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

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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);
        }

        needsValidation[whichShader] = GL_FALSE;
    }
    
    // Draw objects in the scene
    DrawModels();
    
    if (glGetError() != GL_NO_ERROR)
        fprintf(stderr, "GL Error!\n");

    // Flush drawing commands
    glutSwapBuffers();
}

// This function does any needed initialization on the rendering
// context. 
void SetupRC()
{
    GLint i;

    fprintf(stdout, "Lighting Demo\n\n");

    // Make sure required functionality is available!
    if (gltIsExtSupported("GL_ARB_fragment_shader") &&
        gltIsExtSupported("GL_ARB_vertex_shader") &&
        gltIsExtSupported("GL_ARB_shader_objects") &&
        gltIsExtSupported("GL_ARB_shading_language_100"))
    {
        highLevelAvailable = GL_TRUE;
    }
    if (gltIsExtSupported("GL_ARB_fragment_program") &&
        gltIsExtSupported("GL_ARB_vertex_program"))
    {
        lowLevelAvailable = GL_TRUE;
    }
    if (!lowLevelAvailable && !highLevelAvailable)
    {
        fprintf(stderr, "Neither fragment shader"
                        " extension is available!\n");
        Sleep(2000);
        exit(0);
    }

#ifndef __APPLE__
    if (lowLevelAvailable)
    {
        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");
        glUniform1iARB = gltGetExtensionPointer("glUniform1iARB");
        glUniform3fvARB = gltGetExtensionPointer("glUniform3fvARB");
        glGetUniformLocationARB = gltGetExtensionPointer("glGetUniformLocationARB");

        if (!glCreateShaderObjectARB || !glCreateProgramObjectARB || 
            !glAttachObjectARB || !glDetachObjectARB || !glDeleteObjectARB || 
            !glShaderSourceARB || !glCompileShaderARB || !glLinkProgramARB ||
            !glValidateProgramARB || !glUseProgramObjectARB || 
            !glGetObjectParameterivARB || !glGetInfoLogARB || 
            !glUniform3fvARB || !glUniform1fARB || 
            !glUniform1iARB || !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+/- rotate lights\n\n");
    fprintf(stdout, "\tx/X\t\tMove +/- in x direction\n");
    fprintf(stdout, "\ty/Y\t\tMove +/- in y direction\n");
    fprintf(stdout, "\tz/Z\t\tMove +/- in z direction\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);

    if (lowLevelAvailable)
    {
        glGenProgramsARB(TOTAL_SHADER_SETS, v_ids);
        glGenProgramsARB(TOTAL_SHADER_SETS, f_ids);
        // Low-level will always be enabled, but high-level 
        // will take precedence if they're both enabled
        glEnable(GL_VERTEX_PROGRAM_ARB);
        glEnable(GL_FRAGMENT_PROGRAM_ARB);
    }

    // Load and compile low- and high-level shaders
    for (i = 0; i < TOTAL_SHADER_SETS; i++)
    {
        PrepareShader(i);
    }

    // Install first shader
    if (lowLevelAvailable)
    {
        glBindProgramARB(GL_VERTEX_PROGRAM_ARB, v_ids[0]);
        glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, f_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 shaders", 1);
            glUseProgramObjectARB(progObj[whichShader]);
        }
        else
        {
            glutChangeToMenuEntry(2, "Switch to high-level shaders", 1);
            glUseProgramObjectARB(0);
        }
        break;

    default:
        whichShader = value - 2;
        {
            char menuEntry[128];
            sprintf(menuEntry, "Choose shader set (currently \"%s\")", shaderNames[whichShader]);
            glutSetMenu(mainMenu);
            glutChangeToSubMenu(1, menuEntry, shaderMenu);
        }
        if (lowLevelAvailable)
        {
            glBindProgramARB(GL_VERTEX_PROGRAM_ARB, v_ids[whichShader]);
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, f_ids[whichShader]);
        }
        if (useHighLevel)
        {
            glUseProgramObjectARB(progObj[whichShader]);
        }
        break;
    }

    // Refresh the Window
    glutPostRedisplay();
}

void KeyPressFunc(unsigned char key, int x, int y)
{
    switch (key)
    {
    case 'x':
        cameraPos[0] += 5.0f;
        break;
    case 'X':
         cameraPos[0] -= 5.0f;
        break;
    case 'y':
        cameraPos[1] += 5.0f;
        break;
    case 'Y':
        cameraPos[1] -= 5.0f;
        break;
    case 'z':
        cameraPos[2] += 5.0f;
        break;
    case 'Z':
        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:
        lightRotation -= 5.0f;
        break;
    case GLUT_KEY_RIGHT:
        lightRotation += 5.0f;
        break;
    case GLUT_KEY_UP:
        cameraPos[1] += 5.0f;
        break;
    case GLUT_KEY_DOWN:
        cameraPos[1] -= 5.0f;
        break;
    default:
        break;
    }

    // Refresh the Window
    glutPostRedisplay();
}

void ChangeSize(int w, int h)
{
    windowWidth = w;
    windowHeight = h;
    glViewport(0, 0, windowWidth, windowHeight);
}

int main(int argc, char* argv[])
{
    GLint i;

    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(windowWidth, windowHeight);
    glutCreateWindow("Lighting Demo");
    glutReshapeFunc(ChangeSize);
    glutKeyboardFunc(KeyPressFunc);
    glutSpecialFunc(SpecialKeys);
    glutDisplayFunc(RenderScene);

    SetupRC();

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

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

    glutMainLoop();

    if (glDeleteObjectARB)
    {
        for (i = 0; i < TOTAL_SHADER_SETS; i++)
        {
            glDeleteObjectARB(progObj[i]);
            glDeleteObjectARB(vShader[i]);
            glDeleteObjectARB(fShader[i]);
        }
    }
#ifndef __APPLE__
    if (glDeleteProgramsARB)
    {
        glDeleteProgramsARB(TOTAL_SHADER_SETS, v_ids);
        glDeleteProgramsARB(TOTAL_SHADER_SETS, f_ids);
    }
#endif

    return 0;
}

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