eye);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos1");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, lightPos1Eye);
        }
        uniformLoc = glGetUniformLocationARB(progObj[whichShader], "lightPos2");
        if (uniformLoc != -1)
        {
            glUniform3fvARB(uniformLoc, 1, lightPos2Eye);
        }
    }
    else
    {
        glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHTPOS0_SLOT, lightPos0Eye);
        if (whichShader == THREELIGHTS)
        {
            glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHTPOS1_SLOT, lightPos1Eye);
            glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, LIGHTPOS2_SLOT, lightPos2Eye);
        }
    }

    // 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();

    // 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

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