2 * Test texturing with GL shading language.
4 * Copyright (C) 2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
34 #include "shaderutil.h"
36 static const char *Demo
= "texdemo1";
38 static const char *ReflectVertFile
= "reflect.vert";
39 static const char *CubeFragFile
= "cubemap.frag";
41 static const char *SimpleVertFile
= "simple.vert";
42 static const char *SimpleTexFragFile
= "shadowtex.frag";
44 static const char *GroundImage
= "../images/tile.rgb";
46 static GLuint Program1
, Program2
;
48 static GLfloat TexXrot
= 0, TexYrot
= 0;
49 static GLfloat Xrot
= 20.0, Yrot
= 20.0, Zrot
= 0.0;
50 static GLfloat EyeDist
= 10;
51 static GLboolean Anim
= GL_TRUE
;
55 static struct uniform_info ReflectUniforms
[] = {
56 { "cubeTex", 1, GL_SAMPLER_CUBE
, { 0, 0, 0, 0 }, -1 },
57 { "lightPos", 1, GL_FLOAT_VEC3
, { 10, 10, 20, 0 }, -1 },
61 static struct uniform_info SimpleUniforms
[] = {
62 { "tex2d", 1, GL_SAMPLER_2D
, { 1, 0, 0, 0 }, -1 },
63 { "lightPos", 1, GL_FLOAT_VEC3
, { 10, 10, 20, 0 }, -1 },
69 DrawGround(GLfloat size
)
72 glRotatef(90, 1, 0, 0);
75 glTexCoord2f(-2, -2); glVertex2f(-size
, -size
);
76 glTexCoord2f( 2, -2); glVertex2f( size
, -size
);
77 glTexCoord2f( 2, 2); glVertex2f( size
, size
);
78 glTexCoord2f(-2, 2); glVertex2f(-size
, size
);
87 glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
89 glEnable(GL_TEXTURE_2D
);
91 glPushMatrix(); /* modelview matrix */
92 glTranslatef(0.0, 0.0, -EyeDist
);
93 glRotatef(Xrot
, 1, 0, 0);
94 glRotatef(Yrot
, 0, 1, 0);
95 glRotatef(Zrot
, 0, 0, 1);
97 /* sphere w/ reflection map */
99 glTranslatef(0, 1, 0);
100 glUseProgram(Program1
);
102 /* setup texture matrix */
103 glActiveTexture(GL_TEXTURE0
);
104 glMatrixMode(GL_TEXTURE
);
106 glRotatef(-TexYrot
, 0, 1, 0);
107 glRotatef(-TexXrot
, 1, 0, 0);
109 glEnable(GL_TEXTURE_GEN_S
);
110 glEnable(GL_TEXTURE_GEN_T
);
111 glEnable(GL_TEXTURE_GEN_R
);
112 glutSolidSphere(2.0, 20, 20);
114 glLoadIdentity(); /* texture matrix */
115 glMatrixMode(GL_MODELVIEW
);
119 glUseProgram(Program2
);
120 glTranslatef(0, -1.0, 0);
132 GLfloat t
= 0.05 * glutGet(GLUT_ELAPSED_TIME
);
139 key(unsigned char k
, int x
, int y
)
163 glutDestroyWindow(win
);
171 specialkey(int key
, int x
, int y
)
194 /* new window size or exposure */
196 Reshape(int width
, int height
)
198 GLfloat ar
= (float) width
/ (float) height
;
199 glViewport(0, 0, (GLint
)width
, (GLint
)height
);
200 glMatrixMode(GL_PROJECTION
);
202 glFrustum(-2.0*ar
, 2.0*ar
, -2.0, 2.0, 4.0, 100.0);
203 glMatrixMode(GL_MODELVIEW
);
211 #define CUBE_TEX_SIZE 64
212 GLubyte image
[CUBE_TEX_SIZE
][CUBE_TEX_SIZE
][3];
213 static const GLubyte colors
[6][3] = {
214 { 255, 0, 0 }, /* face 0 - red */
215 { 0, 255, 255 }, /* face 1 - cyan */
216 { 0, 255, 0 }, /* face 2 - green */
217 { 255, 0, 255 }, /* face 3 - purple */
218 { 0, 0, 255 }, /* face 4 - blue */
219 { 255, 255, 0 } /* face 5 - yellow */
221 static const GLenum targets
[6] = {
222 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
223 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
,
224 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
,
225 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
,
226 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
,
227 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
232 glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
234 /* make colored checkerboard cube faces */
235 for (f
= 0; f
< 6; f
++) {
236 for (i
= 0; i
< CUBE_TEX_SIZE
; i
++) {
237 for (j
= 0; j
< CUBE_TEX_SIZE
; j
++) {
238 if ((i
/4 + j
/4) & 1) {
239 image
[i
][j
][0] = colors
[f
][0];
240 image
[i
][j
][1] = colors
[f
][1];
241 image
[i
][j
][2] = colors
[f
][2];
244 image
[i
][j
][0] = 255;
245 image
[i
][j
][1] = 255;
246 image
[i
][j
][2] = 255;
251 glTexImage2D(targets
[f
], 0, GL_RGB
, CUBE_TEX_SIZE
, CUBE_TEX_SIZE
, 0,
252 GL_RGB
, GL_UNSIGNED_BYTE
, image
);
258 LoadFace(GLenum target
, const char *filename
,
259 GLboolean flipTB
, GLboolean flipLR
)
263 GLubyte
*img
= LoadRGBImage(filename
, &w
, &h
, &format
);
265 printf("Error: couldn't load texture image %s\n", filename
);
268 assert(format
== GL_RGB
);
270 /* <sigh> the way the texture cube mapping works, we have to flip
271 * images to make things look right.
274 const int stride
= 3 * w
;
275 GLubyte temp
[3*1024];
277 for (i
= 0; i
< h
/ 2; i
++) {
278 memcpy(temp
, img
+ i
* stride
, stride
);
279 memcpy(img
+ i
* stride
, img
+ (h
- i
- 1) * stride
, stride
);
280 memcpy(img
+ (h
- i
- 1) * stride
, temp
, stride
);
284 const int stride
= 3 * w
;
288 for (i
= 0; i
< h
; i
++) {
289 row
= img
+ i
* stride
;
290 for (j
= 0; j
< w
/ 2; j
++) {
292 temp
[0] = row
[j
*3+0];
293 temp
[1] = row
[j
*3+1];
294 temp
[2] = row
[j
*3+2];
295 row
[j
*3+0] = row
[k
*3+0];
296 row
[j
*3+1] = row
[k
*3+1];
297 row
[j
*3+2] = row
[k
*3+2];
298 row
[k
*3+0] = temp
[0];
299 row
[k
*3+1] = temp
[1];
300 row
[k
*3+2] = temp
[2];
305 gluBuild2DMipmaps(target
, GL_RGB
, w
, h
, format
, GL_UNSIGNED_BYTE
, img
);
313 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
, "right.rgb", GL_TRUE
, GL_FALSE
);
314 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
, "left.rgb", GL_TRUE
, GL_FALSE
);
315 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
, "top.rgb", GL_FALSE
, GL_TRUE
);
316 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
, "bottom.rgb", GL_FALSE
, GL_TRUE
);
317 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
, "front.rgb", GL_TRUE
, GL_FALSE
);
318 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
, "back.rgb", GL_TRUE
, GL_FALSE
);
323 InitTextures(GLboolean useImageFiles
)
330 glActiveTexture(GL_TEXTURE0
);
331 glBindTexture(GL_TEXTURE_CUBE_MAP
, 1);
340 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MIN_FILTER
, filter
);
341 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_MAG_FILTER
, filter
);
342 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
343 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
349 GLint imgWidth
, imgHeight
;
351 GLubyte
*image
= NULL
;
353 image
= LoadRGBImage(GroundImage
, &imgWidth
, &imgHeight
, &imgFormat
);
355 printf("Couldn't read %s\n", GroundImage
);
359 glActiveTexture(GL_TEXTURE1
);
360 glBindTexture(GL_TEXTURE_2D
, 2);
361 gluBuild2DMipmaps(GL_TEXTURE_2D
, 3, imgWidth
, imgHeight
,
362 imgFormat
, GL_UNSIGNED_BYTE
, image
);
365 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_REPEAT
);
366 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_REPEAT
);
367 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
368 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
374 CreateProgram(const char *vertProgFile
, const char *fragProgFile
,
375 struct uniform_info
*uniforms
)
377 GLuint fragShader
, vertShader
, program
;
379 vertShader
= CompileShaderFile(GL_VERTEX_SHADER
, vertProgFile
);
380 fragShader
= CompileShaderFile(GL_FRAGMENT_SHADER
, fragProgFile
);
381 program
= LinkShaders(vertShader
, fragShader
);
383 glUseProgram(program
);
385 SetUniformValues(program
, uniforms
);
386 PrintUniforms(uniforms
);
395 Program1
= CreateProgram(ReflectVertFile
, CubeFragFile
, ReflectUniforms
);
396 Program2
= CreateProgram(SimpleVertFile
, SimpleTexFragFile
, SimpleUniforms
);
401 Init(GLboolean useImageFiles
)
403 if (!ShadersSupported()) {
406 printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER
));
408 InitTextures(useImageFiles
);
411 glEnable(GL_DEPTH_TEST
);
413 glClearColor(.6, .6, .9, 0);
414 glColor3f(1.0, 1.0, 1.0);
419 main(int argc
, char *argv
[])
421 glutInit(&argc
, argv
);
422 glutInitWindowSize(500, 400);
423 glutInitDisplayMode(GLUT_RGB
| GLUT_DEPTH
| GLUT_DOUBLE
);
424 win
= glutCreateWindow(Demo
);
426 glutReshapeFunc(Reshape
);
427 glutKeyboardFunc(key
);
428 glutSpecialFunc(specialkey
);
429 glutDisplayFunc(draw
);
432 if (argc
> 1 && strcmp(argv
[1] , "-i") == 0)