On 11/12/2011 04:49 PM, vlj wrote:
blinking-teapot is an UBO demo.
---
src/glsl/CMakeLists.txt | 1 +
src/glsl/Makefile.am | 2 +
src/glsl/blinking-teapot.c | 233 ++++++++++++++++++++++++++++++++++++++++++++
src/glsl/shader.frag | 31 ++++++
src/glsl/shader.vert | 16 +++
5 files changed, 283 insertions(+), 0 deletions(-)
create mode 100644 src/glsl/blinking-teapot.c
create mode 100644 src/glsl/shader.frag
create mode 100644 src/glsl/shader.vert
diff --git a/src/glsl/CMakeLists.txt b/src/glsl/CMakeLists.txt
index 11f8e37..aeaf526 100644
--- a/src/glsl/CMakeLists.txt
+++ b/src/glsl/CMakeLists.txt
@@ -24,6 +24,7 @@ set (targets
bitmap
brick
bump
+ blinking-teapot
convolutions
deriv
fragcoord
diff --git a/src/glsl/Makefile.am b/src/glsl/Makefile.am
index 5a9a802..d9b6f9b 100644
--- a/src/glsl/Makefile.am
+++ b/src/glsl/Makefile.am
@@ -37,6 +37,7 @@ bin_PROGRAMS = \
bitmap \
brick \
bump \
+ blinking-teapot \
convolutions \
deriv \
fragcoord \
@@ -77,6 +78,7 @@ bitmap_LDADD = ../util/libutil.la
bezier_LDADD = ../util/libutil.la
brick_LDADD = ../util/libutil.la
bump_LDADD = ../util/libutil.la
+blinking_teapot_LDADD = ../util/libutil.la
convolutions_LDADD = ../util/libutil.la
deriv_LDADD = ../util/libutil.la
geom_sprites_LDADD = ../util/libutil.la
diff --git a/src/glsl/blinking-teapot.c b/src/glsl/blinking-teapot.c
new file mode 100644
index 0000000..c7f0319
--- /dev/null
+++ b/src/glsl/blinking-teapot.c
@@ -0,0 +1,233 @@
+/**
+ * blinking-teapot demo. It displays a teapot whose color go from blue to pink.
+ * The color variation is handled by uniform buffer object.
+ * Sources mostly from http://www.jotschi.de/?p=427 which uses UBO SPEC example
+ *
+ * Vincent Lejeune 2011
+ */
+
+#include<stdio.h>
+#include<stdlib.h>
+#include<string.h>
+#define GL_GLEXT_PROTOTYPES 1
+#define GLX_GLXEXT_PROTOTYPES 1
+#include<GL/gl.h>
+#include<GL/freeglut.h>
+#include<GL/glx.h>
+#include<GL/glext.h>
It would be best to use glew (#include <GL/glew.h>) instead of
directly using glext.h
+
+#include<malloc.h>
+#include<fcntl.h>
+#include<string.h>
+#include<sys/types.h>
+#include<unistd.h>
Are all those unix headers needed? It would be nice if the program
would run on Windows too.
+
+
+char *textFileRead(char *fn) {
+
+
+ FILE *fp;
+ char *content = NULL;
+
+ int f,count;
+ f = open(fn, O_RDONLY);
+
+ count = lseek(f, 0, SEEK_END);
+
+ close(f);
+
+ if (fn != NULL) {
+ fp = fopen(fn,"rt");
+
+ if (fp != NULL) {
+
+
+ if (count> 0) {
+ content = (char *)malloc(sizeof(char) *
(count+1));
+ count = fread(content,sizeof(char),count,fp);
+ content[count] = '\0';
+ }
+ fclose(fp);
+ }
+ }
+ return content;
+}
There's a lot of extraneous whitespace in that function and the
indentation isn't consistent with the rest of the code. Maybe just
run 'indent' on the whole thing.
+
+char *VertexShaderSource, *FragmentShaderSource;
+
+// mouse controls
Use C-style /* */ comments to avoid warnings with some compilers.
+int mouse_old_x, mouse_old_y;
+int mouse_buttons = 0;
+float rotate_x = 0.0, rotate_y = 0.0;
+float translate_z = -2.0;
+
+#define glError() { \
+ GLenum err = glGetError(); \
+ while (err != GL_NO_ERROR) { \
+ printf("glError: %s caught at %s:%u", \
+ (char*)gluErrorString(err), __FILE__, __LINE__); \
+ err = glGetError(); \
+ exit(-1); \
+ } \
+ }
This macro isn't used anywhere.
+// globals
+int initialized = 0;
+unsigned int window_width = 640;
+unsigned int window_height = 480;
+
+float delta = 0.01;
+GLfloat wf, hf;
+
+//uniform names
+const GLchar* names[] = { "SurfaceColor", "WarmColor", "CoolColor",
+ "DiffuseWarm", "DiffuseCool" };
+static GLuint buffer_id, uniformBlockIndex, uindex, vshad_id, fshad_id,
prog_id;
+static char* vs_file = "shader.vert";
+static char* fs_file = "shader.frag";
+
+GLsizei uniformBlockSize;
+GLint singleSize;
+GLint offset;
+
+GLfloat colors[] = { 0.45, 0.45, 1, 1, 0.45, 0.45, 1, 1, 0.75, 0.75, 0.75, 1,
+ 0.0, 0.0, 1.0, 1, 0.0, 1.0, 0.0, 1, };
All those vars could be declared static, and some const.
+void reshape(int w, int h) {
+ window_width = w;
+ window_height = h;
+ wf = (GLfloat) window_width;
+ hf = (GLfloat) window_height;
+ glMatrixMode( GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, wf / hf, 0.1, 100.0);
+}
+
+static
+void init_opengl() {
+ initialized = 1;
+ reshape(window_width, window_height);
+
+ VertexShaderSource = textFileRead("shader.vert");
+ FragmentShaderSource = textFileRead("shader.frag");
+
+ const char * VS = VertexShaderSource;
+ const char * FS = FragmentShaderSource;
Put all declarations before code to avoid warnings.
+
+ vshad_id = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vshad_id, 1,&VS, 0);
+
+ fshad_id = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fshad_id, 1,&FS, NULL);
+
+ glCompileShader(vshad_id);
+ glCompileShader(fshad_id);
+
+ prog_id = glCreateProgram();
+ glAttachShader(prog_id, vshad_id);
+ glAttachShader(prog_id, fshad_id);
+ glLinkProgram(prog_id);
+
+ glGenBuffers(1,&buffer_id);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, buffer_id);
+ glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, NULL,
GL_DYNAMIC_DRAW);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer_id);
+ glUniformBlockBinding(prog_id, uniformBlockIndex, 0);
+
+ glGetUniformIndices(prog_id, 1,&names[2],&uindex);
+
+ glGetActiveUniformsiv(prog_id, 1,&uindex, GL_UNIFORM_OFFSET,&offset);
+ glGetActiveUniformsiv(prog_id, 1,&uindex, GL_UNIFORM_SIZE,&singleSize);
+
+ glViewport(0, 0, window_width, window_height);
+ glBufferData(GL_UNIFORM_BUFFER, 80, colors, GL_DYNAMIC_DRAW);
+}
+
+void render() {
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ glUseProgram(prog_id);
+ glEnable( GL_DEPTH_TEST);
+
+ glMatrixMode( GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, translate_z);
+ glRotatef(rotate_x, 1.0, 0.0, 0.0);
+ glRotatef(rotate_y, 0.0, 1.0, 0.0);
+ glColor3f(1.0, 1.0, 1.0);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, buffer_id);
+ glBufferSubData(GL_UNIFORM_BUFFER, offset, 4 * singleSize,&colors[8]);
+
+ glFrontFace( GL_CW);
+ glutSolidTeapot(0.6);
+ glFrontFace( GL_CCW);
+ glutSwapBuffers();
+ glutPostRedisplay();
+
+ int nColor = 8;
+ colors[nColor] += delta;
+
+ if (colors[nColor]> 1.0) {
+ delta = -0.01;
+ }
+
+ if (colors[nColor]< 0.0) {
+ delta = +0.01;
+ }
+
+}
+
+void display() {
+ if (!initialized) {
+ init_opengl();
+ initialized = 1;
+ }
Why are you doing this check here? init_opengl() was already called
in main().
+
+ render();
+}
+
+void mouse(int button, int state, int x, int y) {
+ if (state == GLUT_DOWN) {
+ mouse_buttons |= 1<< button;
+ } else if (state == GLUT_UP) {
+ mouse_buttons = 0;
+ }
+
+ mouse_old_x = x;
+ mouse_old_y = y;
+ glutPostRedisplay();
+}
+
+void motion(int x, int y) {
+ float dx, dy;
+ dx = x - mouse_old_x;
+ dy = y - mouse_old_y;
+
+ if (mouse_buttons& 1) {
+ rotate_x += dy * 0.2;
+ rotate_y += dx * 0.2;
+ } else if (mouse_buttons& 4) {
+ translate_z += dy * 0.01;
+ }
+
+ mouse_old_x = x;
+ mouse_old_y = y;
+}
+
+int main(int argc, char** argv) {
+ glutInit(&argc, argv);
+ glutInitWindowSize(400, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ glutCreateWindow("UBO Example");
+ // register callbacks
+ glutDisplayFunc(display);
+ //glutKeyboardFunc( keyboard);
+ glutMouseFunc(mouse);
+ glutMotionFunc(motion);
+ init_opengl();
+ glutMainLoop();
+ return 0;
+}
diff --git a/src/glsl/shader.frag b/src/glsl/shader.frag
This filename is too generic. It should be something like
blinking-teapot.frag. Same thing for the vertex shader.
-Brian
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