lighting.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 692 行 · 第 1/2 页
C
692 行
// 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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