blinking-teapot is an UBO demo.
---
 src/glsl/CMakeLists.txt       |    1 +
 src/glsl/Makefile.am          |    2 +
 src/glsl/blinking-teapot.c    |  233 +++++++++++++++++++++++++++++++++++++++++
 src/glsl/blinking-teapot.frag |   31 ++++++
 src/glsl/blinking-teapot.vert |   16 +++
 5 files changed, 283 insertions(+), 0 deletions(-)
 create mode 100644 src/glsl/blinking-teapot.c
 create mode 100644 src/glsl/blinking-teapot.frag
 create mode 100644 src/glsl/blinking-teapot.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>
+
+#include <malloc.h>
+#include <fcntl.h>
+#include <string.h>
+#include <sys/types.h>
+#include <unistd.h>
+ 
+ 
+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;
+}
+
+char *VertexShaderSource, *FragmentShaderSource;
+
+// mouse controls
+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); \
+    } \
+    }
+
+// 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, };
+
+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;
+
+       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;
+       }
+
+       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/blinking-teapot.frag b/src/glsl/blinking-teapot.frag
new file mode 100644
index 0000000..0db060b
--- /dev/null
+++ b/src/glsl/blinking-teapot.frag
@@ -0,0 +1,31 @@
+#extension GL_ARB_uniform_buffer_object : enable
+
+layout(std140) uniform colors0
+{
+    float DiffuseCool;
+    float DiffuseWarm;
+    vec3  SurfaceColor;
+    vec3  WarmColor;
+    vec3  CoolColor;
+    vec4  some[8];
+};
+
+varying float NdotL;
+varying vec3  ReflectVec;
+varying vec3  ViewVec;
+
+void main (void)
+{
+
+    vec3 kcool    = min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
+    vec3 kwarm    = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0);
+    vec3 kfinal   = mix(kcool, kwarm, NdotL);
+
+    vec3 nreflect = normalize(ReflectVec);
+    vec3 nview    = normalize(ViewVec);
+
+    float spec    = max(dot(nreflect, nview), 0.0);
+    spec          = pow(spec, 32.0);
+
+    gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0);
+}
diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert
new file mode 100644
index 0000000..397d733
--- /dev/null
+++ b/src/glsl/blinking-teapot.vert
@@ -0,0 +1,16 @@
+vec3 LightPosition = vec3(0.0, 10.0, 4.0); 
+ 
+varying float NdotL;
+varying vec3  ReflectVec;
+varying vec3  ViewVec;
+ 
+void main(void)
+{
+    vec3 ecPos      = vec3 (gl_ModelViewMatrix * gl_Vertex);
+    vec3 tnorm      = normalize(gl_NormalMatrix * gl_Normal);
+    vec3 lightVec   = normalize(LightPosition - ecPos);
+    ReflectVec      = normalize(reflect(-lightVec, tnorm));
+    ViewVec         = normalize(-ecPos);
+    NdotL           = (dot(lightVec, tnorm) + 1.0) * 0.5;
+    gl_Position     = ftransform();
+}
-- 
1.7.7

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