aboutsummaryrefslogtreecommitdiff
path: root/samples/OpenGL/minimal_glsl/minimal_glsl.c
blob: f8599cb5e30c84c7c42523e7e7a42dc003459360 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
#include <stdlib.h>
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>

static void pushModelview()
{
    GLenum prev_matrix_mode;
    glGetIntegerv(GL_MATRIX_MODE, &prev_matrix_mode);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glMatrixMode(prev_matrix_mode);
}

static void popModelview()
{
    GLenum prev_matrix_mode;
    glGetIntegerv(GL_MATRIX_MODE, &prev_matrix_mode);
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    glMatrixMode(prev_matrix_mode);
}

static const GLchar *vertex_shader_source =
"#version 120\n"
"void main()"
"{"
"   gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;"
"   gl_TexCoord[0] = gl_MultiTexCoord0;"
"   gl_FrontColor = gl_Color;"
"   gl_BackColor = gl_Color;"
"}\0";
GLuint shaderVertex = 0;

static const GLchar *fragment_shader_source = 
"#version 120\n"
"uniform sampler2D texCMYK;"
"uniform sampler2D texRGB;"
"void main()"
"{"
"   gl_FragColor = -texture2D(texCMYK, gl_TexCoord[0].st) + texture2D(texRGB, gl_TexCoord[0].st); "
"}\0";
GLuint shaderFragment = 0;

GLuint shaderProgram = 0;

#define TEX_CMYK_WIDTH 2
#define TEX_CMYK_HEIGHT 2
GLubyte textureDataCMYK[TEX_CMYK_WIDTH * TEX_CMYK_HEIGHT][3] = {
    {0x00, 0xff, 0xff}, {0xff, 0x00, 0xff},
    {0xff, 0xff, 0x00}, {0x00, 0x00, 0x00}
};
GLuint texCMYK = 0;

#define TEX_RGB_WIDTH 2
#define TEX_RGB_HEIGHT 2
GLubyte textureDataRGB[TEX_RGB_WIDTH * TEX_RGB_HEIGHT][3] = {
    {0x00, 0x00, 0xff}, {0xff, 0xff, 0xff},
    {0xff, 0x00, 0x00}, {0x00, 0xff, 0x00}
};
GLuint texRGB = 0;

/*  6----7
   /|   /|
  3----2 |
  | 5--|-4
  |/   |/
  0----1

*/

GLfloat cube_vertices[][8] =  {
	/*  X     Y     Z   Nx   Ny   Nz    S    T */
	{-1.0, -1.0,  1.0, 0.0, 0.0, 1.0, 0.0, 0.0}, // 0
	{ 1.0, -1.0,  1.0, 0.0, 0.0, 1.0, 1.0, 0.0}, // 1
	{ 1.0,  1.0,  1.0, 0.0, 0.0, 1.0, 1.0, 1.0}, // 2
	{-1.0,  1.0,  1.0, 0.0, 0.0, 1.0, 0.0, 1.0}, // 3

	{ 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0}, // 4
	{-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0}, // 5
	{-1.0,  1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0}, // 6
	{ 1.0,  1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0}, // 7

	{-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 0.0}, // 5
	{-1.0, -1.0,  1.0, -1.0, 0.0, 0.0, 1.0, 0.0}, // 0
	{-1.0,  1.0,  1.0, -1.0, 0.0, 0.0, 1.0, 1.0}, // 3
	{-1.0,  1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0}, // 6
	
	{ 1.0, -1.0,  1.0,  1.0, 0.0, 0.0, 0.0, 0.0}, // 1
	{ 1.0, -1.0, -1.0,  1.0, 0.0, 0.0, 1.0, 0.0}, // 4
	{ 1.0,  1.0, -1.0,  1.0, 0.0, 0.0, 1.0, 1.0}, // 7
	{ 1.0,  1.0,  1.0,  1.0, 0.0, 0.0, 0.0, 1.0}, // 2
	
	{-1.0, -1.0, -1.0,  0.0, -1.0, 0.0, 0.0, 0.0}, // 5
	{ 1.0, -1.0, -1.0,  0.0, -1.0, 0.0, 1.0, 0.0}, // 4
	{ 1.0, -1.0,  1.0,  0.0, -1.0, 0.0, 1.0, 1.0}, // 1
	{-1.0, -1.0,  1.0,  0.0, -1.0, 0.0, 0.0, 1.0}, // 0

	{-1.0, 1.0,  1.0,  0.0,  1.0, 0.0, 0.0, 0.0}, // 3
	{ 1.0, 1.0,  1.0,  0.0,  1.0, 0.0, 1.0, 0.0}, // 2
	{ 1.0, 1.0, -1.0,  0.0,  1.0, 0.0, 1.0, 1.0}, // 7
	{-1.0, 1.0, -1.0,  0.0,  1.0, 0.0, 0.0, 1.0}, // 6
};

static void draw_cube(void)
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    glVertexPointer(3, GL_FLOAT, sizeof(GLfloat) * 8, &cube_vertices[0][0]);
    glNormalPointer(GL_FLOAT, sizeof(GLfloat) * 8, &cube_vertices[0][3]);
    glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 8, &cube_vertices[0][6]);

    glDrawArrays(GL_QUADS, 0, 24);
}

static void bind_sampler_to_unit_with_texture(GLchar const * const sampler_name, GLuint texture_unit, GLuint texture)
{
        glActiveTexture(GL_TEXTURE0 + texture_unit); 
        glBindTexture(GL_TEXTURE_2D, texture);
        GLuint loc_sampler = glGetUniformLocation(shaderProgram, sampler_name);
        glUniform1i(loc_sampler, texture_unit);
}

static void display(double T)
{
    int window_width, window_height;

    glfwGetWindowSize(&window_width, &window_height);
    if( !window_width || !window_height )
        return;

    const float window_aspect = (float)window_width / (float)window_height;

    glDisable(GL_SCISSOR_TEST);

    glClearColor(0.5, 0.5, 0.7, 1.0);
    glClearDepth(1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    glEnable(GL_DEPTH_TEST);
    glViewport(0, 0, window_width, window_height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-window_aspect, window_aspect, -1, 1, 2, 10);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0, 0, -5);

    pushModelview();
    glRotatef(T * 0.1 * 180, 0., 1., 0.);
    glRotatef(T * 0.1 *  60, 1., 0., 0.);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    glUseProgram(shaderProgram);
    bind_sampler_to_unit_with_texture("texCMYK", 0, texCMYK);
    bind_sampler_to_unit_with_texture("texRGB", 1, texRGB);

    draw_cube();
    popModelview();

    glfwSwapBuffers();
}

static int open_window(void)
{
#if 0
    glfwWindowHint(GLFW_OPENGL_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_OPENGL_VERSION_MINOR, 0);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
#endif

    if( glfwOpenWindow(0, 0,     /* default size */
                       8,  8, 8, /* 8 bits per channel */
                       8, 24, 8, /* 8 alpha, 24 depth, 8 stencil */
                       GLFW_WINDOW) != GL_TRUE ) {
        fputs("Could not open window.\n", stderr);
        return 0;
    }

    if( glewInit() != GLEW_OK ) {
        fputs("Could not initialize extensions.\n", stderr);
        return 0;
    }
    return 1;
}

static int check_extensions(void)
{
    if( !GLEW_ARB_vertex_shader ||
        !GLEW_ARB_fragment_shader ) {
        fputs("Required OpenGL functionality not supported by system.\n", stderr);
        return 0;
    }

    return 1;
}

static int check_shader_compilation(GLuint shader)
{
    GLint n;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &n);
        if( n == GL_FALSE ) {
        GLchar *info_log;
        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &n);
        info_log = malloc(n);
        glGetShaderInfoLog(shader, n, &n, info_log);
        fprintf(stderr, "Shader compilation failed: %*s\n", n, info_log);
        free(info_log);
        return 0;
    }
    return 1;
}

static int init_resources(void)
{
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
    glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);

    glGenTextures(1, &texCMYK);
    glBindTexture(GL_TEXTURE_2D, texCMYK);
    glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGB8, TEX_CMYK_WIDTH, TEX_CMYK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, textureDataCMYK);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glGenTextures(1, &texRGB);
    glBindTexture(GL_TEXTURE_2D, texRGB);
    glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGB8, TEX_RGB_WIDTH, TEX_RGB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, textureDataRGB);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    shaderVertex = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(shaderVertex, 1, (const GLchar**)&vertex_shader_source, NULL);
    glCompileShader(shaderVertex);
    if( !check_shader_compilation(shaderVertex) )
        return 0;

    shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(shaderFragment, 1, (const GLchar**)&fragment_shader_source, NULL);
    glCompileShader(shaderFragment);
    if( !check_shader_compilation(shaderFragment) )
        return 0;

    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, shaderVertex);
    glAttachShader(shaderProgram, shaderFragment);
    glLinkProgram(shaderProgram);

    return 1;
}

static void main_loop(void)
{
    glfwSetTime(0);
    while( glfwGetWindowParam(GLFW_OPENED) == GL_TRUE ) {
        display(glfwGetTime());
    }
}

int main(int argc, char *argv[])
{
    if( glfwInit() != GL_TRUE ) {
        fputs("Could not initialize framework.\n", stderr);
        return -1;
    }

    if( !open_window() )
        return -1;

    if( !check_extensions() )
        return -1;

    if( !init_resources() )
        return -1;

    main_loop();

    glfwTerminate();
    return 0;
}