#include #include #include #ifndef WIN32 #include #include #endif #include #include #include "readtex.c" #define TEXTURE_FILE "../images/bw.rgb" unsigned show_fps = 0; unsigned int frame_cnt = 0; void alarmhandler(int); static const char *filename = NULL; static GLuint fragShader; static GLuint vertShader; static GLuint program; static void usage(char *name) { fprintf(stderr, "usage: %s [ options ] shader_filename\n", name); #ifndef WIN32 fprintf(stderr, "\n" ); fprintf(stderr, "options:\n"); fprintf(stderr, " -fps show frames per second\n"); #endif } #ifndef WIN32 void alarmhandler (int sig) { if (sig == SIGALRM) { printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt, frame_cnt / 5.0); frame_cnt = 0; } signal(SIGALRM, alarmhandler); alarm(5); } #endif static void load_and_compile_shader(GLuint shader, const char *text) { GLint stat; glShaderSource(shader, 1, (const GLchar **) &text, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetShaderInfoLog(shader, 1000, &len, log); fprintf(stderr, "fp-tri: problem compiling shader:\n%s\n", log); exit(1); } } static void read_shader(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, "fp-tri: Unable to open shader file %s\n", filename); exit(1); } n = fread(buffer, 1, max, f); printf("fp-tri: read %d bytes from shader file %s\n", n, filename); if (n > 0) { buffer[n] = 0; load_and_compile_shader(shader, buffer); } fclose(f); free(buffer); } static void check_link(GLuint prog) { GLint stat; glGetProgramiv(prog, GL_LINK_STATUS, &stat); if (!stat) { GLchar log[1000]; GLsizei len; glGetProgramInfoLog(prog, 1000, &len, log); fprintf(stderr, "Linker error:\n%s\n", log); } } static void setup_uniforms() { { GLint loc1f = glGetUniformLocationARB(program, "Offset1f"); GLint loc2f = glGetUniformLocationARB(program, "Offset2f"); GLint loc4f = glGetUniformLocationARB(program, "Offset4f"); GLfloat vecKer[] = { 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; if (loc1f >= 0) glUniform1fv(loc1f, 16, vecKer); if (loc2f >= 0) glUniform2fv(loc2f, 8, vecKer); if (loc4f >= 0) glUniform4fv(loc4f, 4, vecKer); } { GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f"); GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f"); GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f"); GLfloat vecKer[] = { 1.0, 0.0, 0.0, 0.25, 0.0, 1.0, 0.0, 0.25, 0.0, 0.0, 1.0, 0.25, 0.0, 0.0, 0.0, 0.25, 0.5, 0.0, 0.0, 0.35, 0.0, 0.5, 0.0, 0.35, 0.0, 0.0, 0.5, 0.35, 0.0, 0.0, 0.0, 0.35 }; if (loc1f >= 0) glUniform1fv(loc1f, 16, vecKer); if (loc2f >= 0) glUniform2fv(loc2f, 8, vecKer); if (loc4f >= 0) glUniform4fv(loc4f, 4, vecKer); } } static void prepare_shaders() { static const char *fragShaderText = "void main() {\n" " gl_FragColor = gl_Color;\n" "}\n"; static const char *vertShaderText = "void main() {\n" " gl_FrontColor = gl_Color;\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n"; fragShader = glCreateShader(GL_FRAGMENT_SHADER); if (filename) read_shader(fragShader, filename); else load_and_compile_shader(fragShader, fragShaderText); vertShader = glCreateShader(GL_VERTEX_SHADER); load_and_compile_shader(vertShader, vertShaderText); program = glCreateProgram(); glAttachShader(program, fragShader); glAttachShader(program, vertShader); glLinkProgram(program); check_link(program); glUseProgram(program); setup_uniforms(); } #define LEVELS 8 #define SIZE (1<