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-rw-r--r--progs/glsl/CH11-bumpmap.frag.txt41
-rw-r--r--progs/glsl/CH11-bumpmap.vert.txt38
-rw-r--r--progs/glsl/CH11-toyball.frag.txt79
-rw-r--r--progs/glsl/CH11-toyball.vert.txt20
-rw-r--r--progs/glsl/CH18-mandel.frag.txt4
-rw-r--r--progs/glsl/Makefile12
-rw-r--r--progs/glsl/bump.c348
-rw-r--r--progs/glsl/toyball.c316
8 files changed, 854 insertions, 4 deletions
diff --git a/progs/glsl/CH11-bumpmap.frag.txt b/progs/glsl/CH11-bumpmap.frag.txt
new file mode 100644
index 0000000000..063576f5a3
--- /dev/null
+++ b/progs/glsl/CH11-bumpmap.frag.txt
@@ -0,0 +1,41 @@
+//
+// Fragment shader for procedural bumps
+//
+// Authors: John Kessenich, Randi Rost
+//
+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+varying vec3 LightDir;
+varying vec3 EyeDir;
+
+uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
+uniform float BumpDensity; // = 16.0
+uniform float BumpSize; // = 0.15
+uniform float SpecularFactor; // = 0.5
+
+void main()
+{
+ vec3 litColor;
+ vec2 c = BumpDensity * gl_TexCoord[0].st;
+ vec2 p = fract(c) - vec2(0.5);
+
+ float d, f;
+ d = p.x * p.x + p.y * p.y;
+ f = 1.0 / sqrt(d + 1.0);
+
+ if (d >= BumpSize)
+ { p = vec2(0.0); f = 1.0; }
+
+ vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
+ litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
+ vec3 reflectDir = reflect(LightDir, normDelta);
+
+ float spec = max(dot(EyeDir, reflectDir), 0.0);
+ spec *= SpecularFactor;
+ litColor = min(litColor + spec, vec3(1.0));
+
+ gl_FragColor = vec4(litColor, 1.0);
+}
diff --git a/progs/glsl/CH11-bumpmap.vert.txt b/progs/glsl/CH11-bumpmap.vert.txt
new file mode 100644
index 0000000000..d3d19f62ac
--- /dev/null
+++ b/progs/glsl/CH11-bumpmap.vert.txt
@@ -0,0 +1,38 @@
+//
+// Vertex shader for procedural bumps
+//
+// Authors: Randi Rost, John Kessenich
+//
+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+varying vec3 LightDir;
+varying vec3 EyeDir;
+
+uniform vec3 LightPosition;
+
+attribute vec3 Tangent;
+
+void main()
+{
+ EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec3 n = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 t = normalize(gl_NormalMatrix * Tangent);
+ vec3 b = cross(n, t);
+
+ vec3 v;
+ v.x = dot(LightPosition, t);
+ v.y = dot(LightPosition, b);
+ v.z = dot(LightPosition, n);
+ LightDir = normalize(v);
+
+ v.x = dot(EyeDir, t);
+ v.y = dot(EyeDir, b);
+ v.z = dot(EyeDir, n);
+ EyeDir = normalize(v);
+}
diff --git a/progs/glsl/CH11-toyball.frag.txt b/progs/glsl/CH11-toyball.frag.txt
new file mode 100644
index 0000000000..cf9129ee1d
--- /dev/null
+++ b/progs/glsl/CH11-toyball.frag.txt
@@ -0,0 +1,79 @@
+//
+// Fragment shader for procedurally generated toy ball
+//
+// Author: Bill Licea-Kane
+//
+// Copyright (c) 2002-2003 ATI Research
+//
+// See ATI-License.txt for license information
+//
+
+varying vec4 ECposition; // surface position in eye coordinates
+varying vec4 ECballCenter; // ball center in eye coordinates
+
+uniform vec4 LightDir; // light direction, should be normalized
+uniform vec4 HVector; // reflection vector for infinite light source
+uniform vec4 SpecularColor;
+uniform vec4 Red, Yellow, Blue;
+
+uniform vec4 HalfSpace0; // half-spaces used to define star pattern
+uniform vec4 HalfSpace1;
+uniform vec4 HalfSpace2;
+uniform vec4 HalfSpace3;
+uniform vec4 HalfSpace4;
+
+uniform float InOrOutInit; // = -3
+uniform float StripeWidth; // = 0.3
+uniform float FWidth; // = 0.005
+
+void main()
+{
+ vec4 normal; // Analytically computed normal
+ vec4 p; // Point in shader space
+ vec4 surfColor; // Computed color of the surface
+ float intensity; // Computed light intensity
+ vec4 distance; // Computed distance values
+ float inorout; // Counter for computing star pattern
+
+ p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p
+ p.w = 1.0;
+
+ inorout = InOrOutInit; // initialize inorout to -3
+
+ distance[0] = dot(p, HalfSpace0);
+ distance[1] = dot(p, HalfSpace1);
+ distance[2] = dot(p, HalfSpace2);
+ distance[3] = dot(p, HalfSpace3);
+
+#if 1
+ distance = smoothstep(-FWidth, FWidth, distance);
+ inorout += dot(distance, vec4(1.0));
+
+ distance.x = dot(p, HalfSpace4);
+ distance.y = StripeWidth - abs(p.z);
+ distance = smoothstep(-FWidth, FWidth, distance);
+ inorout += distance.x;
+
+ inorout = clamp(inorout, 0.0, 1.0);
+
+ surfColor = mix(Yellow, Red, inorout);
+ surfColor = mix(surfColor, Blue, distance.y);
+
+ // normal = point on surface for sphere at (0,0,0)
+ normal = p;
+
+ // Per fragment diffuse lighting
+ intensity = 0.2; // ambient
+ intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0);
+ surfColor *= intensity;
+
+ // Per fragment specular lighting
+ intensity = clamp(dot(HVector, normal), 0.0, 1.0);
+ intensity = pow(intensity, SpecularColor.a);
+ surfColor += SpecularColor * intensity;
+
+ gl_FragColor = surfColor;
+#else
+ gl_FragColor = distance;
+#endif
+}
diff --git a/progs/glsl/CH11-toyball.vert.txt b/progs/glsl/CH11-toyball.vert.txt
new file mode 100644
index 0000000000..21795c17cd
--- /dev/null
+++ b/progs/glsl/CH11-toyball.vert.txt
@@ -0,0 +1,20 @@
+//
+// Fragment shader for procedurally generated toy ball
+//
+// Author: Bill Licea-Kane
+//
+// Copyright (c) 2002-2003 ATI Research
+//
+// See ATI-License.txt for license information
+//
+
+varying vec4 ECposition; // surface position in eye coordinates
+varying vec4 ECballCenter; // ball center in eye coordinates
+uniform vec4 BallCenter; // ball center in modelling coordinates
+
+void main()
+{
+ ECposition = gl_ModelViewMatrix * gl_Vertex;
+ ECballCenter = gl_ModelViewMatrix * BallCenter;
+ gl_Position = ftransform();
+} \ No newline at end of file
diff --git a/progs/glsl/CH18-mandel.frag.txt b/progs/glsl/CH18-mandel.frag.txt
index 3769cffdc8..a472d81252 100644
--- a/progs/glsl/CH18-mandel.frag.txt
+++ b/progs/glsl/CH18-mandel.frag.txt
@@ -30,8 +30,8 @@ void main()
float r2 = 0.0;
float iter;
- for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter)
-//nv: for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter)
+// for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter)
+ for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter)
{
float tempreal = real;
diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile
index 174f5bebe4..fa7f191986 100644
--- a/progs/glsl/Makefile
+++ b/progs/glsl/Makefile
@@ -15,7 +15,9 @@ LIB_DEP = $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) $(T
PROGS = \
brick \
- mandelbrot
+ bump \
+ mandelbrot \
+ toyball
##### RULES #####
@@ -33,7 +35,9 @@ PROGS = \
default: $(PROGS)
-$(PROGS):
+
+
+##### Extra dependencies
extfuncs.h: $(TOP)/progs/util/extfuncs.h
cp $< .
@@ -41,8 +45,12 @@ extfuncs.h: $(TOP)/progs/util/extfuncs.h
brick.c: extfuncs.h
+bump.c: extfuncs.h
+
mandelbrot.c: extfuncs.h
+toyball.c: extfuncs.h
+
clean:
-rm -f $(PROGS)
diff --git a/progs/glsl/bump.c b/progs/glsl/bump.c
new file mode 100644
index 0000000000..b71c3af970
--- /dev/null
+++ b/progs/glsl/bump.c
@@ -0,0 +1,348 @@
+/**
+ * Procedural Bump Mapping demo. Uses the example shaders from
+ * chapter 11 of the OpenGL Shading Language "orange" book.
+ * 16 Jan 2007
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+#include <GL/glu.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+
+
+static char *FragProgFile = "CH11-bumpmap.frag.txt";
+static char *VertProgFile = "CH11-bumpmap.vert.txt";
+
+/* program/shader objects */
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+
+struct uniform_info {
+ const char *name;
+ GLuint size;
+ GLint location;
+ GLfloat value[4];
+};
+
+static struct uniform_info Uniforms[] = {
+ { "LightPosition", 3, -1, { 0.57737, 0.57735, 0.57735, 0.0 } },
+ { "SurfaceColor", 3, -1, { 0.8, 0.8, 0.2, 0 } },
+ { "BumpDensity", 1, -1, { 16.0, 0, 0, 0 } },
+ { "BumpSize", 1, -1, { 0.15, 0, 0, 0 } },
+ { "SpecularFactor", 1, -1, { 0.5, 0, 0, 0 } },
+ { NULL, 0, 0, { 0, 0, 0, 0 } }
+};
+
+static GLint win = 0;
+
+static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
+
+static GLuint tangentAttrib;
+
+
+static void
+CheckError(int line)
+{
+ GLenum err = glGetError();
+ if (err) {
+ printf("GL Error %s (0x%x) at line %d\n",
+ gluErrorString(err), (int) err, line);
+ }
+}
+
+/*
+ * Draw a square, specifying normal and tangent vectors.
+ */
+static void
+Square(GLfloat size)
+{
+ glNormal3f(0, 0, 1);
+ glVertexAttrib3f_func(tangentAttrib, 1, 0, 0);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0, 0); glVertex2f(-size, -size);
+ glTexCoord2f(1, 0); glVertex2f( size, -size);
+ glTexCoord2f(1, 1); glVertex2f( size, size);
+ glTexCoord2f(0, 1); glVertex2f(-size, size);
+ glEnd();
+}
+
+
+static void
+Redisplay(void)
+{
+ 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);
+ glRotatef(zRot, 0.0f, 0.0f, 1.0f);
+
+ Square(2.0);
+
+ glPopMatrix();
+
+ glFinish();
+ glFlush();
+
+ CheckError(__LINE__);
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int 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, -15.0f);
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteShader_func(fragShader);
+ glDeleteShader_func(vertShader);
+ glDeleteProgram_func(program);
+ glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 2.0;
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case 'z':
+ zRot += step;
+ break;
+ case 'Z':
+ zRot -= step;
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 2.0;
+
+ (void) x;
+ (void) y;
+
+ 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;
+ }
+ glutPostRedisplay();
+}
+
+
+
+static void
+LoadAndCompileShader(GLuint shader, const char *text)
+{
+ GLint stat;
+
+ glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
+
+ glCompileShader_func(shader);
+
+ glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetShaderInfoLog_func(shader, 1000, &len, log);
+ fprintf(stderr, "brick: problem compiling shader: %s\n", log);
+ exit(1);
+ }
+ else {
+ printf("Shader compiled OK\n");
+ }
+}
+
+
+/**
+ * Read a shader from a file.
+ */
+static void
+ReadShader(GLuint shader, const char *filename)
+{
+ const int max = 100*1000;
+ int n;
+ char *buffer = (char*) malloc(max);
+ FILE *f = fopen(filename, "r");
+ if (!f) {
+ fprintf(stderr, "brick: Unable to open shader file %s\n", filename);
+ exit(1);
+ }
+
+ n = fread(buffer, 1, max, f);
+ printf("brick: read %d bytes from shader file %s\n", n, filename);
+ if (n > 0) {
+ buffer[n] = 0;
+ LoadAndCompileShader(shader, buffer);
+ }
+
+ fclose(f);
+ free(buffer);
+}
+
+
+static void
+CheckLink(GLuint prog)
+{
+ GLint stat;
+ glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetProgramInfoLog_func(prog, 1000, &len, log);
+ fprintf(stderr, "Linker error:\n%s\n", log);
+ }
+ else {
+ fprintf(stderr, "Link success!\n");
+ }
+}
+
+
+static void
+Init(void)
+{
+ const char *version;
+ GLint i;
+
+ version = (const char *) glGetString(GL_VERSION);
+ if (version[0] != '2' || version[1] != '.') {
+ printf("Warning: this program expects OpenGL 2.0\n");
+ /*exit(1);*/
+ }
+ printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+ GetExtensionFuncs();
+
+ vertShader = glCreateShader_func(GL_VERTEX_SHADER);
+ ReadShader(vertShader, VertProgFile);
+
+ fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
+ ReadShader(fragShader, FragProgFile);
+
+ program = glCreateProgram_func();
+ glAttachShader_func(program, fragShader);
+ glAttachShader_func(program, vertShader);
+ glLinkProgram_func(program);
+ CheckLink(program);
+ glUseProgram_func(program);
+
+ assert(glIsProgram_func(program));
+ assert(glIsShader_func(fragShader));
+ assert(glIsShader_func(vertShader));
+
+ assert(glGetError() == 0);
+
+ CheckError(__LINE__);
+
+ for (i = 0; Uniforms[i].name; i++) {
+ Uniforms[i].location
+ = glGetUniformLocation_func(program, Uniforms[i].name);
+ printf("Uniform %s location: %d\n", Uniforms[i].name,
+ Uniforms[i].location);
+ switch (Uniforms[i].size) {
+ case 1:
+ glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ case 2:
+ glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ case 3:
+ glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ case 4:
+ glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ default:
+ abort();
+ }
+ }
+
+ CheckError(__LINE__);
+
+ tangentAttrib = glGetAttribLocation_func(program, "Tangent");
+ printf("Tangent Attrib: %d\n", tangentAttrib);
+
+ assert(tangentAttrib >= 0);
+
+ CheckError(__LINE__);
+
+ glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fs") == 0) {
+ FragProgFile = argv[i+1];
+ }
+ else if (strcmp(argv[i], "-vs") == 0) {
+ VertProgFile = argv[i+1];
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(400, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ ParseOptions(argc, argv);
+ Init();
+ glutMainLoop();
+ return 0;
+}
+
diff --git a/progs/glsl/toyball.c b/progs/glsl/toyball.c
new file mode 100644
index 0000000000..2d3462fc61
--- /dev/null
+++ b/progs/glsl/toyball.c
@@ -0,0 +1,316 @@
+/**
+ * "Toy Ball" shader demo. Uses the example shaders from
+ * chapter 11 of the OpenGL Shading Language "orange" book.
+ * 16 Jan 2007
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+
+
+static char *FragProgFile = "CH11-toyball.frag.txt";
+static char *VertProgFile = "CH11-toyball.vert.txt";
+
+/* program/shader objects */
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+
+struct uniform_info {
+ const char *name;
+ GLuint size;
+ GLint location;
+ GLfloat value[4];
+};
+
+static struct uniform_info Uniforms[] = {
+ { "LightDir", 4, -1, { 0.57737, 0.57735, 0.57735, 0.0 } },
+ { "HVector", 4, -1, { 0.32506, 0.32506, 0.88808, 0.0 } },
+ { "BallCenter", 4, -1, { 0.0, 0.0, 0.0, 1.0 } },
+ { "SpecularColor", 4, -1, { 0.4, 0.4, 0.4, 60.0 } },
+ { "Red", 4, -1, { 0.6, 0.0, 0.0, 1.0 } },
+ { "Blue", 4, -1, { 0.0, 0.3, 0.6, 1.0 } },
+ { "Yellow", 4, -1, { 0.6, 0.5, 0.0, 1.0 } },
+ { "HalfSpace0", 4, -1, { 1.0, 0.0, 0.0, 0.2 } },
+ { "HalfSpace1", 4, -1, { 0.309016994, 0.951056516, 0.0, 0.2 } },
+ { "HalfSpace2", 4, -1, { -0.809016994, 0.587785252, 0.0, 0.2 } },
+ { "HalfSpace3", 4, -1, { -0.809016994, -0.587785252, 0.0, 0.2 } },
+ { "HalfSpace4", 4, -1, { 0.309116994, -0.951056516, 0.0, 0.2 } },
+ { "InOrOutInit", 1, -1, { -3.0, 0, 0, 0 } },
+ { "StripeWidth", 1, -1, { 0.3, 0, 0, 0 } },
+ { "FWidth", 1, -1, { 0.005, 0, 0, 0 } },
+ { NULL, 0, 0, { 0, 0, 0, 0 } }
+};
+
+static GLint win = 0;
+
+static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
+
+
+static void
+Redisplay(void)
+{
+ 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);
+ glRotatef(zRot, 0.0f, 0.0f, 1.0f);
+
+ glutSolidSphere(2.0, 20, 10);
+
+ glPopMatrix();
+
+ glFinish();
+ glFlush();
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int 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, -15.0f);
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteShader_func(fragShader);
+ glDeleteShader_func(vertShader);
+ glDeleteProgram_func(program);
+ glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 2.0;
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case 'z':
+ zRot += step;
+ break;
+ case 'Z':
+ zRot -= step;
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 2.0;
+
+ (void) x;
+ (void) y;
+
+ 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;
+ }
+ glutPostRedisplay();
+}
+
+
+
+static void
+LoadAndCompileShader(GLuint shader, const char *text)
+{
+ GLint stat;
+
+ glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
+
+ glCompileShader_func(shader);
+
+ glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetShaderInfoLog_func(shader, 1000, &len, log);
+ fprintf(stderr, "brick: problem compiling shader: %s\n", log);
+ exit(1);
+ }
+ else {
+ printf("Shader compiled OK\n");
+ }
+}
+
+
+/**
+ * Read a shader from a file.
+ */
+static void
+ReadShader(GLuint shader, const char *filename)
+{
+ const int max = 100*1000;
+ int n;
+ char *buffer = (char*) malloc(max);
+ FILE *f = fopen(filename, "r");
+ if (!f) {
+ fprintf(stderr, "brick: Unable to open shader file %s\n", filename);
+ exit(1);
+ }
+
+ n = fread(buffer, 1, max, f);
+ printf("brick: read %d bytes from shader file %s\n", n, filename);
+ if (n > 0) {
+ buffer[n] = 0;
+ LoadAndCompileShader(shader, buffer);
+ }
+
+ fclose(f);
+ free(buffer);
+}
+
+
+static void
+CheckLink(GLuint prog)
+{
+ GLint stat;
+ glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetProgramInfoLog_func(prog, 1000, &len, log);
+ fprintf(stderr, "Linker error:\n%s\n", log);
+ }
+ else {
+ fprintf(stderr, "Link success!\n");
+ }
+}
+
+
+static void
+Init(void)
+{
+ const char *version;
+ GLint i;
+
+ version = (const char *) glGetString(GL_VERSION);
+ if (version[0] != '2' || version[1] != '.') {
+ printf("Warning: this program expects OpenGL 2.0\n");
+ /*exit(1);*/
+ }
+ printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+ GetExtensionFuncs();
+
+ vertShader = glCreateShader_func(GL_VERTEX_SHADER);
+ ReadShader(vertShader, VertProgFile);
+
+ fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
+ ReadShader(fragShader, FragProgFile);
+
+ program = glCreateProgram_func();
+ glAttachShader_func(program, fragShader);
+ glAttachShader_func(program, vertShader);
+ glLinkProgram_func(program);
+ CheckLink(program);
+ glUseProgram_func(program);
+
+ assert(glIsProgram_func(program));
+ assert(glIsShader_func(fragShader));
+ assert(glIsShader_func(vertShader));
+
+
+ for (i = 0; Uniforms[i].name; i++) {
+ Uniforms[i].location
+ = glGetUniformLocation_func(program, Uniforms[i].name);
+ printf("Uniform %s location: %d\n", Uniforms[i].name,
+ Uniforms[i].location);
+ switch (Uniforms[i].size) {
+ case 1:
+ glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ case 2:
+ glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ case 3:
+ glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ case 4:
+ glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+ break;
+ default:
+ abort();
+ }
+ }
+
+ assert(glGetError() == 0);
+
+ glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fs") == 0) {
+ FragProgFile = argv[i+1];
+ }
+ else if (strcmp(argv[i], "-vs") == 0) {
+ VertProgFile = argv[i+1];
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(400, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ ParseOptions(argc, argv);
+ Init();
+ glutMainLoop();
+ return 0;
+}
+