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/*
* glcheck.c
*
* Quick check of OpenGL functionality
*
* (c) 2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <glew.h>
//#define GL_GLEXT_PROTOTYPES 1
//#include <gl.h>
#include <glut.h>
GLuint buffer;
GLfloat angle = 0.0;
GLuint program;
/* Utility function to load and compile a shader, checking the info log */
static GLuint render_load_shader(const char *filename, GLenum type) {
GLuint shader;
char text[4096];
size_t len;
FILE *fh;
int l;
GLint status;
fh = fopen(filename, "r");
if ( fh == NULL ) {
fprintf(stderr, "Couldn't load shader '%s'\n", filename);
return 0;
}
len = fread(text, 1, 4095, fh);
fclose(fh);
text[len] = '\0';
const GLchar *source = text;
shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if ( status == GL_FALSE ) {
glGetShaderInfoLog(shader, 4095, &l, text);
if ( l > 0 ) {
printf("%s\n", text); fflush(stdout);
} else {
printf("Shader compilation failed.\n");
}
}
return shader;
}
static int render_validate_shader(GLuint shader) {
GLint status;
int l;
char text[4096];
glValidateProgram(shader);
glGetProgramiv(shader, GL_VALIDATE_STATUS, &status);
if ( status == GL_FALSE ) {
glGetProgramInfoLog(shader, 4095, &l, text);
if ( l > 0 ) {
printf("%s\n", text); fflush(stdout);
} else {
printf("Shader did not validate successfully.\n");
}
return 0;
}
return 1;
}
static void glcheck_setup() {
GLuint vert, frag;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vert = render_load_shader(DATADIR"/shaders/lighting.vert", GL_VERTEX_SHADER);
frag = render_load_shader(DATADIR"/shaders/lighting.frag", GL_FRAGMENT_SHADER);
program = glCreateProgram();
glAttachShader(program, vert);
glAttachShader(program, frag);
glLinkProgram(program);
render_validate_shader(program);
}
static void glcheck_draw() {
GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, -2.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
glEnable(GL_LIGHTING);
GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
GLfloat pos0[] = { 0.0, 0.0, -2.0, 0.0 };
GLfloat diffuse0[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat specular0[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat ambient0[] = { 0.0, 0.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, pos0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
glEnable(GL_LIGHT0);
glRotatef(angle, 0.0, 1.0, 0.0);
glFrontFace(GL_CW);
glUseProgram(program);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialf(GL_FRONT, GL_SHININESS, 80.0);
glColor3f(0.0, 0.0, 1.0);
glutSolidTeapot(0.5);
glUseProgram(0);
glFrontFace(GL_CCW);
glutSwapBuffers();
}
void glcheck_update() {
angle += 0.3;
glutPostRedisplay();
glutTimerFunc(10.0, glcheck_update, 0.0);
}
int main(int argc, char *argv[]) {
int window;
GLint var;
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(512, 512);
window = glutCreateWindow("Thrust3D GLcheck");
glewInit();
glcheck_setup();
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &var);
printf("Max uniform components: %i\n", var);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &var);
printf("Max varying components: %i\n", var);
glutTimerFunc(10.0, glcheck_update, 0.0);
glutDisplayFunc(glcheck_draw);
glutMainLoop();
glutDestroyWindow(window);
return 0;
}
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