📄 imageprocessing.c
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
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()
{
const GLubyte *version;
GLint i;
fprintf(stdout, "Image Processing Demo\n\n");
// Make sure required functionality is available!
if (gltIsExtSupported("GL_ARB_fragment_shader") &&
gltIsExtSupported("GL_ARB_shader_objects") &&
gltIsExtSupported("GL_ARB_shading_language_100"))
{
highLevelAvailable = GL_TRUE;
}
if (gltIsExtSupported("GL_ARB_fragment_program"))
{
lowLevelAvailable = GL_TRUE;
}
if (!lowLevelAvailable && !highLevelAvailable)
{
fprintf(stderr, "Neither fragment shader"
" extension is available!\n");
Sleep(2000);
exit(0);
}
// Make sure we have multitexture and cube maps!
version = glGetString(GL_VERSION);
if (((version[0] != '1') || (version[1] != '.') ||
(version[2] < '3') || (version[2] > '9'))) // 1.3+
{
fprintf(stderr, "OpenGL 1.3 is not available!\n");
Sleep(2000);
exit(0);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
#ifndef __APPLE__
glActiveTexture = gltGetExtensionPointer("glActiveTexture");
glMultiTexCoord2f = gltGetExtensionPointer("glMultiTexCoord2f");
if (!glActiveTexture || !glMultiTexCoord2f)
{
glActiveTexture = gltGetExtensionPointer("glActiveTextureARB");
glMultiTexCoord2f = gltGetExtensionPointer("glMultiTexCoord2fARB");
}
if (!glActiveTexture || !glMultiTexCoord2f)
{
fprintf(stderr, "Not all entrypoints were available!\n");
Sleep(2000);
exit(0);
}
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");
glUniform2fvARB = gltGetExtensionPointer("glUniform2fvARB");
glUniform3fvARB = gltGetExtensionPointer("glUniform3fvARB");
glGetUniformLocationARB = gltGetExtensionPointer("glGetUniformLocationARB");
if (!glCreateShaderObjectARB || !glCreateProgramObjectARB ||
!glAttachObjectARB || !glDetachObjectARB || !glDeleteObjectARB ||
!glShaderSourceARB || !glCompileShaderARB || !glLinkProgramARB ||
!glValidateProgramARB || !glUseProgramObjectARB ||
!glGetObjectParameterivARB || !glGetInfoLogARB ||
!glUniform3fvARB || !glUniform1fARB || !glUniform2fvARB ||
!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 for others shaders\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);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
// Texture state
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (lowLevelAvailable)
{
glGenProgramsARB(TOTAL_SHADERS, ids);
}
// Load and compile low- and high-level shaders
for (i = 0; i < TOTAL_SHADERS; i++)
{
PrepareShader(i);
}
// Install first shader
if (lowLevelAvailable)
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ids[0]);
}
}
void ProcessMenu(int value)
{
switch(value)
{
case 1:
useHighLevel = !useHighLevel;
if (useHighLevel)
{
glutChangeToMenuEntry(3, "Switch to low-level fragment shader", 1);
}
else
{
glutChangeToMenuEntry(3, "Switch to high-level fragment shader", 1);
}
break;
case 2:
case 3:
case 4:
case 5:
case 6:
numPasses = value - 1;
{
char menuEntry[128];
sprintf(menuEntry, "Choose number of passes (currently %d)", numPasses);
glutSetMenu(mainMenu);
glutChangeToSubMenu(2, menuEntry, passMenu);
}
break;
default:
whichShader = value - 7;
{
char menuEntry[128];
sprintf(menuEntry, "Choose fragment shader (currently \"%s\")", shaderNames[whichShader]);
glutSetMenu(mainMenu);
glutChangeToSubMenu(1, menuEntry, shaderMenu);
}
if (lowLevelAvailable)
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ids[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)
{
GLint i, j;
GLfloat xInc, yInc;
windowWidth = w;
windowHeight = h;
glViewport(0, 0, windowWidth, windowHeight);
// find largest power-of-two texture smaller than window
textureWidth = textureHeight = maxTexSize;
while (textureWidth > windowWidth)
textureWidth >>= 1;
while (textureHeight > windowHeight)
textureHeight >>= 1;
xInc = 1.0f / (GLfloat)textureWidth;
yInc = 1.0f / (GLfloat)textureHeight;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
texCoordOffsets[(((i*3)+j)*2)+0] = (-1.0f * xInc) + ((GLfloat)i * xInc);
texCoordOffsets[(((i*3)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc);
}
}
}
int main(int argc, char* argv[])
{
GLint i;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(windowWidth, windowHeight);
glutCreateWindow("Image Processing Demo");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(KeyPressFunc);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
// Create the menus
shaderMenu = glutCreateMenu(ProcessMenu);
for (i = 0; i < TOTAL_SHADERS; i++)
{
char menuEntry[128];
sprintf(menuEntry, "\"%s\"", shaderNames[i]);
glutAddMenuEntry(menuEntry, 7+i);
}
passMenu = glutCreateMenu(ProcessMenu);
glutAddMenuEntry("1", 2);
glutAddMenuEntry("2", 3);
glutAddMenuEntry("3", 4);
glutAddMenuEntry("4", 5);
glutAddMenuEntry("5", 6);
mainMenu = glutCreateMenu(ProcessMenu);
{
char menuEntry[128];
sprintf(menuEntry, "Choose fragment shader (currently \"%s\")", shaderNames[0]);
glutAddSubMenu(menuEntry, shaderMenu);
sprintf(menuEntry, "Choose number of passes (currently 2)");
glutAddSubMenu(menuEntry, passMenu);
}
if (lowLevelAvailable && highLevelAvailable)
{
if (useHighLevel)
{
glutAddMenuEntry("Switch to low-level fragment shader", 1);
}
else
{
glutAddMenuEntry("Switch to high-level fragment shader", 1);
}
}
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
if (glDeleteObjectARB)
{
for (i = 0; i < TOTAL_SHADERS; i++)
{
glDeleteObjectARB(progObj[i]);
glDeleteObjectARB(fShader[i]);
}
}
#ifndef __APPLE__
if (glDeleteProgramsARB)
{
glDeleteProgramsARB(TOTAL_SHADERS, ids);
}
#endif
return 0;
}
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