/** * Implement glRasterPos + glBitmap with textures + shaders. * Brian Paul * 14 May 2007 */ #include #include #include #include #include #include #include #include "shaderutil.h" static GLuint FragShader; static GLuint VertShader; static GLuint Program; static GLint Win = 0; static GLint WinWidth = 500, WinHeight = 500; static GLboolean Anim = GL_TRUE; static GLboolean Bitmap = GL_FALSE; static GLfloat Xrot = 20.0f, Yrot = 70.0f; static GLint uTex, uScale; static GLuint Textures[2]; #define TEX_WIDTH 16 #define TEX_HEIGHT 8 static void BitmapText(const char *s) { while (*s) { glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); s++; } } static void Redisplay(void) { static const GLfloat px[3] = { 1.2, 0, 0}; static const GLfloat nx[3] = {-1.2, 0, 0}; 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); glEnable(GL_LIGHTING); glPushMatrix(); glScalef(0.5, 0.5, 0.5); glutSolidDodecahedron(); glPopMatrix(); glDisable(GL_LIGHTING); glColor3f(0, 1, 0); glBegin(GL_LINES); glVertex3f(-1, 0, 0); glVertex3f( 1, 0, 0); glEnd(); glColor3f(1, 1, 0); if (Bitmap) { glRasterPos3fv(px); BitmapText("+X"); glRasterPos3fv(nx); BitmapText("-X"); } else { glUseProgram(Program); /* vertex positions (deltas) depend on texture size and window size */ if (uScale != -1) { glUniform2f(uScale, 2.0 * TEX_WIDTH / WinWidth, 2.0 * TEX_HEIGHT / WinHeight); } /* draw +X */ glBindTexture(GL_TEXTURE_2D, Textures[0]); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3fv(px); glTexCoord2f(1, 0); glVertex3fv(px); glTexCoord2f(1, 1); glVertex3fv(px); glTexCoord2f(0, 1); glVertex3fv(px); glEnd(); /* draw -X */ glBindTexture(GL_TEXTURE_2D, Textures[1]); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3fv(nx); glTexCoord2f(1, 0); glVertex3fv(nx); glTexCoord2f(1, 1); glVertex3fv(nx); glTexCoord2f(0, 1); glVertex3fv(nx); glEnd(); glUseProgram(0); } glPopMatrix(); glutSwapBuffers(); } static void Idle(void) { Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.01; glutPostRedisplay(); } static void Reshape(int width, int height) { WinWidth = width; WinHeight = 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, -10.0f); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch(key) { case ' ': case 'a': Anim = !Anim; if (Anim) glutIdleFunc(Idle); else glutIdleFunc(NULL); break; case 'b': Bitmap = !Bitmap; if (Bitmap) printf("Using glBitmap\n"); else printf("Using billboard texture\n"); break; case 27: glDeleteShader(FragShader); glDeleteShader(VertShader); glDeleteProgram(Program); glutDestroyWindow(Win); exit(0); } glutPostRedisplay(); } static void SpecialKey(int key, int x, int y) { const GLfloat step = 0.125f; 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; } /*printf("Xrot: %f Yrot: %f\n", Xrot, Yrot);*/ glutPostRedisplay(); } static void MakeTexImage(const char *p, GLuint texobj) { GLubyte image[TEX_HEIGHT][TEX_WIDTH]; GLuint i, j, k; for (i = 0; i < TEX_HEIGHT; i++) { for (j = 0; j < TEX_WIDTH; j++) { k = i * TEX_WIDTH + j; if (p[k] == ' ') { image[i][j] = 0; } else { image[i][j] = 255; } } } glBindTexture(GL_TEXTURE_2D, texobj); glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, TEX_WIDTH, TEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } static void MakeBitmapTextures(void) { const char *px = " X X " " X X X " " X X X " " XXXXX X " " X X X " " X X X " " X X " " X X "; const char *nx = " X X " " X X " " X X " " XXXXX X " " X X " " X X " " X X " " X X "; glGenTextures(2, Textures); MakeTexImage(px, Textures[0]); MakeTexImage(nx, Textures[1]); } static void Init(void) { /* Fragment shader: modulate raster color by texture, discard fragments * with alpha < 1.0 */ static const char *fragShaderText = "uniform sampler2D tex2d; \n" "void main() {\n" " vec4 c = texture2D(tex2d, gl_TexCoord[0].xy); \n" " if (c.w < 1.0) \n" " discard; \n" " gl_FragColor = c * gl_Color; \n" "}\n"; /* Vertex shader: compute new vertex position based on incoming vertex pos, * texcoords and special scale factor. */ static const char *vertShaderText = "uniform vec2 scale; \n" "void main() {\n" " vec4 p = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " gl_Position.xy = p.xy + gl_MultiTexCoord0.xy * scale * p.w; \n" " gl_Position.zw = p.zw; \n" " gl_TexCoord[0] = gl_MultiTexCoord0; \n" " gl_FrontColor = gl_Color; \n" "}\n"; if (!ShadersSupported()) exit(1); VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); Program = LinkShaders(VertShader, FragShader); glUseProgram(Program); uScale = glGetUniformLocation(Program, "scale"); uTex = glGetUniformLocation(Program, "tex2d"); if (uTex != -1) { glUniform1i(uTex, 0); /* tex unit 0 */ } glUseProgram(0); glClearColor(0.3f, 0.3f, 0.3f, 0.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_LIGHT0); MakeBitmapTextures(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); Win = glutCreateWindow(argv[0]); glewInit(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(SpecialKey); glutDisplayFunc(Redisplay); if (Anim) glutIdleFunc(Idle); Init(); glutMainLoop(); return 0; }