blob: 8b1853d9ab2df823a6e1b801469bd26270d331a1 [file] [log] [blame]
/**
* Implement glRasterPos + glBitmap with textures + shaders.
* Brian Paul
* 14 May 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "shaderutil.h"
static GLuint FragShader;
static GLuint VertShader;
static GLuint Program;
static GLint Win = 0;
static GLint WinWidth = 500, WinHeight = 500;
static GLboolean Anim = GL_TRUE;
static GLboolean Bitmap = GL_FALSE;
static GLfloat Xrot = 20.0f, Yrot = 70.0f;
static GLint uTex, uScale;
static GLuint Textures[2];
#define TEX_WIDTH 16
#define TEX_HEIGHT 8
static void
BitmapText(const char *s)
{
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
s++;
}
}
static void
Redisplay(void)
{
static const GLfloat px[3] = { 1.2, 0, 0};
static const GLfloat nx[3] = {-1.2, 0, 0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(Xrot, 1.0f, 0.0f, 0.0f);
glRotatef(Yrot, 0.0f, 1.0f, 0.0f);
glEnable(GL_LIGHTING);
glPushMatrix();
glScalef(0.5, 0.5, 0.5);
glutSolidDodecahedron();
glPopMatrix();
glDisable(GL_LIGHTING);
glColor3f(0, 1, 0);
glBegin(GL_LINES);
glVertex3f(-1, 0, 0);
glVertex3f( 1, 0, 0);
glEnd();
glColor3f(1, 1, 0);
if (Bitmap) {
glRasterPos3fv(px);
BitmapText("+X");
glRasterPos3fv(nx);
BitmapText("-X");
}
else {
glUseProgram(Program);
/* vertex positions (deltas) depend on texture size and window size */
if (uScale != -1) {
glUniform2f(uScale,
2.0 * TEX_WIDTH / WinWidth,
2.0 * TEX_HEIGHT / WinHeight);
}
/* draw +X */
glBindTexture(GL_TEXTURE_2D, Textures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3fv(px);
glTexCoord2f(1, 0); glVertex3fv(px);
glTexCoord2f(1, 1); glVertex3fv(px);
glTexCoord2f(0, 1); glVertex3fv(px);
glEnd();
/* draw -X */
glBindTexture(GL_TEXTURE_2D, Textures[1]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3fv(nx);
glTexCoord2f(1, 0); glVertex3fv(nx);
glTexCoord2f(1, 1); glVertex3fv(nx);
glTexCoord2f(0, 1); glVertex3fv(nx);
glEnd();
glUseProgram(0);
}
glPopMatrix();
glutSwapBuffers();
}
static void
Idle(void)
{
Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.01;
glutPostRedisplay();
}
static void
Reshape(int width, int height)
{
WinWidth = width;
WinHeight = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case ' ':
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
break;
case 'b':
Bitmap = !Bitmap;
if (Bitmap)
printf("Using glBitmap\n");
else
printf("Using billboard texture\n");
break;
case 27:
glDeleteShader(FragShader);
glDeleteShader(VertShader);
glDeleteProgram(Program);
glutDestroyWindow(Win);
exit(0);
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 0.125f;
switch(key) {
case GLUT_KEY_UP:
Xrot -= step;
break;
case GLUT_KEY_DOWN:
Xrot += step;
break;
case GLUT_KEY_LEFT:
Yrot -= step;
break;
case GLUT_KEY_RIGHT:
Yrot += step;
break;
}
/*printf("Xrot: %f Yrot: %f\n", Xrot, Yrot);*/
glutPostRedisplay();
}
static void
MakeTexImage(const char *p, GLuint texobj)
{
GLubyte image[TEX_HEIGHT][TEX_WIDTH];
GLuint i, j, k;
for (i = 0; i < TEX_HEIGHT; i++) {
for (j = 0; j < TEX_WIDTH; j++) {
k = i * TEX_WIDTH + j;
if (p[k] == ' ') {
image[i][j] = 0;
}
else {
image[i][j] = 255;
}
}
}
glBindTexture(GL_TEXTURE_2D, texobj);
glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, TEX_WIDTH, TEX_HEIGHT, 0,
GL_RED, GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
static void
MakeBitmapTextures(void)
{
const char *px =
" X X "
" X X X "
" X X X "
" XXXXX X "
" X X X "
" X X X "
" X X "
" X X ";
const char *nx =
" X X "
" X X "
" X X "
" XXXXX X "
" X X "
" X X "
" X X "
" X X ";
glGenTextures(2, Textures);
MakeTexImage(px, Textures[0]);
MakeTexImage(nx, Textures[1]);
}
static void
Init(void)
{
/* Fragment shader: modulate raster color by texture, discard fragments
* with alpha < 1.0
*/
static const char *fragShaderText =
"uniform sampler2D tex2d; \n"
"void main() {\n"
" vec4 c = texture2D(tex2d, gl_TexCoord[0].xy); \n"
" if (c.w < 1.0) \n"
" discard; \n"
" gl_FragColor = c * gl_Color; \n"
"}\n";
/* Vertex shader: compute new vertex position based on incoming vertex pos,
* texcoords and special scale factor.
*/
static const char *vertShaderText =
"uniform vec2 scale; \n"
"void main() {\n"
" vec4 p = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_Position.xy = p.xy + gl_MultiTexCoord0.xy * scale * p.w; \n"
" gl_Position.zw = p.zw; \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_FrontColor = gl_Color; \n"
"}\n";
if (!ShadersSupported())
exit(1);
VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
Program = LinkShaders(VertShader, FragShader);
glUseProgram(Program);
uScale = glGetUniformLocation(Program, "scale");
uTex = glGetUniformLocation(Program, "tex2d");
if (uTex != -1) {
glUniform1i(uTex, 0); /* tex unit 0 */
}
glUseProgram(0);
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHT0);
MakeBitmapTextures();
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
Win = glutCreateWindow(argv[0]);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
if (Anim)
glutIdleFunc(Idle);
Init();
glutMainLoop();
return 0;
}