2 * Test shadow2DRectProj() and shadow2D() functions.
7 #define GL_GLEXT_PROTOTYPES
17 /** Use GL_RECTANGLE texture (with projective texcoords)? */
23 static char *FragProgFile
= NULL
;
24 static char *VertProgFile
= NULL
;
26 static GLuint fragShader
;
27 static GLuint vertShader
;
28 static GLuint program
;
30 static GLint uTexture2D
;
31 static GLint uTextureRect
;
35 static GLenum Filter
= GL_LINEAR
;
40 GLenum err
= glGetError();
42 printf("GL Error %s (0x%x) at line %d\n",
43 gluErrorString(err
), (int) err
, line
);
49 PrintString(const char *s
)
52 glutBitmapCharacter(GLUT_BITMAP_8_BY_13
, (int) *s
);
62 glClear(GL_COLOR_BUFFER_BIT
);
67 glUseProgram(program
);
72 /* scale coords by two to test projection */
73 glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1);
74 glTexCoord4f(2*TEXSIZE
, 0, 2*1, 2.0); glVertex2f( 1, -1);
75 glTexCoord4f(2*TEXSIZE
, 2*TEXSIZE
, 2*1, 2.0); glVertex2f( 1, 1);
76 glTexCoord4f( 0, 2*TEXSIZE
, 0, 2.0); glVertex2f(-1, 1);
78 glTexCoord3f(0, 0, 0); glVertex2f(-1, -1);
79 glTexCoord3f(1, 0, 1); glVertex2f( 1, -1);
80 glTexCoord3f(1, 1, 1); glVertex2f( 1, 1);
81 glTexCoord3f(0, 1, 0); glVertex2f(-1, 1);
88 glWindowPos2iARB(80, 20);
89 PrintString("white black white black");
96 Reshape(int width
, int height
)
98 glViewport(0, 0, width
, height
);
99 glMatrixMode(GL_PROJECTION
);
101 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
102 glMatrixMode(GL_MODELVIEW
);
104 glTranslatef(0.0f
, 0.0f
, -8.0f
);
111 glDeleteShader(fragShader
);
112 glDeleteShader(vertShader
);
113 glDeleteProgram(program
);
114 glutDestroyWindow(win
);
119 Key(unsigned char key
, int x
, int y
)
137 GLfloat image
[TEXSIZE
][TEXSIZE
];
140 for (i
= 0; i
< TEXSIZE
; i
++) {
141 for (j
= 0; j
< TEXSIZE
; j
++) {
142 if (j
< (TEXSIZE
/ 2)) {
151 glActiveTexture(GL_TEXTURE0
); /* unit 0 */
152 glBindTexture(GL_TEXTURE_2D
, 42);
153 glTexImage2D(GL_TEXTURE_2D
, 0, GL_DEPTH_COMPONENT
, TEXSIZE
, TEXSIZE
, 0,
154 GL_DEPTH_COMPONENT
, GL_FLOAT
, image
);
155 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAX_LEVEL
, 1);
156 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, Filter
);
157 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, Filter
);
158 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_COMPARE_MODE_ARB
,
159 GL_COMPARE_R_TO_TEXTURE_ARB
);
160 CheckError(__LINE__
);
162 glActiveTexture(GL_TEXTURE1
); /* unit 1 */
163 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, 43);
164 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_DEPTH_COMPONENT
,
165 TEXSIZE
, 10, 0,/*16x10*/
166 GL_DEPTH_COMPONENT
, GL_FLOAT
, image
);
167 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_MIN_FILTER
, Filter
);
168 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_MAG_FILTER
, Filter
);
169 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_COMPARE_MODE_ARB
,
170 GL_COMPARE_R_TO_TEXTURE_ARB
);
171 CheckError(__LINE__
);
176 LoadAndCompileShader(GLuint shader
, const char *text
)
179 glShaderSource(shader
, 1, (const GLchar
**) &text
, NULL
);
180 glCompileShader(shader
);
181 glGetShaderiv(shader
, GL_COMPILE_STATUS
, &stat
);
185 glGetShaderInfoLog(shader
, 1000, &len
, log
);
186 fprintf(stderr
, "fslight: problem compiling shader:\n%s\n", log
);
193 * Read a shader from a file.
196 ReadShader(GLuint shader
, const char *filename
)
198 const int max
= 100*1000;
200 char *buffer
= (char*) malloc(max
);
201 FILE *f
= fopen(filename
, "r");
203 fprintf(stderr
, "fslight: Unable to open shader file %s\n", filename
);
207 n
= fread(buffer
, 1, max
, f
);
208 printf("fslight: read %d bytes from shader file %s\n", n
, filename
);
211 LoadAndCompileShader(shader
, buffer
);
220 CheckLink(GLuint prog
)
223 glGetProgramiv(prog
, GL_LINK_STATUS
, &stat
);
227 glGetProgramInfoLog(prog
, 1000, &len
, log
);
228 fprintf(stderr
, "Linker error:\n%s\n", log
);
236 static const char *fragShaderText
=
237 "uniform sampler2DShadow shadowTex2D; \n"
238 "uniform sampler2DRectShadow shadowTexRect; \n"
241 " gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n"
243 " gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n"
246 static const char *vertShaderText
=
248 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
249 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
254 if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
255 printf("This program requires GL_ARB_texture_rectangle\n");
260 version
= (const char *) glGetString(GL_VERSION
);
261 if (version
[0] != '2' || version
[1] != '.') {
262 printf("This program requires OpenGL 2.x, found %s\n", version
);
265 printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER
));
267 fragShader
= glCreateShader(GL_FRAGMENT_SHADER
);
269 ReadShader(fragShader
, FragProgFile
);
271 LoadAndCompileShader(fragShader
, fragShaderText
);
273 vertShader
= glCreateShader(GL_VERTEX_SHADER
);
275 ReadShader(vertShader
, VertProgFile
);
277 LoadAndCompileShader(vertShader
, vertShaderText
);
279 program
= glCreateProgram();
280 glAttachShader(program
, fragShader
);
281 glAttachShader(program
, vertShader
);
282 glLinkProgram(program
);
284 glUseProgram(program
);
286 uTexture2D
= glGetUniformLocation(program
, "shadowTex2D");
287 uTextureRect
= glGetUniformLocation(program
, "shadowTexRect");
288 printf("uTexture2D %d uTextureRect %d\n", uTexture2D
, uTextureRect
);
289 if (uTexture2D
>= 0) {
290 glUniform1i(uTexture2D
, 0); /* use texture unit 0 */
292 if (uTextureRect
>= 0) {
293 glUniform1i(uTextureRect
, 1); /* use texture unit 0 */
295 CheckError(__LINE__
);
297 glClearColor(0.3f
, 0.3f
, 0.3f
, 0.0f
);
301 CheckError(__LINE__
);
306 ParseOptions(int argc
, char *argv
[])
309 for (i
= 1; i
< argc
; i
++) {
310 if (strcmp(argv
[i
], "-fs") == 0) {
311 FragProgFile
= argv
[i
+1];
313 else if (strcmp(argv
[i
], "-vs") == 0) {
314 VertProgFile
= argv
[i
+1];
321 main(int argc
, char *argv
[])
323 glutInit(&argc
, argv
);
324 glutInitWindowSize(400, 300);
325 glutInitDisplayMode(GLUT_RGB
| GLUT_DOUBLE
);
326 win
= glutCreateWindow(argv
[0]);
328 glutReshapeFunc(Reshape
);
329 glutKeyboardFunc(Key
);
330 glutDisplayFunc(Redisplay
);
331 ParseOptions(argc
, argv
);