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 glutInitWindowPosition( 0, 0);
325 glutInitWindowSize(400, 300);
326 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
327 win = glutCreateWindow(argv[0]);
329 glutReshapeFunc(Reshape);
330 glutKeyboardFunc(Key);
331 glutDisplayFunc(Redisplay);
332 ParseOptions(argc, argv);