
- uniforms (only GetLocation, Uniform1f and Uniform4fv for now for demos); - fix bugs and optimize array size handling; - 2D texture sampling (needs Enable(TEXTURE_2D) to work); - decrease built-in library assembly size by 30%.
176 lines
4.7 KiB
C
Executable File
176 lines
4.7 KiB
C
Executable File
/*
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* GLSL noise demo.
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*
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* Michal Krol
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* 20 February 2006
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*
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* Based on the original demo by:
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* Stefan Gustavson (stegu@itn.liu.se) 2004, 2005
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*/
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <GL/gl.h>
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#include <GL/glut.h>
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#include <GL/glext.h>
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#ifdef WIN32
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#define GETPROCADDRESS wglGetProcAddress
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#else
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#define GETPROCADDRESS glutGetProcAddress
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#endif
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static GLhandleARB fragShader;
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static GLhandleARB vertShader;
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static GLhandleARB program;
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static GLint uTime;
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static GLfloat u_time = 0.0f;
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static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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static PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
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static void Redisplay (void)
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{
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUniform1fARB (uTime, u_time);
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glPushMatrix ();
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glutSolidSphere (2.0, 20, 10);
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glPopMatrix ();
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glutSwapBuffers();
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}
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static void Idle (void)
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{
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u_time += 0.1f;
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glutPostRedisplay ();
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}
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static void Reshape (int width, int height)
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{
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glViewport (0, 0, width, height);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glFrustum (-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glTranslatef (0.0f, 0.0f, -15.0f);
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}
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static void Key (unsigned char key, int x, int y)
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{
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(void) x;
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(void) y;
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switch (key)
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{
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay ();
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}
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static void Init (void)
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{
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static const char *fragShaderText =
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"uniform float time;\n"
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"void main () {\n"
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" gl_FragColor = gl_Color * vec4 ((0.5 + 0.5 * vec3 (noise1 (\n"
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" vec4 (4.0 * gl_TexCoord[0].xyz, 0.5 * time)))), 1.0);\n"
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"}\n"
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;
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static const char *vertShaderText =
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"void main () {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = gl_Vertex;\n"
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" gl_FrontColor = gl_Color;\n"
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"}\n"
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;
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if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
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{
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printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
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exit(1);
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}
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if (!glutExtensionSupported ("GL_ARB_shader_objects"))
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{
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printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
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exit(1);
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}
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if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
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{
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printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
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exit(1);
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}
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if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
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{
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printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
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exit(1);
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}
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) wglGetProcAddress ("glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) wglGetProcAddress ("glShaderSourceARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) wglGetProcAddress ("glCompileShaderARB");
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) wglGetProcAddress ("glCreateProgramObjectARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) wglGetProcAddress ("glAttachObjectARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) wglGetProcAddress ("glLinkProgramARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) wglGetProcAddress ("glUseProgramObjectARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
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glUniform1fARB = (PFNGLUNIFORM1FARBPROC) GETPROCADDRESS ("glUniform1fARB");
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fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
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glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
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glCompileShaderARB (fragShader);
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vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
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glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
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glCompileShaderARB (vertShader);
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program = glCreateProgramObjectARB ();
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glAttachObjectARB (program, fragShader);
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glAttachObjectARB (program, vertShader);
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glLinkProgramARB (program);
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glUseProgramObjectARB (program);
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uTime = glGetUniformLocationARB (program, "time");
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glClearColor (0.0f, 0.1f, 0.3f, 1.0f);
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glEnable (GL_CULL_FACE);
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glEnable (GL_DEPTH_TEST);
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printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
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}
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int main (int argc, char *argv[])
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{
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glutInit (&argc, argv);
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glutInitWindowPosition ( 0, 0);
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glutInitWindowSize (200, 200);
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glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutCreateWindow (argv[0]);
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glutReshapeFunc (Reshape);
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glutKeyboardFunc (Key);
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glutDisplayFunc (Redisplay);
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glutIdleFunc (Idle);
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Init ();
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glutMainLoop ();
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return 0;
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}
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