/*! \file shapes.c
\ingroup demos
This program is a test harness for the various shapes
in OpenGLUT. It may also be useful to see which
parameters control what behavior in the OpenGLUT
objects.
Spinning wireframe and solid-shaded shapes are
displayed. Some parameters can be adjusted.
Keys:
- Esc Quit
- q Q Quit
- i I Show info
- p P Toggle perspective or orthographic projection
- r R Toggle fixed or animated rotation around model X-axis
- s S Toggle toggle fixed function or shader render path
- n N Toggle visualization of object's normal vectors
- = + Increase \a slices
- - _ Decreate \a slices
- , < Decreate \a stacks
- . > Increase \a stacks
- 9 ( Decreate \a depth (Sierpinski Sponge)
- 0 ) Increase \a depth (Sierpinski Sponge)
- up Increase "outer radius"
- down Decrease "outer radius"
- left Decrease "inner radius"
- right Increase "inner radius"
- PgUp Next shape-drawing function
- PgDn Prev shape-drawing function
\author Written by Nigel Stewart November 2003
\author Portions Copyright (C) 2004, the OpenGLUT project contributors.
OpenGLUT branched from freeglut in February, 2004.
\image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration
\include demos/shapes/shapes.c
*/
#include
#include
#include
#include
#include
#include "glmatrix.h"
#ifdef _MSC_VER
/* DUMP MEMORY LEAKS */
#include
#endif
/* report GL errors, if any, to stderr */
void checkError(const char *functionName)
{
GLenum error;
while (( error = glGetError() ) != GL_NO_ERROR) {
fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
}
}
/*
* OpenGL 2+ shader mode needs some function and macro definitions,
* avoiding a dependency on additional libraries like GLEW or the
* GL/glext.h header
*/
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
#ifndef GL_COMPILE_STATUS
#define GL_COMPILE_STATUS 0x8B81
#endif
#ifndef GL_LINK_STATUS
#define GL_LINK_STATUS 0x8B82
#endif
#ifndef GL_INFO_LOG_LENGTH
#define GL_INFO_LOG_LENGTH 0x8B84
#endif
typedef ptrdiff_t ourGLsizeiptr;
typedef char ourGLchar;
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef GL_VERSION_2_0
typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
#endif
PFNGLCREATESHADERPROC gl_CreateShader;
PFNGLSHADERSOURCEPROC gl_ShaderSource;
PFNGLCOMPILESHADERPROC gl_CompileShader;
PFNGLCREATEPROGRAMPROC gl_CreateProgram;
PFNGLATTACHSHADERPROC gl_AttachShader;
PFNGLLINKPROGRAMPROC gl_LinkProgram;
PFNGLUSEPROGRAMPROC gl_UseProgram;
PFNGLGETSHADERIVPROC gl_GetShaderiv;
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv;
void initExtensionEntries(void)
{
gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog");
gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation");
gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation");
gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv");
gl_UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress ("glUniformMatrix3fv");
if (!gl_CreateShader || !gl_ShaderSource || !gl_CompileShader || !gl_CreateProgram || !gl_AttachShader || !gl_LinkProgram || !gl_UseProgram || !gl_GetShaderiv || !gl_GetShaderInfoLog || !gl_GetProgramiv || !gl_GetProgramInfoLog || !gl_GetAttribLocation || !gl_GetUniformLocation || !gl_UniformMatrix4fv || !gl_UniformMatrix3fv)
{
fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glGetUniformLocation, glUniformMatrix4fv or gl_UniformMatrix3fv not found");
exit(1);
}
}
const ourGLchar *vertexShaderSource[] = {
"/**",
" * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
" * This file is in the public domain.",
" * Contributors: Sylvain Beucler",
" */",
"attribute vec3 fg_coord;",
"attribute vec3 fg_normal;",
"varying vec4 position; /* position of the vertex (and fragment) in world space */",
"varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
"uniform mat4 m, p; /* don't need v, as always identity in our demo */",
"uniform mat3 m_3x3_inv_transp;",
" ",
"void main()",
"{",
" vec4 fg_coord4 = vec4(fg_coord, 1.0);",
" position = m * fg_coord4;",
" varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);",
" ",
" mat4 mvp = p*m; /* normally p*v*m */",
" gl_Position = mvp * fg_coord4;",
"}"
};
const ourGLchar *fragmentShaderSource[] = {
"/**",
" * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
" * This file is in the public domain.",
" * Contributors: Martin Kraus, Sylvain Beucler",
" */",
"varying vec4 position; /* position of the vertex (and fragment) in world space */",
"varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
"/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */",
" ",
"struct lightSource",
"{",
" vec4 position;",
" vec4 diffuse;",
" vec4 specular;",
" float constantAttenuation, linearAttenuation, quadraticAttenuation;",
" float spotCutoff, spotExponent;",
" vec3 spotDirection;",
"};",
"lightSource light0 = lightSource(",
" vec4(2.0, 5.0, 5.0, 0.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" 0.0, 1.0, 0.0,",
" 180.0, 0.0,",
" vec3(0.0, 0.0, 0.0)",
");",
"vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);",
" ",
"struct material",
"{",
" vec4 ambient;",
" vec4 diffuse;",
" vec4 specular;",
" float shininess;",
"};",
"material frontMaterial = material(",
" vec4(1.0, 0.0, 0.0, 1.0),",
" vec4(1.0, 0.0, 0.0, 1.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" 100.0",
");",
" ",
"void main()",
"{",
" vec3 normalDirection = normalize(varyingNormalDirection);",
" /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */",
" vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */",
" vec3 lightDirection;",
" float attenuation;",
" ",
" if (0.0 == light0.position.w) /* directional light? */",
" {",
" attenuation = 1.0; /* no attenuation */",
" lightDirection = normalize(vec3(light0.position));",
" } ",
" else /* point light or spotlight (or other kind of light) */",
" {",
" vec3 positionToLightSource = vec3(light0.position - position);",
" float distance = length(positionToLightSource);",
" lightDirection = normalize(positionToLightSource);",
" attenuation = 1.0 / (light0.constantAttenuation",
" + light0.linearAttenuation * distance",
" + light0.quadraticAttenuation * distance * distance);",
" ",
" if (light0.spotCutoff <= 90.0) /* spotlight? */",
" {",
" float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));",
" if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */",
" {",
" attenuation = 0.0;",
" }",
" else",
" {",
" attenuation = attenuation * pow(clampedCosine, light0.spotExponent); ",
" }",
" }",
" }",
" ",
" vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);",
" ",
" vec3 diffuseReflection = attenuation ",
" * vec3(light0.diffuse) * vec3(frontMaterial.diffuse)",
" * max(0.0, dot(normalDirection, lightDirection));",
" ",
" vec3 specularReflection;",
" if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */",
" {",
" specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */",
" }",
" else /* light source on the right side */",
" {",
" specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ",
" * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);",
" }",
" ",
" gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);",
"}"
};
GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isAttrib)
{
if (isAttrib)
{
GLint attrib = gl_GetAttribLocation(program, name);
if (attrib == -1)
{
fprintf(stderr, "Warning: Could not bind attrib %s\n", name);
}
checkError ("getAttribOrUniformLocation");
return attrib;
}
else
{
GLint uniform = gl_GetUniformLocation(program, name);
if (uniform == -1)
{
fprintf(stderr, "Warning: Could not bind uniform %s\n", name);
}
checkError ("getAttribOrUniformLocation");
return uniform;
}
}
GLuint program;
GLint attribute_fg_coord = -1, attribute_fg_normal = -1;
GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1;
GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */
void compileAndCheck(GLuint shader)
{
GLint status;
gl_CompileShader (shader);
gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
ourGLchar *infoLog;
gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
infoLog = (ourGLchar*) malloc (infoLogLength);
gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
fprintf (stderr, "compile log: %s\n", infoLog);
free (infoLog);
}
checkError ("compileAndCheck");
}
GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string)
{
GLuint shader = gl_CreateShader (type);
gl_ShaderSource (shader, count, string, NULL);
checkError ("compileShaderSource");
compileAndCheck (shader);
return shader;
}
void linkAndCheck(GLuint program)
{
GLint status;
gl_LinkProgram (program);
gl_GetProgramiv (program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
ourGLchar *infoLog;
gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength);
infoLog = (ourGLchar*) malloc (infoLogLength);
gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog);
fprintf (stderr, "link log: %s\n", infoLog);
free (infoLog);
}
checkError ("linkAndCheck");
}
void createProgram(GLuint vertexShader, GLuint fragmentShader)
{
program = gl_CreateProgram ();
if (vertexShader != 0) {
gl_AttachShader (program, vertexShader);
}
if (fragmentShader != 0) {
gl_AttachShader (program, fragmentShader);
}
checkError ("createProgram");
linkAndCheck (program);
}
void initShader(void)
{
const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*);
GLuint vertexShader =
compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource);
const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*);
GLuint fragmentShader =
compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
checkError ("initShader - 1");
createProgram (vertexShader, fragmentShader);
gl_UseProgram (program);
attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, GL_TRUE);
attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, GL_TRUE);
uniform_m = getAttribOrUniformLocation("m" , program, GL_FALSE);
uniform_p = getAttribOrUniformLocation("p" , program, GL_FALSE);
uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, GL_FALSE);
gl_UseProgram (0);
if (attribute_fg_coord==-1 || attribute_fg_normal==-1 ||
uniform_m==-1 || uniform_p==-1 || uniform_m_3x3_inv_transp==-1)
shaderReady = -1;
else
shaderReady = 1;
checkError ("initShader - 2");
}
/*
* This macro is only intended to be used on arrays, of course.
*/
#define NUMBEROF(x) ((sizeof(x))/(sizeof(x[0])))
/*
* These global variables control which object is drawn,
* and how it is drawn. No object uses all of these
* variables.
*/
static int function_index;
static int slices = 16;
static int stacks = 16;
static double irad = .25;
static double orad = 1.0; /* doubles as size for objects other than Torus */
static int depth = 4;
static double offset[ 3 ] = { 0, 0, 0 };
static GLboolean show_info = GL_TRUE;
static float ar;
static GLboolean persProject = GL_TRUE;
static GLboolean animateXRot = GL_FALSE;
static GLboolean useShader = GL_FALSE;
static GLboolean visNormals = GL_FALSE;
/*
* Enum to tell drawSizeInfo what to draw for each object
*/
#define GEO_NO_SIZE 0
#define GEO_SIZE 1
#define GEO_SCALE 2
#define GEO_INNER_OUTER_RAD 4
#define GEO_RAD 8
#define GEO_BASE_HEIGHT 16
#define GEO_RAD_HEIGHT 32
/*
* These one-liners draw particular objects, fetching appropriate
* information from the above globals. They are just thin wrappers
* for the FreeGLUT objects.
*/
static void drawSolidTetrahedron(void) { glutSolidTetrahedron (); }
static void drawWireTetrahedron(void) { glutWireTetrahedron (); }
static void drawSolidCube(void) { glutSolidCube(orad); } /* orad doubles as size input */
static void drawWireCube(void) { glutWireCube(orad); } /* orad doubles as size input */
static void drawSolidOctahedron(void) { glutSolidOctahedron (); }
static void drawWireOctahedron(void) { glutWireOctahedron (); }
static void drawSolidDodecahedron(void) { glutSolidDodecahedron (); }
static void drawWireDodecahedron(void) { glutWireDodecahedron (); }
static void drawSolidRhombicDodecahedron(void) { glutSolidRhombicDodecahedron (); }
static void drawWireRhombicDodecahedron(void) { glutWireRhombicDodecahedron (); }
static void drawSolidIcosahedron(void) { glutSolidIcosahedron (); }
static void drawWireIcosahedron(void) { glutWireIcosahedron (); }
static void drawSolidSierpinskiSponge(void) { glutSolidSierpinskiSponge (depth, offset, orad);} /* orad doubles as size input */
static void drawWireSierpinskiSponge(void) { glutWireSierpinskiSponge (depth, offset, orad); } /* orad doubles as size input */
static void drawSolidTorus(void) { glutSolidTorus(irad,orad,slices,stacks); }
static void drawWireTorus(void) { glutWireTorus (irad,orad,slices,stacks); }
static void drawSolidSphere(void) { glutSolidSphere(orad,slices,stacks); } /* orad doubles as size input */
static void drawWireSphere(void) { glutWireSphere(orad,slices,stacks); } /* orad doubles as size input */
static void drawSolidCone(void) { glutSolidCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */
static void drawWireCone(void) { glutWireCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */
static void drawSolidCylinder(void) { glutSolidCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */
static void drawWireCylinder(void) { glutWireCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */
/* per Glut manpage, it should be noted that the teapot is rendered
* with clockwise winding for front facing polygons...
* Same for the teacup and teaspoon
*/
static void drawSolidTeapot(void)
{ glFrontFace(GL_CW); glutSolidTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawWireTeapot(void)
{ glFrontFace(GL_CW); glutWireTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawSolidTeacup(void)
{ glFrontFace(GL_CW); glutSolidTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawWireTeacup(void)
{ glFrontFace(GL_CW); glutWireTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawSolidTeaspoon(void)
{ glFrontFace(GL_CW); glutSolidTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawWireTeaspoon(void)
{ glFrontFace(GL_CW); glutWireTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
#define RADIUSFAC 0.70710678118654752440084436210485f
static void drawSolidCuboctahedron(void)
{
GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */
glBegin( GL_TRIANGLES );
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glVertex3d( radius, 0.0, radius );
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glVertex3d( radius, 0.0,-radius );
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0, radius, radius );
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, 0.0,-radius );
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius, 0.0, radius );
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius );
glEnd();
glBegin( GL_QUADS );
glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius );
glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius );
glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius );
glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius );
glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glEnd();
}
static void drawWireCuboctahedron(void)
{
GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */
glBegin( GL_LINE_LOOP );
glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glEnd();
}
#undef RADIUSFAC
/*
* This structure defines an entry in our function-table.
*/
typedef struct
{
const char * const name;
void (*solid) (void);
void (*wire) (void);
int drawSizeInfoFlag;
} entry;
#define ENTRY(e,f) {#e, drawSolid##e, drawWire##e,f}
static const entry table [] =
{
ENTRY (Tetrahedron,GEO_NO_SIZE),
ENTRY (Cube,GEO_SIZE),
ENTRY (Octahedron,GEO_NO_SIZE),
ENTRY (Dodecahedron,GEO_NO_SIZE),
ENTRY (RhombicDodecahedron,GEO_NO_SIZE),
ENTRY (Icosahedron,GEO_NO_SIZE),
ENTRY (SierpinskiSponge,GEO_SCALE),
ENTRY (Teapot,GEO_SIZE),
ENTRY (Teacup,GEO_SIZE),
ENTRY (Teaspoon,GEO_SIZE),
ENTRY (Torus,GEO_INNER_OUTER_RAD),
ENTRY (Sphere,GEO_RAD),
ENTRY (Cone,GEO_BASE_HEIGHT),
ENTRY (Cylinder,GEO_RAD_HEIGHT),
ENTRY (Cuboctahedron,GEO_SIZE) /* This one doesn't work when in shader mode and is then skipped */
};
#undef ENTRY
/*!
Does printf()-like work using freeglut
glutBitmapString(). Uses a fixed font. Prints
at the indicated row/column position.
Limitation: Cannot address pixels.
Limitation: Renders in screen coords, not model coords.
*/
static void shapesPrintf (int row, int col, const char *fmt, ...)
{
static char buf[256];
int viewport[4];
void *font = GLUT_BITMAP_9_BY_15;
va_list args;
va_start(args, fmt);
#if defined(WIN32) && !defined(__CYGWIN__)
(void) _vsnprintf (buf, sizeof(buf), fmt, args);
#else
(void) vsnprintf (buf, sizeof(buf), fmt, args);
#endif
va_end(args);
glGetIntegerv(GL_VIEWPORT,viewport);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,viewport[2],0,viewport[3],-1,1);
glRasterPos2i
(
glutBitmapWidth(font, ' ') * col,
- glutBitmapHeight(font) * row + viewport[3]
);
glutBitmapString (font, (unsigned char*)buf);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
/* Print info about the about the current shape and render state on the screen */
static void DrawSizeInfo(int *row)
{
switch (table [function_index].drawSizeInfoFlag)
{
case GEO_NO_SIZE:
break;
case GEO_SIZE:
shapesPrintf ((*row)++, 1, "Size Up Down : %f", orad);
break;
case GEO_SCALE:
shapesPrintf ((*row)++, 1, "Scale Up Down : %f", orad);
break;
case GEO_INNER_OUTER_RAD:
shapesPrintf ((*row)++, 1, "Inner radius Left Right: %f", irad);
shapesPrintf ((*row)++, 1, "Outer radius Up Down : %f", orad);
break;
case GEO_RAD:
shapesPrintf ((*row)++, 1, "Radius Up Down : %f", orad);
break;
case GEO_BASE_HEIGHT:
shapesPrintf ((*row)++, 1, "Base Left Right: %f", irad);
shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad);
break;
case GEO_RAD_HEIGHT:
shapesPrintf ((*row)++, 1, "Radius Left Right: %f", irad);
shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad);
break;
}
}
static void drawInfo()
{
int row = 1;
shapesPrintf (row++, 1, "Shape PgUp PgDn: %s", table [function_index].name);
shapesPrintf (row++, 1, "Slices +-: %d Stacks <>: %d", slices, stacks);
shapesPrintf (row++, 1, "nSides +-: %d nRings <>: %d", slices, stacks);
shapesPrintf (row++, 1, "Depth (): %d", depth);
DrawSizeInfo(&row);
if (persProject)
shapesPrintf (row++, 1, "Perspective projection (p)");
else
shapesPrintf (row++, 1, "Orthographic projection (p)");
if (useShader)
shapesPrintf (row++, 1, "Using shader (s)");
else
shapesPrintf (row++, 1, "Using fixed function pipeline (s)");
if (animateXRot)
shapesPrintf (row++, 1, "2D rotation (r)");
else
shapesPrintf (row++, 1, "1D rotation (r)");
shapesPrintf (row++, 1, "visualizing normals: %i (n)",visNormals);
}
/* GLUT callback Handlers */
static void
resize(int width, int height)
{
ar = (float) width / (float) height;
glViewport(0, 0, width, height);
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*89.0;
const double b = (animateXRot?t:1)*67.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSetOption(GLUT_GEOMETRY_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */
if (useShader && !shaderReady)
initShader();
if (useShader && shaderReady)
{
/* setup use of shader (and vertex buffer by FreeGLUT) */
gl_UseProgram (program);
glutSetVertexAttribCoord3(attribute_fg_coord);
glutSetVertexAttribNormal(attribute_fg_normal);
/* There is also a glutSetVertexAttribTexCoord2, which is used only when drawing the teapot, teacup or teaspoon */
gl_matrix_mode(GL_PROJECTION);
gl_load_identity();
if (persProject)
gl_frustum(-ar, ar, -1.f, 1.f, 2.f, 100.f);
else
gl_ortho(-ar*3, ar*3, -3.f, 3.f, 2.f, 100.f);
gl_UniformMatrix4fv (uniform_p, 1, GL_FALSE, get_matrix(GL_PROJECTION));
gl_matrix_mode(GL_MODELVIEW);
gl_load_identity();
gl_push_matrix();
/* Not in reverse order like normal OpenGL, our util library multiplies the matrices in the order they are specified in */
gl_rotatef((float)a,0,0,1);
gl_rotatef((float)b,1,0,0);
gl_translatef(0,1.2f,-6);
gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
table [function_index].solid ();
gl_pop_matrix();
gl_push_matrix();
gl_rotatef((float)a,0,0,1);
gl_rotatef((float)b,1,0,0);
gl_translatef(0,-1.2f,-6);
gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
table [function_index].wire ();
gl_pop_matrix();
gl_UseProgram (0);
glutSetVertexAttribCoord3(-1);
glutSetVertexAttribNormal(-1);
checkError ("display");
}
else
{
/* fixed function pipeline */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (persProject)
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
else
glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_LIGHTING);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].solid ();
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].wire ();
glPopMatrix();
glDisable(GL_LIGHTING);
glColor3d(0.1,0.1,0.4);
}
if( show_info )
/* print info to screen */
drawInfo();
else
/* print to command line instead */
printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
glutSwapBuffers();
}
static void
key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'Q':
case 'q': glutLeaveMainLoop () ; break;
case 'I':
case 'i': show_info=!show_info; break;
case '=':
case '+': slices++; break;
case '-':
case '_': if( slices > -1 ) slices--; break;
case ',':
case '<': if( stacks > -1 ) stacks--; break;
case '.':
case '>': stacks++; break;
case '9':
case '(': if( depth > -1 ) depth--; break;
case '0':
case ')': ++depth; break;
case 'P':
case 'p': persProject=!persProject; break;
case 'R':
case 'r': animateXRot=!animateXRot; break;
case 'S':
case 's':
useShader=!useShader;
/* Cuboctahedron can't be shown when in shader mode, move to next */
if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index)
function_index = 0;
break;
case 'N':
case 'n': visNormals=!visNormals; break;
default:
break;
}
glutPostRedisplay();
}
static void special (int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_PAGE_UP: ++function_index; break;
case GLUT_KEY_PAGE_DOWN: --function_index; break;
case GLUT_KEY_UP: orad *= 2; break;
case GLUT_KEY_DOWN: orad /= 2; break;
case GLUT_KEY_RIGHT: irad *= 2; break;
case GLUT_KEY_LEFT: irad /= 2; break;
default:
break;
}
if (0 > function_index)
function_index = NUMBEROF (table) - 1;
if (NUMBEROF (table) <= ( unsigned )function_index)
function_index = 0;
/* Cuboctahedron can't be shown when in shader mode, skip it */
if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index)
{
if (key==GLUT_KEY_PAGE_UP)
function_index = 0;
else
function_index -= 1;
}
}
static void
idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int
main(int argc, char *argv[])
{
glutInitWindowSize(800,600);
glutInitWindowPosition(40,40);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
glutCreateWindow("FreeGLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutIdleFunc(idle);
glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION ) ;
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
initExtensionEntries();
glutMainLoop();
#ifdef _MSC_VER
/* DUMP MEMORY LEAK INFORMATION */
_CrtDumpMemoryLeaks () ;
#endif
return EXIT_SUCCESS;
}