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
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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